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Posts posted by Cidolfus
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@Capsandi I can't find that set of laws anywhere, where have you seen it?
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Simple laws could prevent abuse.
Laws don't manage to prevent abuse on anything already lawed, I don't trust them to help here.
Quote...and? Is that a problem? If that is a problem you might as well remove medical borgs by that logic, because they have the same chemicals in their synthesizing cyborg hypospray.
I actually do have problems with cyborgs, medical ones included, but that's outside the scope of this thread. Although if you insist on referencing them: Borgs can be detonated, they're slaved to the station AI, they're slower than sentient bots, they're significantly more complicated to repair, they're much more expensive to build, etc.
QuoteAlso, server rules apply.
Server rules are not a catch all for behavior like validhunting. They make it possible to punish the action, but intent can be hard to prove, and admins don't see everything.
QuoteDrones and borgs do not ' ask ' to be emagged either.
You'd be surprised, then.
QuoteOne could always remove the ability to hack a mulebot. At least the angry wire (do not know what it is called, the wire that makes them able to drive over others).
Hacking MULEbots serves a legitimate function, and that shouldn't be exchanged just so we can have more sentient bots.
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Yes it would.
A roundstart, sentient medibot with no "owner" would just be a better Paramedic. They have all access, are inherently space proof, and being a bot (Who has no access to the binary channel) they don't take instructions from anyone. Not to mention an infinite supply of saline, charcoal and salbutamol, which they can't lose without dying.
I don't think MULEbots have all access, but they have a fair bit. It wouldn't be used for delivery, the bot would go around asking crew to hack it, until it finds someone willing to, and then it's either going to be a massive pain to the crew or validhunt. The effectiveness of a hacked MULEbot is mitigated by how unreliable and clunky to control they are, and while pAIs circumvent this, they're at least rare. -
There's also the implication in this thread that non-antagonists suddenly having almost no chance against an officer, even if the officer is careless, is fine.
This would also affect situations inside the Brig, making a fair bit of Security almost trivial. Escaping perma via careless officer would be significantly harder, since most people rely on stealing their baton or taser to do this, after slipping them. There would be no risk at all to brigging normal prisoners, outside of escape, and pepper spray would be redundant. -
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An officer can pull out their stun baton on a perp, but the problem is that their baton can be easily used on themselves after a lucky disarm or push.
Problem?
QuoteOnce a taser runs out of charges, someone quick enough can run up to the officer and try to swipe that taser.
This sounds like something that should happen? The officer missed every shot, if I'm reading this right, so why is the chance of him being disarmed a problem?
QuoteAdding ID locks to stun batons and tasers would put the officer at ease of the fact that their two most used items would not be able to be used against them.
Beyond "Tasers are strong", there's still no reason given as to why this should be the case.
QuoteA trade off would be that if a perp without sec access tried to pull the trigger or change the mode on a taser, it would shock them and floor them for a time equal to a taser's, using up a charge of that taser. Using a baton without sec access would do the same.
This isn't a trade-off, this is a second buff.
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Bye, Flora.
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3 hours ago, tzo said:
Antags will just emag the lockboxes. Even if they don't have an emag, they can steal the upload board from secure tech storage, and get a hacked law board from their uplink.
This makes two incorrect assumptions.
1) That all antagonists interested in re-writing AI laws are traitors.
2) That all traitors will either have an emag or be willing to spend 14 TC.
Not every traitor wants subverting the AI to be the main part of their plan, but they may do so just to make their objectives easier because there's no access requirement and they happened to roll or get reassigned to Scientist.- 1
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Hello again.
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I assume you're unaware of or have omitted the fact that you can teleport directly to mobs that are tracking implanted?
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I'm aware, but that takes significantly more effort than just stealing one roundstart.
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I assumed that the main attraction in the assembly line was the toolbelt.
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Doesn't it already show what was used to cause the damage?
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I would greatly prefer this to the E.X.P.E.R.I-MENTOR, interacting with dangerous and uncommon events is much more interesting than mashing a button until you get the result you want.
It's a shame about the validhunting though, I think research on antagonists is neat as a concept. -
Hello there
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Raiders.
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I could be wrong since it's been a while since I compared them, but I think synthflesh is just slightly worse at healing brute and burn than styptic and sulfadizine respectively, but heals more overall per unit since it does both (I'll need to check this again, so correct me if I'm wrong). Styptic and Sulfadizine are easy to quickly produce in large amounts and I shift over to them if there's an emergency, but I stopped making it because it took too much energy from the dispensers to make significant amounts of compared to Synthflesh, the tradeoff there being that Synthflesh is slowed down by waiting for the IV drip to fill up with blood.
Mitocholide also heals brain damage, but Mannitol is far more effective at that. I assume (Though could be wrong about), that Oculine heals eye damage more effectively than Mito, which is why I still make it.
As for mito, anyone making pills from it clearly isn't making their cryo mix right because an injury that requires mito should either be serious enough for cryo or a simple surgery and thus a waste of the chem.It isn't necessarily one or the other, you only need a small amount of Mitocholide in a Cryox mix, so there's plenty left over that I end up turning into pills. The pills are convenient if the organ damage is small, or at least won't kill them, or if no surgeon is available.
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It sounds fun.
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You need to aim for the eyes with a scalpel and begin an "Organ Manipulation" surgery. The operating computer should tell you all the steps.
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By default, you're correct, the plasma pistol only has Combat 4. But if used in the EXPERImentor until a "Blood Curse" occurs, it's tech levels will rise to combat 5 and plasma 4, I think.
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I've been on the server since October I believe, and IC I play the Slime Person Cid Squishings. Hello.
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You can also use the EXPERImentor on a Plasma Pistol, I /think/, to get combat 6.
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Apparently we have fairly different orders, ProperPants, but I thought they were the same. Currently I use the one Infantpunter (I believe) gave me. The last item changes depending on whether mining has done anything or not, or if the QM delivers Cargo's starting silver.
1. 3 Mech Syringe Guns
Synch so robotics can print mech boards
2. 1 Flamethrower
3. 1 Stunprod
4. 1 Mech Taser
5. 3 Nanopaste (Xenoarch)
6. 2 PACMAN Generator Boards (Xenoarch)
7. 1 Power Cell
8. 1 High Cap Power Cell
9. 3 Super Cap Power Cells
10. 1 Pico Manipulator
11. 1 Tracking Beacon
12. 1 Relay Mainframe Board
Synch
13. 1 Mech Wormhole Generator
14. 1 Teleporter Station Board
15. 1 Teleporter Hub Board
16. 1 Flora Reconstitution Board (Xenoarch)
17. 1 Durand Weapons Board
18. 1 Plasma Pistol
19. 1 Phasic Scanning Module (If you have silver), OR 1 Phazon Head (This may require the exosuit fabricators to be upgraded in order to afford it).
Hotties Only
in Hot Box
Posted
I occasionally play my plasmaman Mateus, as a miner. Rarely, a brig physician.