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SomanB

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Posts posted by SomanB

  1.  

    So, got to experience both sides of the abductor fun. Nifty round type, to be honest, and sure to be interesting.

     

    Couple minor nitpicks, and suggestions to change.

     

    The "you know everything about all antags" takes a little bit of the fun out of abductors. Seems like the second someone got snatched, it was instantly "Bodysnatchers!", and suddenly things got MUCH harder for the teams.

     

    I suggest a two-part fix, and even implementing one would fix it up a little. From an IC perspective, we could say NT 100% officially denies the existence of abductors. Someone starts screaming about being grabbed the reaction should be more "call the psych" and less "Go to red alert nao!" Of course, this can evolve during the round, depending on the abductor's actions, but it'd at least make the first few grabs a little easier.

     

    Second part is more of an OOC rule. You do not remember being abductored, as part of the teleport back. All you know is you feel funny, you have this odd new compulsion, and something freaky went on. Maybe, via some intense RP with the psych (Yay a job for him!), you might recover some lost memories, but otherwise, nada.

     

     

    Now, I'm not saying that after 10 people get snatched, an agent is seen teleporting in, 3 people gibbed, and there a dude puking slimes that the crew just goes "hummdrumm all is well". Sure, at THAT point, everyone knows.

     

  2.  

    The argument makes sense in a way, but not how OP is thinking.

     

    If you're making decisions about in-character stuff based on your knowledge of server rules, it kind of makes you a shitty player. Example:

     

     

    "Yeah, the crazy Syndie traitor said they'd release the Tesla/unleash a death virus/plasma flood if we don't meet his demands, but I know that's against the rules unless they have hijack. If they had hijack they'd just do it, so charge in with the hambatons!"

     

    or

     

    "If Sec uses that weapon against this race it's murder and against server rules, so I'mma play this race in order to have an advantage over sec".

     

  3.  

    I'm starting to sense a pattern.

     

     

    Nineteen Percent Rynnt, they call him back at BlueShield Academy.

     

    Only man to register an asset loss with no department heads on station.

     

    Syndicate Nuclear Operators review footage of Rynnt's protection details, seeing as how he has more Captain kills under his belt than most ops do.

     

    Captains don't fear demotion for SoP violations. They fear "Rynnt Oenthe, Blueshield, has arrived on station!"

     

  4.  

    I'll share a few tips and tricks I use as Captain.

     

     

    Don't micromanage. Don't EVER micromanage. Assume your Heads are competent unless proven otherwise. Even then, don't jump in and just start doing stuff....call for someone ELSE in the department to step up before you take control.

     

    Examples:

     

    Comdom: *doesn't say a word, just drags a criminal into the brig and sets the timer*

    Bad Captain: "OK I want this guy brigged for 30 minutes for committing XYZ crime"

    Medium Captain: "HoS, please take care of this nerd, he toolboxed the RD in front of the bridge"

    Good Captain: "Hey HoS lets go grab a beer because I already know you took care of the Mad Toolboxer and I don't need to intervene"

     

    Another tip is, don't go mad with power. Don't run to engineering and grab the tools, run to RD and get guns, fly over to robo and build a mech.... Unless it's drastic, and having your magic card will help (like opening a door to rescue a dying person), act like a normal crewmember and ask.

     

    The way you phrase things also helps avoid comdom accusations. "Hey Heads, when you get a moment, let me know how your department is running." works way better than barking "Status Report!" If you have a project you want to do (like me building bots when it's quiet), "Hey robo just lending a hand things are slow let me know if I'm in the way" is much better than "I'm the craptain I do what I want!"

     

    Information overload is also a thing, as Captain. It falls back some on the micromanaging, but let your Heads be your information filters. You don't need to know what the SMES are set to, how many people are brigged for how long, what tech level RD is at, etc. Let the department heads run that, you just need to know a general "things good" or "things bad" report. It shows confidence in your department heads, which makes life run smoother.

     

     

    Above all, at least to me....try to have fun, and make the round fun. Don't go too far, but if you're doing your job right, you have plenty of time as the Captain to sit on the bridge and be a little goofy. No stress about being an antag, only have to manage the department heads, so if things are going well, have a little fun. Crack some jokes via comms console. Try to logic paradox the AI. Summon Mouse'Sie. Of course, be there when the station needs a leader, but when it doesn't, let the proverbial hair down.

     

     

     

    Also, medals. Get dat fukkin medal box out, and award them. Keep it lighthearted if you can, too, it's great for karmawhoring if you need that. I've awarded medals for the following: Nobel science medal to a botanist, for making potato batteries. Robust Security award to the clown, for slipping HoS five times without getting hit by a taser. Distinguished conduct medal for the chef who brings me food to the bridge. Medal of exceptional valor for the bartender who brought a locker full of booze to the bridge.

     

  5.  

    Responses like these make me not want to play Head of Personnel. Doing my job somehow makes me an obnoxious tit simply because people don't want to spend a short amount of time writing very basic things.

     

    I like paperwork, I make it short and sweet, and most of the time instead of a stamp or signature I'll accept a radio/PDA call. Being a HoP is INCREDIBLY, MIND-NUMBINGLY BORING if you don't have paperwork to fill the gap. I understand getting frustrated over QMs asking for a form to be filled out over basic autolathe stuff, that is pointless and time consuming, but yelling at a Head of Personnel for doing his sole fucking responsibility - managing crew and having the papers to back it up - is really quite demoralizing for the player involved.

     

     

    The thing is, it's never a short amount of time, least for things like HoP transfers. We're not talking "Toss a signature and done".

     

    Let's do an example. Assistant to Engineer, with me being the CE. Assistant runs to HoP, wastes 5 minutes in line, gets the form. Runs off, finds a spot, fills in the seven fields on on the wiki template form. Heads to Engineering door, waits, and calls for me, the CE, to come sign and stamp dis form.

     

    Assuming a typical round, by the time the assistant gets around to needing me, I've got the engine set up, and I'm either across the station in elec maint setting up my backups, or EVA doing solars. So, I traipse back to engineering (more time down), realise I left my stamp in the office, grab the stamp, grab a pen, fill in MY parts of the form, stamp and return.

     

    Assistant heads back, gets in line, waits for HoP to come back to the desk (DON'T CHAIN ME TO MY DESK!), gets his ID changed, and reports in to engineering. It's now 12:33 in shift, all primary engineering tasks are done (not like I can turn off the Tesla to teach someone how to set it up), so I tell the poor guy "Whelp, do whatevs".

     

    That very important piece of paper that took that time to get done gets stuck in the filing cabinet and promptly forgotten, never to be looked at again. Sure, it only took you 10 seconds to copypasta the form off the wiki, but it wasted the time of two other people for no net goal.

     

     

     

    This, versus a simple "Hey CE, I got Jimmy Toolbox who wants to be an engineer, OK?" "Sure, send him over." "Hey Jimmy Toolbox, get in a hardsuit so I can show you how a Tesla gets set up".

     

    Amusingly, you can still have paperwork fun as HoP, without wasting people's time. For 99% of HoP duties, you take care of them via radio. Authorize those job transfers there, then make your spiffy form, and fax it to the relevant department head. Have them finish it and fax it back.

     

  6.  

    I've also found, the best way to...circumvent lolpaperwork HoP/QM types is to hand them a Paperwork Acceptance Form.

     

    "Thanks HoP, but before I can take this transfer form and get it filled out, I need you to fill this form out and get it stamped by the Captain. We need to maintain accountability for any forms leaving your office, you know. Heaven forbid if a traitor got ahold of a transfer form and forged it!"

     

    Amazing how fast those types suddenly don't want to deal with filling in fields and chasing stamps when THEY are the ones being asked to do it.

     

     

    Paperwork Receipt of Delivery Form

     

    Name/Aliases of receiving party:

     

    Current job of receiving party:

     

    Name/Aliases of sending party:

     

    Current job of sending party:

     

    Paperwork being sent:

     

    Paperwork sent confirmation:

     

    Paperwork received confirmation:

     

    Paper work receipting is managed by the designated paperwork receipting officer, all paperwork receipts must be transferred to the office of the paperwork receipting officer as per policy PW-1C. Failure to file a paperwork receipt is in violation of policy PW-1C and thus the non receipting party will be subject to punitive measures under the guidelines set out in policy PW-1-1R. PW-1 forms do not require PW-1 forms to filed for them as a PW-1 form is termed as its own receipt via filing, however the PW-1 form must still be receipted in the shift wise paperwork report as well as all monthly, quarterly, annual and decennial paperwork reports. New paperwork requests are governed by fair use policy PW-41. NT withholds the right to deny any and all applications for replacement paperwork dependent on policy PW-41 and any other pertinent criteria designated by NT at the time of the denial of application. Excessive paperwork loss or damage as laid out in PW-41-b is to be compensated for out of personal income and accounts as specified under 67C6 and not paperwork expenditure allowances.

     

     

  7.  

     

    A good HoP would doublecheck with the proper head if the right stamp was used, which would be useful for catching traitors right on the spot. However.. Almost NO ONE uses stamps, because people rarely come across HoPs that regularly use paperwork. Sometimes they use it if it involves security, but even then, sometimes it is just based on word of mouth.

     

    Yes, you have a good point, it would be good if a HoP filled it out himself, but in my opinion, I like to have people prove they are willing to go through the effort to get a job or access update. When you go for a job interview, your boss doesn't just make you a resume, does he? Of course not, you gotta make it yourself, and then it is the boss's job to review it and see if you are taking the position seriously.

     

    "Just because I'm bored" Or "Because I wanna make weed" isn't something you want to put on a form, if you ask me.

     

    And, before you ask, More than once I had personally shown the captain certain job and access request, and got his personal stamp. If there was a captain's stamp and I don't recall the captain informing me of it, then I'd probably get concerned... And then there are times when they get legally green lit all the way, and still turn out to be traitors in the end, but that is mainly because they managed to convince the heads to allow them the access they want and got their permission. Smooth moves can get you far sometimes, as I learned.

     

    Paperwork makes sense, to me, if there isn't a near-instant way to get verification from the relevant people involved. We HAVE a way to get instant verification from the people involved, though.

     

    HoP: "Hey CE, you want Jimmy Toolbox as an engineer?"

    CE: "Sure!"

     

    Jimmy Toolbox becomes engineer, game carries on. There's no way forcing someone to chase a Head to get a stamp will, for example, prevent an antag from getting the transfer in. Noone's going to say "Whelp, I woulda switched to engineering to get those magboots, but a papertrail! Foiled!"

     

    If "Go ahead and search them, I'll sign the warrant later" works well enough for security on code green, then "Go ahead and transfer, I'll sign the transfer form later" is fine for HoP.

     

  8.  

    I've found that the most paperwork of paperwork loving HoPs don't actually like the paperwork itself. They like the power that comes from forcing someone to go on a snipe hunt gathering signatures and filling out forms. It's a power trip, and it gets silly.

     

     

    The HoP who cared about paperwork integrity would, for example, NEVER hand a crewmember a transfer form and say "fill it out". We live in a world of counterfeit stamps and forgery, after all. No, a HoP who cared about such would fill out the form themselves, use a secure fax to the relevant department, verify with stamped return receipts.

     

    Instead, it's "Here, waste time out of your round filling this form out I copypasta'ed in 10 seconds off the wiki, then go chase down another busy person and annoy them."

     

  9.  

    I don't think you can actually set off an atmos alert remotely without there already being some kind of alert already present which gives you control. Plus the alarms are trash, 3/4 of the room can be on fire without the alarm going off thanks to the shitstain that is LINDA.

     

     

    Ohh yes you can. That atmos control computer is one of the best kept tator atmos tech weapons.

     

    That computer gives you AI level control over every air alarm on the station, without having to go near the area. Pressureflood an area, scrub the O2 out, panic syphon, set for coldroom and freeze someone, you name it.

     

    Best part? 99.9999% of the time, the AI will get the blame.

     

    In the end though, I'd rather just have a merge of engineering and atmos tech as a job, and make atmos tech a subset of engineer, like the electrician title.

     

  10.  

    I love how these 'rules' are anywhere BUT the rules page when it's something specific as this.

     

     

    It's not the hotwiring itself that's against the rules, it's the mass murder that occurs when power gets over a specific point.

     

    If power gets over that point for whatever reason, and you hotwired the engine, then you're most likely going to get spoken to for those deaths, if not an antag.

     

  11.  

    Yaknow, I agree with this. Part of the reason loyalty implants got changed was because sec would catch antags like changelings, implant them, and suddenly have a totally obedient killing machine.

     

    If anything, giving sentience to antag level creatures like brainslugs, swarmers, xenos etc should be treated the same as an engineer hotwiring the engine....antag only, and you best have a damn good reason for doing it as non-antag.

     

  12.  

    Pretty sure we already have something that clears lube away.

    Degreaser, I think.

     

     

    I'll have to test to see if it works on sprayed spacelube, as the description makes it out as "charcoal for IPCs".

     

    Even so, the recipe for degreaser would need tweaking. Lube is three base regents straight from the machine. Degreaser requires a few levels of mixing to make.

     

  13.  

    Here are the changes I'd make to spray bottles and lube, to make them less...weapony.

     

    One tile range, regardless of setting. only thing changing the setting would do is change the amount of reagent supplied.

     

    Lube, when sprayed on the floor, is water, and can be defeated the same ways as water.

     

    The only time lube does it's massive slip stun, is with a direct hit.

     

     

     

    Barring those changes, maybe adding a "counter-lube" chem is in order. Same difficulty to make, three chems, and when it hits lube, it removes it. That way, lubing can't be used as much as an area denial weapon.

     

  14.  

    I'm going to stick with my original idea.

     

    If genetics (or any crew really), wants combat genemods like hulk, they aren't permitted to leave the lab unless they have a mutadone chemical implant set.

     

    Still give an instant shutdown of gene mods if someone goes shitter, but doesn't restrict genetics and such to being stuck in their lab if they want to experiment.

     

  15.  

    Here's an idea. Neither too draconian, nor too liberal on either side of the fence, I think.

     

     

    Any geneticist (hell, lets say ANYONE) who wants to have "combat" genemods like Hulk will be required to have a mutadone chem implant installed before they are allowed to leave the lab.

     

     

    Once they have a loaded chem implant installed, they can go where they like on the station. They start acting up, pop the implant, and blam, no more gene mods.

     

     

    I mean, making it SoP to not leave the lab isn't going to stop shitters. It isn't going to slow down the antags. It will cramp the non-antag non-shitters.

     

    An implant won't bother the non-antag non-shitter types, and it'll give sec and the crew a warm fuzzy when the green man with TK is running around.

     

     

    (This post was made while.....really high on pain meds. If it doesn't make sense, let me know)

     

  16.  

    While I'm all for IC solutions to IC problems there are many, many, many rounds where it is impossible to discipline a department head who goes against SOP because it will just make the situation worse.

     

    As an example the other day we had a Cult round and the HoS and Blueshield (neither of them cultists) arrested the Captain and force-fed him holy water while his loyalty implant was still clearly visible with any SecHUD. Because Security was short-staffed and there were a number of other problems popping up even once the Cult was more or less eliminated there was just no chance for us to enact any sort of formal reprimand much less removal of the HoS from his position.

     

    In situations like that, where a Department Head is blatantly violating either SOP or direct, reasonable orders from a clearly uncompromised Captain, it should warrant at least a talking to from an Admin, or at most a brief jobban so they understand that such positions should not be undertaken lightly.

     

    The same should be true for RDs who allow the handing out of illegal implants or allow the building of combat mechs without authorization from the HoS or Captain (barring Code Blue/extreme emergency).

     

    Really if a Department Head is not an antag they should not be complicit in allowing their department to cause major issues on board the station. If they do so repeatedly they should be banned from the position.

     

    I know it's not a popular opinion but I, personally, would be all for whitelisting command positions so that only approved players can play them. If no approved players are on then the position can go to someone who isn't whitelisted. I really feel that would cut down on some of the problems we've seen with Department Heads faffing about and letting their departments go to shit.

     

     

     

    SoP is IC only. SoP is IC.

     

    I've considered it for awhile now, and the day you start making SoP violations OOC actionable with job bans, is the day Security specifically goes straight to hell.

     

     

    Brig someone for theft when it should have been petty theft, job ban. Drag someone to the brig in cuffs before seeing if they'll co-operate, job ban. Walk into a department without asking the department head permission....yup, another job ban.

     

     

    Sec, of all departments, is one of the biggest for SoP violations, be they intentional, unintentional, or "I had a good reason".

     

  17.  

    Oh, we're talking medbay SOP, and...do my eyes deceive me? VIROLOGY! Ohh yes, as the resident plague queen, I'm jumping ALL in this and lending a hand. Time to nitpick.

     

     

    1. The Virologist must always wear adequate protection (such as a Biosuit and Internals for Airborne Viruses) when handling infected personnel and Test Animals. Exception is made for IPC Virologists, for obvious reasons;

     

    This one makes sense. If you aren't living in a biosuit/hardsuit as a viro, you are doing something amazingly wrong.

     

    2. The Virologist must only test viral samples on the provided Test Animals. Said Test Animals are to be maintained inside their pen, and disposed of via Virology's Disposals Chutes if dead, to prevent possible contamination. In addition, the Virologist may not, under any circumstances whatsoever, leave Virology while infected by a Viral Pathogen that spreads by Contact or Airborne means;

     

    Minor nitpick here. A viro is perfectly safe around others with an Airbone/contact viral, so long as they are in a sealed hardsuit with internals on. For normal operations, yeah, stay in the fortress. When things are going downhill and you're infected, suit up, do your thing, and get uninfected fast.

     

     

    3. The Virologist may not, under any circumstance whatsoever, release an active virus without prior consent from Chief Medical Officer. Contact and/or Airborne viruses may only be released with consent from the Chief Medical officer and Captain. In the event a Contact and/or Airborne virus is released, the crew must be informed, and antibodies should be ready for any personnel that chooses to opt out of being infected;

     

    I'll make an addendum here. Positive virals must be LABELED in the virus database as being positive before being released. This is so all those doctors and assistants with a radium needle don't go screaming "LYNCH VIRO!" when they see the infected symbol on their medihud. I'll address this further, later on.

     

    4. The Virologist must maintain Radium samples on their person, or in Virology, at all times;

     

    I'd tweak this back onto the chemists again, and make it a requirement to have a radium bottle in the fridge at ALL TIMES. It is utterly annoying as a viro to be standing there asking for a bottle of radium for 15 minutes while the chemist herps along making meth. Have them put it in the fridge at round start like all the other meds, I'll come get it.

     

    5. In the event of a Viral Outbreak, the Virologist must take a sample of viral blood and analyze the viral element. If it is non-lethal, standard procedure with animal testing is to be followed. If it is lethal, the Virologist is permitted to inject an infected crewmember with Radium in order to quickly harvest Antibodies;

     

    Fucking RADIUM. Tag this in for general medical SoP. Radium curing is expressly FORBIDDEN for non-Viros to use, when there is an active Viro on station.

     

    6. In the event of a Viral Outbreak, the Virologist must work together with the Chief Medical Officer and/or Chemists to produce a cure. Failure to keep casualties down to, at most, 25% of the station's crew is to be considered a breach of Standard Operating Procedure for everyone involved

     

    This one is just common sense.

     

     

     

    Now, I'm gonna address a couple things I'd like to see added, from a security standpoint.

     

    1. Viral sample plates not in active use must be stored in the secure sample fridge, and not left out.

    2. Infected blood samples (Viros use a blood vial to save and clone sample plates) must either be kept on your person, or secured in the virology safe if you leave the lab.

    3. Backup disks with negative symptoms must also be locked up safely, before you leave the lab.

    4. Prior to beginning animal experimentation with lethal airborne/contact strains, and announcement must be made over general radio that the virology lab is now hot, warning any visitors to take biohazard precautions before walking in (Oh lord the number of times I've had a cage full of airborne gibbingtons monkeys and the AI just decides to let the HoS in for a look around.....)

     

     

    As for actual outbreak, you've got that down pat, I'm just going to toss my expert info in.

     

    During a suspected outbreak, it is medbay staff's responsibility to secure blood samples from potentially infected. As in, the first medbay person to come in contact with them gets the blood sample, and hauls it down to viro. I hate trying to chase down an infected patient as they bounce from sleeper to cryo to surgery back to sleeper etc, just to get a blood sample.

     

    Once an antibody is developed, the priority list for administration should be as follows: Virologist, known infected people, medbay staff, department heads, then general crew. Antibodies not only cure the virus, they make you immune to future infection too, so if there's unknown infected people still out and about, you won't catch the plague.

     

    In the event of severe pandemic, or severe risks to overall station integrity or crew health (I'm talking about radians and toxic sublim specifically), vaccination will become mandatory, and can be administered by force. Put in foodstuffs, bardrinks, cryomix and regular meds, shot from a needlegun, the works. Failure to register antigens during a pandemic event is grounds for detainment by security until vaccine is administered.

     

     

     

    Anyway, that's all from me, I hope it helps from my little corner of medbay.

     

     

     

     

     

     

     

    Wait, I almost forgot......On development of an airborne Pierrots Throat strain, an infected blood sample must IMMEDIATELY be given to the Clown. The Clown is the only one competent enough to handle such a strain of virals.

     

  18.  

    The magic solution: ahelp it.

     

    I was put in this exact sort of situation as an AI. I was under asimov, a second AI was built. A rando crewmember told me to kill the other AI. I ahelped. Answer I got was, under Asimov, you do as you're told in accordance with the laws.

     

     

    On the flip side, if it's something you know will make another player upset.....well, there's nothing that says you have to do it competently and perfectly. If shitter is trying to asimov order you to release him from the brig, be incompetent. Demand specific in-depth instructions as to exactly what you want done, and at the same time, notify security.

     

    Shitter: "AI I order you to open this cell."

    AI: "Unknown designation, "this cell".

    Shitter: "Open the cell I am standing in!"

    AI: "Unable to comply with order, "cell" does not "open".

    Shitter :"I meant, open the door to the cell I am standing in"

    AI: *open, promptly close* "Request completed."

     

  19.  

    There's a couple killers for viro. One on the non-antag side, one on the antag.

     

    For the non-antag, it's TIME. It takes forever to get a decent positive virus, get it made, distribute, wait for all the effects to kick in...only to have someone scream LYNCH VIRO the second the RNG drops a random pandemic. You can explain antigens 15 times, how there are two virus, doesn't matter, "it mutated!".

     

    Along with that, the time it takes to build a cure directly. You got to find an infected person. Take blood. Run it through the analyzer, isolate virus, grow the virus, then plug it in the scanner to see what it infects. Grab the right kind of monkey (not all viruses infect monkeys, you gotta get the right one). Infect the monkey. Beg someone for radium. Dose the monkey, wait for antigen scanner to ping, isolate the antibodies, then hand it out.

     

    Each step takes TIME. During that time, Joe Assistant runs over to chem, yells "AI open", grabs a beaker of radium and a needle, shoots themself up, then starts downing charcoal. Right about the time you get halfway through growing the viral, you hear on the radio "Joe Assistant has the cure, get a shot of his blood and a charcoal pill".

     

     

     

     

    Now on the flip side, antagging. Antag viro sucks, if you want to use your job to achieve your goals. You cannot use virals to achieve antag goals unless you have one specific antag goal, and even then, it's frowned on. You can't really target a virus for an assassination, without huge luck. Unleash a plague to cause chaos so you can steal the cap's gun without the magic goal, you'll get bwoinked.

     

    I've gotten to unleash one deathplague in my many, many rounds of viro, and that was during a nations round near the end, when everything had basically gone to hell. I've never used viro in a legit antag way.

     

  20.  

    Not only that, holy water comes in the religious supplies case from cargo. You can, quite literally, just keep ordering those boxes as needed for deconversion.

     

    What if, in theory, cargo points were all used, chemistry machines had gone boom and the chaplain sacrificed, I.E. No possible way to deconvert? As unlikely a scenario as is, would standard brigging then be done?

     

     

    Cargo points regenerate, granted at a slowish pace. There are also crates scattered all over the station you can use to regen points even faster. If a cult round had gotten to that point of desperation, I'd be expecting HoS to have his boyos hit maint and snag a few crates.

     

    If you somehow achieve the perfect confluence of events required to justify EoCing a cultist over attempting a deconversion, then the station in and of itself is in dire enough straits that the shuttle should be called.

     

    Now, if you want to be a smart HoS/Warden, you don't just scream "Make holy water!" on the radio. You wander over to the bar, and ask the barkeep for wine. Wander over to scichem or medchem, and ask for a large beaker of mercury. Go procure some water yourself sec nerd, it's all over the station.

     

    Now, you mix your water yourself, in a 1:1:1 mix. Snag a syringe from brig phys, and use that to transfer exactly 35 units to your chosen drinking container. Only takes 30 to deconvert, the extra 5 are to compensate for metabolism as you feed them. Doing that does two things, saves your holy water supplies, and prevents people from screaming about brain damage.

     

    I've seen entirely too many HoS types burn through their holy water supply, because they sit there and feed upwards of 100 units on a person, thinking the deconversion will be instant. 35 units. Sit and wait. An advanced handheld scanner is useful for this too. Feed them the dose, do a prompt scan, if it shows 30+ units of "water" in system, you're good to go.

     

  21.  

    Amazing. Was that posibrain an ex-IPC or was it pulled from the ghostpool?

     

     

    I don't know. All I know is I was in tox working on bombs, and here pops up this spiderbot calling me Mistress and telling me it would protect me. We went from making bombs to grenades, I built a CF3 one to test on monkeys.

     

    The bot picked it up, and we were unsure if detonating it would kill the bot, so we went from testing to smartbomb mode. The RD ran by me with a chainsaw, took a swipe, ran off, and I told the bot "He must die".

     

    A few moments later, a glorious cloud of CF3 happened in cargo, the RD was aflame, and my crowbar came out.

     

     

    Version two was the potassium bomb, because we were unsure if the plasmaman suit would protect against CF3.

     

  22.  

    Not to mention the RD with a fucking chainsaw in the hallways.

     

     

    The RD was a victim of Smartbomb Version 1, which was a CF3 smoke grenade rigged to my spiderbot buddy. It was lewdly effective, but caused some collateral damage.

     

     

    Version Two was a bluespace potassium grenade, with the instructions "Stand next to Halogen, and detonate". Sadly, she got away!

     

  23.  

    If you can't "re-educate" them you're doing something wrong.

     

    There is always a way to re-educate them.

     

    In the case of cultists there is the Chaplain, barring him there's two chemistry stations, barring those you can make more, barring Wine there's about 4 different places you can get it (Bar, old bar, some hidden rooms/random spawns).

     

    There's literally no excuse to not deconvert a cultist unless there is a clear and present threat that disables you entirely from doing so.

     

    If you've cuffed the person, there is no clear, or present threat.

     

    Cultists can also be teleported off, so I fail to see why you would ever want to 'brig' them.

     

     

     

    Not only that, holy water comes in the religious supplies case from cargo. You can, quite literally, just keep ordering those boxes as needed for deconversion.

     

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