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SkyPing

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Posts posted by SkyPing

  1.  

    Just like how there's a limit of how many gene modifications you can make to plants.

     

    I give a preemptive yes (being it sounds good on paper, but I'm too lazy to think about it too deeply and I wanna hear ze arguments and discussion BEFORE I'm certain.)

     

  2.  

    This literally applies to everyone and feels irrelevant.

     

    Considering around half of regular blueshield players consistently ask for additional gear and access and roundstart, explicitly banning it via SOP needs to happen.

     

    This is off the topic of the threat, but SOP probably isn't enough to properly fix blueshield powergaming (though admittedly it's been less frequent recently). Actually handing out jobbans over it or making them unimplanted might be a better solution

     

    Yeah, that's a good point. Sorry, Blueshield was one of the latter jobs I looked over and I wanted to remain consistent in my criticisms. I'll ju-

     

    Stricken. Next up:

     

    ...FUCK

     

    Ping's Nitpicks 2: The Nicking Pits Back

     

    1. Despite being, nominally, in charge of the entire station, the Captain is to refrain from performing the jobs of other personnel for them, and must simply ensure that they are doing their jobs correctly;
    2. The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there's an immediate threat to station and/or crew;

     

    Ok, starting off, these two seem really really similar and can probably be cut down (Specifically, acting as security is performing the jobs of other personnel for them). I DO agree that the captain needs to be reminded that he's not security in SoP though, since the captain supervises the HoS. Maybe toss it at the end of this guideline down here?

     

    4. The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;

     

    They seem to fit.

     

    10. The Captain may only promote personnel to a Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. Said Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;

     

    It might need to be specified (Cause this issue comes up occasionally). That in these situations they are to be promoted to acting head and only acting head. Not actual head, just acting head. An absent head just means that the person that regularly does that job has not arrived yet.

     

    Head of Personnel:

     

    1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgement call. This does not apply to Security, which always requires authorization from the Head of Security. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;

     

    ... Wait.

     

    The actual intention was the "No assigning anyone to Security if there is no HoS". How's this sound:

     

    ...Hold on, what? There were two options, "Captain Authorizes" or "Hire a new HoS first". You said that the correct wording was the latter, but then changed the guideline to the former. Or were you saying that it was originally the HoS, but the Captains authorizations sounds reasonable?

     

    4. The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff;

     

    There are two anomalies to this rule that... may need to be clarified? I think? Specifically...

    Geneticist: No one can really agree on whether these suckers are more research or more medical, but for the time being they're joint custody jobs. Who gets the authority to fire them? The argument of who gets custody over the geneticist is long, bloody, and at a stalemate, so this job will remain in it's dual-leadership hell for the foreseeable future

    Internal Affairs Agent: The wiki states that their supervisors are the Magistrate, but is the Magistrate a head? Does the Magistrate get the same rights as a head during an emergency vote, and are they eligible for Acting Captain duty? (I'm sure this will get cleared up in the Legal SoP)

     

    6. The Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives on the station;

     

    There could be a rare case where every single head could decide "Yeah, this sucker should have an all access ID card". But more importantly, isn't this automatically presumed to be the case when the Acting Captain in question gets promoted to Acting Captain?

     

    8. The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to a personnel requesting their presence within fifteen (15) minutes is to be considered a breach of Standard Operating Procedure;

     

    If it's just "respond to the request over radio" or something, fifteen minutes is probably way too long. I feel 3 or 5 minutes is more reasonable. 15 minutes is 1/8th of a normal shift.

     

    10. Despite nominally being in charge of Supply, the Head of Personnel should allow the Quartermaster to run the Department, unless they prove themselves to be incompetent/dangerous;

     

    ...Well, wouldn't a new QM be hired, and the old QM fired, in that case?

     

    The Head of Personnel is not permitted to perform Security duty. The weaponry and armour is provided for self-defense only

     

     

    A reword to "The HoP is permitted to carry a rifle and armor for self defense" would be a bit better; similar to what was done to the NT's similar guideline. Although I think I remember reading something about the HoP being unable to carry his rifle and armor unless there is an emergency. Not certain.

     

  3.  

    Because you have a magic machine that can literally make most the chems you need

     

    Yeah, they're called the chem machines.

     

    Dialysis has always been considered way too slow to be practical. RnD upgrades might make it better, of course, but you're going to be done all of your medicine by the time the Ore Machine is upgraded for the first time. Plus, you can't guarantee that RnD will even be completed (sort of like how you can't guarantee that Chemistry will even be complet-PLEASE GUYS I JUST WANT TO TRY OUT DIFFERENT JOBS)

     

    The overall point I'm trying to make here is that this discussion doesn't take into account end game solutions such as advanced dialysis, portable chem machines, and bluespace beakers. It considers the first 20-30 minutes of the shift where all of the medicine is speed-runned out, so that there are meds available for mid round disasters such as Nuke Ops, Wizard, etc.

     

    Edit: JESUS FUCK OH HI FLATTEST. Make that suggestion in a different thread, this thread is about the CURRENT meds, not about changes to meds that should probably be applied. Though I like what you're saying.

     

  4.  

    ...I lost a part of my soul writing all of that. That took an hour and forty minutes. My sanity may of dropped while nitpicking all of that, so if you guys notice anything overly pretentious or annoying or just plain wrong that I said, I'm so sorry.

     

    I will never attempt to act like I'm TZO ever again. *scream

     

  5.  

    Allllright, full fledged nitpick time; I normally make multiple posts each with only one edit. Now we go hardcore.

     

    Captain

     

    6. The Captain must keep the Nuclear Authentication Disk on their person at all times or, failing that, in the possession of the Head of Security or Blueshield;
    8. The Captain is not permitted to carry their Antique Laser Gun or Space Armor unless there's an immediate emergency that requires attending to;

     

    (Edit): I was GOING to make an argument that both of these items should get the exact same treatment in regards to handling, since they're both traitor objectives, but I managed to convince myself that while Nuke Ops exist, the disk should always be considered a special case. So never mind.

     

    2. ...However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security;

     

    12. The Captain may not requisition weaponry for themselves, unless there's an immediate threat to station and/or crew;

     

    These technically apply to separate situations. but they also technically say the same thing. One of them could probably be reworded/removed.

     

    13. The Captain may authorize the temporary suspension of any particular Standard Operating Procedure, if the station is in an active crisis and its integrity and safety are obviously at risk. This is not to be considered permission to ignore Space Law, which must still be followed. Any negative consequences that arise from this suspension of Standard Operating Procedure will reflect on all parties involved, especially the Captain.

     

    An active crisis doesn't sound standard to me, and I feel like this isn't needed considering that the wiki already says

     

    SOP is malleable if the situation requires it, and the general well-being and proper functioning of the crew and station should not be sacrificed for the sake of rigorous adherence of SOP. Remember, context is king.

     

    In fact, that's also already been said multiple times during this discussion. SoP is designed to be malleable, and people should be reading and interpreting these guidelines with that mindset already.

     

    Head of Personnel:

     

    1. The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgement call. This does not apply to Security, which always requires authorization from the (Currently nonexistent...?) Head of Security;

     

    ... I think that was suppose to say "Captain", not "Head of Security". If it IS suppose to say Head of Security, it should be specified that: "This does not apply to Security. If there is no HoS to authorize the job transfer, a temporary HoS should be assigned."

     

    3. The Head of Personnel may not increase any Job Openings unless there is a severe and urgent need for them. Single-Slot Jobs are not to receive more Job Openings as long as they are manned, unless the relevant Head of Staff permits it;

     

    I think this can be changed to "Only open Job Slots if the relevant head approves", since no one can really judge properly what job slots need to be expanded upon except for the relevant head. Also, this guideline means that there can be multiple heads to one department (2 Active CMO's, for example), I'm not sure if that was intentional or not. If it wasn't, that needs to be specified.

     

    6. The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;

     

    See Captain-13.

     

    7. The Head of Personnel may not leave their office unattended for longer than fifteen (15) minutes at a time. If there are personnel waiting in line, the Head of Personnel is to head to their office post haste;

     

    I agree with TZO that this should be changed to "HoP can't ignore ID changing requests".

     

    8. The Head of Personnel may not requisition Security equipment without authorization from the Head of Security or, in the absence of one, the Warden. The same goes for any equipment from any Department, along with their respective Head of Staff;

     

    Security can just be taken out of the equation completely, and the guideline can instead be:

     

    8. The Head of Personnel may not requisition any equipment outside of it's department without authorization from the respective Head of Staff;

     

    Although to be honest, I think that this can sort of be just removed all together, since it's stressed that the HoP is equal to all other heads of staff already. Of course the HoP doesn't have the authority.

     

    9. Unless they are the Acting Captain, the Head of Personnel has authority only over the Service and Supply Departments;

     

    If they're acting captain, an entirely different set of guidelines apply to them, making this guideline a bit irrelevant. In addition, any head can be acting captain, yet this isn't written in every SoP.

     

    10. The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff;

     

    Not a complaint with the actual guideline, but considering the theme of the first 3 guidelines, I feel like this one should be grouped with them. It just sort of makes sense that this guideline is 4. and not 10.

     

    11. The Head of Personnel may not create Captain-Level access ID Cards unless they are actually necessary;

     

    This is already disallowed because of HoP guideline 2, making this guideline completely irrelevant.

     

    NanoTrasen Representative:

     

    1. The NanoTrasen Representative does not have any authority over the Chain of Command. Likewise, they do not detain any authority over any personnel. Exception is made if authority is granted by Central Command;

     

    The entire SoP can be made exceptions if authorized by CC; the italicized portion of this guideline sounds unnecessary.

     

    5. The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition, the NanoTrasen Representative may not threaten demotion in order to gain leverage over any personnel, Command included;

     

    The first part of that guideline basically had it covered. I mean, what else could the NT reps threaten to use the fax machine for? [spoiler2]the correct answer is BSA but shhhhh[/spoiler2]

     

    6. The Stun-Cane provided is for self-defense only. The NanoTrasen Representative is not permitted to perform Security duty;

     

    Ok, this keeps coming up and it kept bothering me for some reason. All three of these heads have been SPECIFICALLY warned that they can't perform security duties, and without even getting to the BS's guideline section, I know that theirs will say the exact same thing. But this guideline isn't applied to ANY of the other heads; not the CMO nor the RD nor the CE. They all have stun batons as well, for self defense, but nowhere in their guidelines does it say they're security. I thought that this was common sense already.

     

    No job besides security is security. All jobs have the capability to carry some sort of weapon or stun. Certain jobs that have possession to Telescopic batons are given to them for self defense, and that should be known. If this guideline is to be applied to the NTrep, HoP and Captain, it should also be repeated for every single job SoP on the station. It isn't and it shouldn't, because that's stupid.

     

    ...Ok, rant over, sorry about that. I propose that this and similar jobs should have their guidelines changed to this:

     

    The [Job] is permitted to carry [the weapon];

     

    I ripped that straight from the RD's SoP page, and similar is stated on the CE's and CMO's SoP page. I think it's fine the way it is.

     

    7. The NanoTrasen Representative has no authority to demote or punish any personnel. They may only advise that such actions be taken. An exception is made if Central Command grants this authority.

     

    Well geez, what the hell was NT-5 about? Also, see NT-1 since

    A. It establishes that the NTrep already has no authority, therefore they can't fire anyone.

    B. Central Command interference is always going to break SoP anyways.

     

    Blueshield:

     

    1. The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;

     

    You all know my opinion on this. (Come on, I used RED TEXT, you can't ignore red text even if you tried).

     

    The Blueshield is not to request, or be provided with, additional ID access, Security equipment, or any further weaponry under normal circumstances. Should a situation arise where additional equipment or station access is a requirement to the effective protection of Command Staff, they should not be be issued without authorization from the Head of Security and/or Captain (for additional equipment), or the relevant Department Head (for increased access)

     

    This literally applies to everyone and feels irrelevant.

     

    AI Maintenance:

     

    5. If the AI Unit is not malfunctioning or subverted, they are to respond with non-lethal force to illegal Law Changes or Cardings. If the illegal attempts persist, and the perpetrator is demonstrably hostile, lethal force from Command/Security is permitted;

     

    Shiet, what the hell? Why does the AI have a guideline in SoP? AI'S AIN'T PEOPLE.

     

    6. Freeform Laws are only to be added if absolutely necessary due to external circumstances (such as major station emergencies). Adding Freeform Laws without proper approval is to be considered Sabotage. Exception is made if the AI Unit and majority of Command agree to the Freeform Law that is proposed;

     

    What's "Proper Approval"? The Exception listed here pretty much sounds like what standard "Proper Approval" should be.

     

    Revised Chain of Command:

     

    All Acting Captains are to step down once an actual Captain is assigned to the station;

     

    I'm crying. All I can imagine right now is MachoFish's sketch with the baby sec guards, except those sec guards all have captain hats on... That's not supposed to be plural, right?

     

    A Captain may choose to step down from Command. If they do so, Chain of Command is to be followed, and the former Captain is to be assigned to another job;

     

    An Acting Captain may step down from Command. If they do so, Chain of Command is to be followed, and the former Acting Captain is to return to their original rank. If this process reaches the voting stage, any Head may opt out of being a candidate;

     

    For both of these situations, I feel like it should be clarified as to what happens AFTERWARDS? Is a new Captain hired? A new Acting Captain?

     

  6.  

    Might want to cross out radium, as we've moved to disease1. Now there's a ton of chems a virologist could request in order to cure something.

     

    Not sure how to put it so that it makes sense, but I guess a chemist should use their best judgment.

     

    Completely forgot about that, good catch. I'll update that after I decide which meds to cut from my main order.

     

  7.  

    Surgery takes time and cryomix's are commonly disregarded for multiple reasons (but that's a massive discussion that I really think just boils down to preference). I'm also not sure how Oculine is ok but Mito is not, in terms of efficiency. You do only need one batch of oculine, but that batch is possibly one of the most inefficient recipes in my entire routine (Besides Pentetic, I'm changing that recipe)

     

    Three components, which are Atropine, Saline-Glucose, and the ever popular Spaceacillin. You need 40 units of each for ze buckets. The smallest amount of atropine you can make in one batch is 25, and realistically it's 50 (10 units wasted). The smallest amount of SLG you can make in one batch is 45 (5 units wasted) Spaceacillin comes in 15 unit syringes, so you'll end up having 5 units left over if you use three syringes. Meanwhile, Mitocholide meshes so perfectly, with both Cryo and Synth being able to be created in 120 unit batches, which can then be used in bottles to make the Mito.

     

    Both K3 and some very good paramedics agree that Atropine is good, and looking back at the recipe list, Epinephrine and Atropine are both about as equally hard to make. I do agree that having a stabalizing medication available in the fridge would be useful just for paramedics/security members/whomever to take in case of a disaster.

     

  8.  

    Updates (Fucking finally)

     

    -Pentetic Acid was lowered from 10 units to 5 units. The problem with it before was that Pentetic cycles pretty slowly and will purge ANY other chemical in the body, so if you were going to deal with poison damage you had to have the man take the pill then wait. And wait. And wait. And wait. 5 unit pills will increase the flexibility while keeping it's effectiveness.

    As an extension of this, you'll won't need as much Cyanide and Formaldehyde (20 units of each instead of 40 units). So I switched the recipes for both of them so that they're less fucking toxic to make (GET IT, TOXIC, CAUSE POISO-*Shot*)

     

    -Perfluoro was switched from 5 unit pills to 10 unit patches. This is because perfluoro was recently given an addiction modifier, likely to make it easier for traitors to screw people over with it. In order to avoid addiction, we put the stuff into patches, since the addiction flag only activates on ingestion (think of it like how Silver Sulf and Styptic only work in patches, and ingesting them in pills will poison you). However, only half of the units inside the patch will actually be used, so we have to increase the unit size by five.

     

    -Added Gas Masks, and the wall mounted fuel tank cause yes. Also updated the pictures a bit.

     

    -Added COLORS cause why not. I actually didn't know you could add colors until recently cause I'm stupid.

     

  9.  

    Sorry about joining the convo really late, but I agree that guideline 11 under HoP should be changed or outright removed. Guideline 11 being....

     

    The Head of Personnel may not overrule the Quartermaster's decisions unless there is a major emergency that requires attention (such as a Blob Organism or Nuclear Operatives). That said, when overruling these decisions, the ordered items must actually be relevant to the situation at hand;

     

     

    The main reason for this is because it directly conflicts with guideline 8.

     

    Unless they are the Acting Captain, the Head of Personnel has authority only over the Service and Supply Departments;

     

    -If the HoP cannot deny and overrule orders, they don't exactly sound like they have "Authority over the Supply Department"

    -The HoP is generally viewed as the runner of cargo, with the QM being his right hand man completing doing the work while big daddy is busy with more adult things. (There's a great analogy here but Jesus fuck it's late and I can't think properly)

    -The HoP typically supervises cargo during any given round (at least decent ones such as Jack Edwardson) by looking through the orders in the filing cabinet. That means that most decent HoPs HAVE presence in cargo. (At least that's my ideal version of a HoP, disregard this point if you must)

    -Typical QM's currently view the HoP as the grand-daddy that they don't want to piss off.

     

    That's my view of the HoP/QM relationship. But back to the point, there is one major loop-hole.

     

    If the QM and the HoP have a major disagreement over what should be ordered, the HoP can fucking fire the QM because the HoP has authority over cargo. Guideline 11 doesn't matter.

     

    So it's either remove guideline 11, or modify guideline 8 so that guideline 11 can actually be implemented. I of course am arguing for 11 to be removed completely, but either or will "technically" work.

     

  10.  

    Me, Flattest, and Sas were talking on the discord earlier today about chemistry and a good point came up; Mitocholide heals all internal organ damage, Oculine is generally used to heal only ear and eye damage. Both chems are difficult to make in the long run. Mitocholide is therefore covering Oculines effects as well. In addition to that, a few chemists (Cid comes to mind) forgo making Styptic Powder and Silver Sulf all together in favor of more Synthflesh patches, as Synthflesh covers both brute and burn damage.

     

    Most chemists will snap their fingers and go "Oh, Synthflesh and Mitocholide are limited by blood, and that's why they're better." Some people realizing this would continue to make Styptic, Silver Sulf, and Oculine since blood is hard to come by. But it isn't, and it's a standard for chemists to have blood monkeys in their lab in order to obtain blood. In addition, Oculine is limited by the amount of Spaceacillin available (Lets face it, you don't hunt for fungus in maint. You just take it from the nanomeds).

     

    I'm going to be updating my chemistry guide and I'm debating whether or not to remove Oculine (and by extension Atropine), Styptic, and Silver Sulf from the order all together, and I'd love to hear everyones thoughts on the subject before I commit to it. Personally, I enjoyed allowing doctors to have a choice between what med they wanted to use, but nowadays even a long listed greytide shift won't drain the fridge, so the extra work doesn't feel necessary anymore.

     

  11.  

    An alternative solution to this would just be "Give Atmospheric Technicians access to the engineer equipment room." I played a lot of engineering this weekend, but I'm not exactly sure why Atmos would have access to these gloves

     

    Practically, it makes sense so that Atmos members can easily break into a room to when the AI is absent to fight fires. Or to drag air scrubbers across a plasma filled room

     

    But I don't think engineers get access to multi tools and insulated gloves so that they can hack doors. ICly, I'm fairly sure that engineers only get these tools so that they can mess around with wiring, check to make sure certain areas get certain power, don't get shocked by exposed wiring, blah blah blah.

     

    Of course, hacking doors is an amazing thing you can do, but I think that kind of stuff makes sense for an OOC point of view and not an IC point of view. Again, Ive been playing in engineering enough so I have a basic grasp of engineering concepts, but I also am not by any stretch of the imagination experienced enough to claim that I understand what I'm talking about.

     

  12.  

    The fact that a spray bottle filled with 200+ units of liquid could fit in a pocket, while a bucket that carries half of that can't, has always really fucked with my head.

     

    People will want to keep death chems in spray bottles for sure, and I'm not for or against that feature, but one thing I CAN agree with is the capacity is 2 damn high.

     

    At the very least, I give suggestion 2. a +1. Suggestion 1 and 3 I'll have to think about (I'm currently on my way to play a show and I'm not at my computer.)

     

  13.  

    Oh... there was actually opposition, crap, I didn't expect that.

     

    Right, I agree that it would be nice for the bartender to have some sort of stun, but I don't think that the answer is Neurotoxin. I'll stand by my argument for the following reason.

     

    The chem poisons are more focused on dealing the damages to the person, neuro-toxin (drink) is focused on giving you the chance to deal the damage yourself.

     

    While I see where the principle is going, I will always see Neurotoxin as useful if you were intending to deal the damage through poison or by hand, because in both situations the victim is rendered helpless and unable to react.

     

    Besides, unless you get your hands on the syringe gun and a supply of syringes, most people are unable to utilize this,

     

    Absolutely, but syringe gun/syringe supply access is surprisingly high. The entirety of medbay can access the two syringe guns in the primary storage room (13 people) AND access ether, so they don't even need access to the chem lab. In addition to this, science can print out rapid syringe guns and have access to syringes in science (7 or 8 people?). So thats 20ish jobs that can access them out of a total 50ish possible traitor job slots by DEFAULT. Add 6 for engineers that decide to hack a nanovend plus in a section of medbay that no one ever visits (Why the heck is there one in the viro hallway anyways?) and that's more than half.

     

    (Edit: Yeah, I'm stretching it with that engineer thingy, but you get the idea)

     

    and medical / science staff can just as easily utilize different means to cause the stuns, including just using ether directly or taking advantage of the cryo-tube sleeping.

     

    Ether is way too slow acting to be considered viable and Cryo-Tube sleeping is situational (...Ok fine I can see it as viable enough ;.;)

     

    Overall, I honestly think that Neurotoxins role as a bartender stun drink can easily be replaced with some ether-like equivalent.

     

  14.  

    Sooo, there's this cool bar drink called Neurotoxin that paralyzes people. Mix Pan Galactic Gargle Blaster from the bar with Ether (Which is easily accessible to all medbay staff even without chemistry access since it's in the nanomed dispensers) and you get a drink that leaves a person paralyzed and unable to move at all until the drink gets out of your system. If you put it in a syringe, and then get a syringe gun, or even if you just decide to use hypospray, this drink can be used to insta stun anyone. Add perfluoro to the mix if you're feeling extra devious, and they won't be able to talk either.

     

    It

    -Is way more effective than most poisons/stunning chemicals that you can create in a chemistry lab.

    -Can be mixed without even entering chemistry, as Neurotoxin is available from the bar and Nanomeds (Which are accessible to all medbay staff) contain ether.

    -Syringe guns AND syringes are also accessible to all medbay staff.

    -Is completely capable of stunning and converting an entire department into a cult (Which I've done twice.)

     

    Oh, did I forget to mention that it was A FUCKING BAR DRINK?! NOT A POISON, NOT A DRUG. ON THE FOOD AND DRINKS SECTION OF THE WIKI, NOT THE CHEMISTRY SECTION.

     

    Neurotoxin was clearly not designed to be used in this way when it was first created. It messes with the balance of the game and makes a lot of goonchem poisons completely obsolete. [spoiler2]It's also fun as hell to abuse.[/spoiler2]

     

  15.  

    So yesterday night a big group of us got together and tested out TZO's terror spiders game mode. The night was pretty great, and the event was met with mostly positive feedback from everyone involved. The video is here.

     

     

     

     

    Now the question is: do we want more of this nonsense? Let's say once a week at a set time, I set up my private server with some sort of event/challenge that we attempt to complete together. The challenges would range from custom pre created events that coders can give me if they wanna test out new things (Ie: Terror Spiders, the new Xenoarcheology if/when it comes out, or any cool new ideas that you to test out before making a pull request), or if we just want to try out fun challenges that we have to complete as a crew (Repair the Delerict, make $1,000,000 through botany money trees, stuff like that).

     

    Is this something we want? Got any suggestions for challenges? Lemme know.

     

  16.  

    Your medbay experiences highly differ from mine then, because the #1 thing that is typically lacking is people actively capable of surgery. On more than one occasion I've had to drag sec officers to robotics, which is profoundly ridiculous to have to resort to when I'm supposed to be a paramedic.

     

    Then go doctor.

     

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