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SomanB

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Everything posted by SomanB

  1. There's also the meta aspect to consider here. A rounstart AI has a chance to be traitor. A built AI does not. We already have command and sec players who openly state "If the AI isn't doing as I ask, I watch it via cameras." It's not much of a stretch for a validhunt RD/Command to build second AIs "just in case"
  2. The failure here comes from another server that at one time had departmental assi stents. Sure, it looks good on paper, giving newbies a job, but the reality of the matter is that it’ll be used by experienced players as a greytide leg up. Play engy assistant, loot dem gloves and go screw off. Medical assistant, snag a backpack of aid kits, syringe gun, and surgi tools, and go tide.
  3. My engineering pet peeves. Four engineers, twenty minutes into round, engine not touched. Engineers who fuck off with all the roundstart metal, when actual engis are doing engine setup. Atmos techs who whine for gloves. Double if roundstart. Seeing Sec/HoP/Craptain invade engineering for gloves. Cargo denying engineering gear for being too dangerous, while ordering shotgun crates for sec. On green. CE specific, but blueshits who follow you around all round under the guise of protection, when they're actually banking on a CE antag.
  4. Hi, I'm calling from the land of Real World Medicine! It's time to share some stories about surgery, and how it might relate to our 2D spessfart simulator. To start, there are quite a few levels of anesthesia out there. There's local, which we all know from dentistry, various levels of sedation, and general "put you to sleep" anesthesia. There's also the always fun "twilight" anesthesia, where you get dosed with meds that just make you forget whatever pain you're feeling when the surgeon cuts on you. Full on, crack open your chest open heart surgery DOES happen without anesthesia. Most times, it's emergency "you are going to DIE" surgery, but there are some specific instances where due to the patient's clinical profile, they cannot tolerate anesthesia but the surgery MUST be done. It's not pretty. It's considered a last resort, Discussed at length with the person involved, and the vast majority of people choose not to go through with it. Those that do tend to end up with PTSD and years of counseling afterwards As for SS13, I feel there's room on both sides to make this happen. Tossing someone on the table and cutting should work, but it should come with a massive set of downsides for the rest of the round. Cap bleeding out, code red station emergency, then yeah, toss em on the table, save them, deal with the issues later. Sec officer wants an implant HUD but "lel no gas U might be tator", not so much.
  5. Sure, I'm all for providing legal representation, on the caveat that the perp in question is detained until conclusion of the trial. This includes pre-trial evidence gathering and such, getting a jury together, etc etc. What, you thought "I want a lawyer!" is a get out of jail free card? Call for a trial for a 5 minute sentence, you can wait the 30-45 minutes it takes to organize one, locked in the brig.
  6. I'll just quote something I was told in dchat one day, when a string of shitters drove me to not accept reclone after dying as HoS. "I've won if I make you quit." It's the circle of shittery. Shitter decides to make life hell on sec. Experienced sec players say "screw this" and quit rolling sec. Newbies to sec, without guidance, turn into shitcurity. Shitcurity causes trouble with Joey Newguy. Joey Newguy says "screw this", and begins to give sec hell.
  7. It's not a reset button in the end. Its cloning, with a heavy drawback. Remember, you clone naked. Most times it would be used, said person will be known as a traitor as well. Lets also not forget, traitors ALREADY have access to a much better "reset" button. There's not much work to building a private cloner, upgrading it to autoclone, and using that. This idea, being an instant summon thing, has the noclone and dusting add on to compensate for that.
  8. Under my proposed idea, buying multiple would be a waste. As soon as it clones you, you get a no-clone flag set. A second one would be useless to you.
  9. Really depends on coding difficulty, but yeah. In a perfect implementation, the syndie spawns it in, climbs in the locker, and closes it. That's the scan. Once they hop out, it acts like a normal locker from there. When the syndie dies, the locker snaps closed, clones, then pops back open.
  10. I'm not a big fan of making it too slow or obvious, if implemented. I mean, it's a normal traitor, not like a nuke ops or changeling. They're going to clone in with absolutely nothing as is. Giving the crew enough time to hunt down, locate, and destroy the tator yet again kinda defeats the purpose of it. Fully upgraded cloner speed, I feel would be a good compromise. It's not so fast that they're going to pop right back in, but not so slow that sec has a chance to check every locker on station in order to "spawncamp". As for the noclone races, most of those have antag play buffs as is, like vox spacewalk and the like, so I don't feel TOO bad about leaving them out.
  11. So, one of my biggest complaints about antags in general, and tators in particular, is the fact that an antag has to be perfectly lucky in every crew interaction, while the crew only has to be lucky once. Combined with, a confirmed tator will be tagged no-clone, while randome greyshirt who heroically sacrificed himself to kill the tator will get cloned, and....yeah. So, a new item to help mitigate that. I call it the SyndieCloner. The Syndiecloner is a fully upgraded cloner with autoprocessing, disguised to look like a locker. If our traitor manages to get unlucky and dies, no problem. In a few moments, he'll happily pop out of the SyndieCloner locker, ready to try again. It's not all roses and sunshine though. For one, SyndieCloner is expensive, something in the range of 6-8 TC. You clone naked, so the only gear you're going to have is anything you pre-positioned in your hideout. It's experimental tech, so it only works one time (no restocking it with biomass). The clone itself is unstable, so when it dies, it's over (Dust on Death). Also due to that instability, the clone cannot be pre-scanned into a regular cloner either. I think this will help mitigate some of the issues with Hero crew charging tators for disarmspam, as well as giving a second chance for those tators who plan ahead, but get caught by simple bad luck. It's a second wind, only one, and comes with some heavy drawbacks. Opinions, feedback, and coding viability always accepted and appreciated. Thanks!
  12. You're overblowing the issue of death her, I feel. It is, after all, a video game. The actual "loss" involved in dying in spessmans is minimal. I see no problems with indef brigging on red, for people committing crimes during red alert. Nominally, Red Alert means "everyone on this station has a good chance of dying in the short term". If your dumb ass thinks that "We're all going to die" is a good time to get in a fist fight over a toolbox, then yep, you deserve to sit in time out until the crisis is over. Further, if you decide it's a good time to actively hamper sec in saving everyone's lives, you deserve lasers to the face. Cloning is a thing, you can be brought back after the issue is over.
  13. I'm positive there's more to the story than "I git job bannu for using tracking implants". I've used track implants a few times as HoS/Cap with no issue. The thing is, track implants are an amazingly powerful tool, so to stay on the correct side of the rules, you only use them in amazingly dire circumstances. Nuke ops declare war, bust those trackers out. SIT targeting members of command, track em. Abductors on a rampage, sure. Busting out tracking implants at round start, with no defined threat just cuz they useful is amazingly high degrees of powergaming. Think comms are compromised (they are, they always are, it's a good habit), devise an alternate system, and/or use it to your advantage. Slings thralling officers, then have officers patrol in pairs. If they refuse, fire them.
  14. So, a discussion on Discord about meth labs kind of made me realize...we don't have anything really "meth lab" like on Para. Our friendly greytidian forces are stuck breaking into Scichem, or acquiring a chemmaster board and parts to make their evil concoctions. This really isn't in the spirit of maint hobos everywhere, so I propose a new thing. Crafting item. 5 sheets of metal,, 3 buckets, 10 rods, 5 glass, a spray bottle, two O2 tanks, an igniter, and 5 pipes. This crafts a ghetto chemmaster that only has x power, does not recharge, and has a Y% chance of just doing something awful on use. Maybe it explodes, maybe it vents a ton of toxic gas, maybe it even causes a fire! Point being behind this, is it's all stuff a maint rat can track down. It works, but only kind of. It's risky. Using it leads to a chance that the detective can pull some forensics and nab you
  15. Player behavior wise, making telebatons do a small amount of damage per baton isn't going to change much. If they're a verified antag, it's a tiny buff to the disarm->harm stunlock rotation. If they're a non-antag shitter, nobody will care if they take 15-20 points of brute on the stunlock trip to sec. If the head themselves is the shitter, damage isn't going to slow down the behavior, and it'll honestly be welcome as "not only do I get to lel stunlock, I get to hurt 'im too!". Plus, you can still just baton and cuff. I'd honestly just swap the telebaton for pepper spray and a flash. Pepperspray/flash makes more sense for a department head to be carrying, over the telememe baton.
  16. The huge problem with station goals is there's no end state, or reward for building them. The best "reward" is the DNA vault, but it takes so many people working together it almost never happens. BSA tends to get used for griffo, or people just oops and blow up miners. The station shield is......so obviously "Para coded" it's funny. DNA vault has a lot of cooperation needed to pull off. BSA takes at least some skills at engineering. Station shield is...."Build a console, drag some cargo ordered items into space.
  17. There's a couple faults with "make the engine more complex/dangerous". One, new folks.You make an engine complex and dangerous, it will get messed up by new folks. Depending on the "danger" level of the engine, this will end a round. How many 5 minute "round's over engine exploded" rounds would you tolerate? Finally roll nukie commander, competent team, getting geared out with a cool gimmick and "Emergency shuttle called: engine's loose again". This leads to my second point: Our engines are fundamentally not dangerous. Non-antag accidents don't end rounds, the admins clean it up, delete Sing/tesla, and round goes on. Make things more complex, you make it more difficult for admins to "fix" accidents, and then, see Point One. Ultimately, the more set and forget an engine is, the more dangerous it should be when it gets loose.
  18. So, "Rage Cages" and the like are apparently a problem on Para now, and are causing many headaches and issues for command, and admins. I propose the following rule chucked under whatever heading fits best. "Server rules apply regardless of location. Setting up a "Rage Cage", "Dodgespear" or other activity where non-antags are encouraged to break server policy with regards to causing harm will be treated as self-antagging for all involved, including those responsible for setting up said area. The only exception to this rule is the round start boxing ring, with boxing gloves only." As per Ansari, posting a suggestion thread.
  19. And the QM. And the bartender. While not default, pretty much all of engineering is immune to flashes, due to welding helmets/hardsuits.
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