Jump to content

bryanayalalugo

Members
  • Posts

    147
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by bryanayalalugo

  1. Five of those minutes could had also came from "resisting arrest", which tends to be tacked on a lot by Security Officers from.

    And avoiding breaking the law is very easy to do.

    REMEMBER, ask for your charges, Security should to tell you the charges during arrest (green and blue alert, that is) and HAS TO tell you during the brigging.

  2. In order to make newscasters and the news channel more interesting for the crew, my suggestion is in adding some sort of header, where a news channel author can add when making a article.

    This way, a news channel author can give a quick summary of their article or bait crew members to see it.

    Something along of the lines of:

    "Breaking news from Librarian Reporter: Monkey outbreak in Medbay!"
    "Breaking news from Librarian Reporter: Insane Roboticist goes missing!"
    "Breaking news from Librarian Reporter: Captain, a Changeling or Human?!"

     

    • Like 7
  3. *Remember to keep well fed. Getting too hungry slows you down, decreasing your chances of capturing/escaping from a culprit. The donuts are very filling, especially the sprinkle ones.

    *When in combat with a antag, try to disorient them (flashes, pepper spray, flashbang) before stunning/tazing them to decrease the chances of them disarming/dodging you.

    *Security Borgs, as a partner, are great to have for quickly going to a scene and in negating most stuns (as long as they are not flashed).

    *If you have that Uber soldier vampire carp garbage, engage them in a group. If you are lucky and they haven't acquired a sec hud and a Bowman headset, use a flashbang. Otherwise, beat the crap out of them, as a group, for trying to be a powergamer.

    • Like 1
  4. There used to be a form of xeno game mode (where the xenos came to the station via a shuttle) but it was either bugging/broken or unfinished.

    As of the moment, the main thing that is broken with xenos is their stun, which the amount of time it needs to pass to be used again is less than the amount of time someone ends being stunned.

  5. Yeah, as the others have said, Quartermaster is a good position to learn leadership skills on the station without the tediousness of being depended upon by your staff or important items.

    And for the HoP thing, usually, I tend to deal with most of that early on the shift. Remember, you don't really have to go fully through a request if it feels to be stupid or unnecessary for the station.

  6. My points on the topic:

    Gateway: 

    • I really, really, detest it. Its a huge way to waste resources and current jobs (especially when people hacked into there without notifying anyone) when the players end up dying in there and completely forgotten.
    • Its unsecured - There's literally one airlock between a hacker and the gateway itself and Security is not going to just wait there to wait for said person to return.
    • The loot - Most of the loot in there either are contraband/high level contraband or one time things/useless items. Said contraband/high level items ends up being confiscated, and in most of the situations, the person who had the loot ends up complaining that its from the Gateway and it doesn't count. Some of it provides Security gear that often times is easily taken (e.g. Hotel). It doesn't help either that most of the times, the person with the loot doesn't turn in the loot itself and ends up complaining when Security deals with them.
    • It tends to be cheesed out. Most of the players that end up entering the gateway (especially the sort that hacks into there without one word) ends up using stupid and cheesy tactics to get loot/avoid getting killed ( I even witnessed one tactic with a cardboard box and a Russian mob and I was utterly disgusted by it.

    It doesn't contribute to the round and I feel its easily abused, I would really support on its removal, or at least in having access restriction to the actual machine.

    Metagamming:

    • Knowing how other jobs work is acceptable, but, I believe, its discouraged to just do the job if your job isn't related to it, especially if there are staff around to do it. (e.g. Civilian setting the engine.
    • Antag metagaming: There should be some limits on when one suspects there is a certain antag type to what is the actual antag type. Examples: Broken lights in maintenance at the start of the shift - People ends up yelling there may be shadowlings because of that fact, even though they haven't seen one. Open airlock that doesn't close - Must be a emag instead of some jerk hacking it. Borgs/AI are rogue, clearly, it must be the roboticist or the RD instead of some random scientist or civilian that happened to be close to the borg for a while.

    I think there should be limits on how people react, jumping the gun at the small possible antag activity and just saying that there are "traitors, clings, slings etc." is really crappy for the antags.

    Powergaming:

    • Detest it, its crappy and unfun (playing for the win instead of the fun of others).
    • A great example is science (looking at you, science mains). I believe the recent RnD nerf didn't really curb powergaming, it just made it take longer to manifest itself. I often see scientist (especially the non-antag ones) with: magboots, a bag of holding, the full set of power tools and some other crap they don't really need for any reason.
    • Powergaming antags: They are not fun and often times ends up just murderboning people (which I believe there should be stricter rules on this) and destroying any means of being revived. In a recent round, there was a vampire + traitor character. By the end of the shift, most of Security/Command/the Crew/several ERT/several ERT borgs were dead, they had all access, the RD's armor, fire proof clothes, carp, full vampire powers, a riot shield, security items and a subverted AI on its side. It was a really crappy setting, and ghostchat were rather salty about it.

    I honestly believe there should be stricter actions on such behavior. For non-antag crew in a IC point, its unprofessional and for antags, its just unfun to deal with them, as they end up being harder to capture/easily kills you or incapacitate you.

     

     

    • Like 1
  7. 27 minutes ago, TheDemonic said:

    so sure a toolbox fight would be slightly more in his favor but a knife fight they would be slighting at a disadvantage

    Don't bring a toolbox to a knife fight.

    It would be rather interesting giving each species different aspects (even disadvantages as @Rumiluntti said). Makes each species unique in their own way (bringing a chance for that sweet, sweet RP) that isn't just a re-skined human sprite.

  8. Wizards actually used to have objectives that were the same as traitor objectives, but I think was changed for some reason or another (probably to encourage wizards to cause more chaos).

    I also agree that wizard rounds can end up becoming a slow drag (especially with lich wizards) 30 minutes or so in, since most of the people that would possible a threat (command, security, AI) would ended being disabled/killed.

    I think there should be a automatic shuttle call x amounts of minutes (20 - 30 minutes) after the wizard steps on the station.

  9. I see no discrepancy between the two things. The server rules themselves has a higher priority to being followed (In a OOC manner that is) than Space Law.

    One shouldn't just outright just go and put someone in critical. Someone attacking you, your workplace or your colleagues? Call Security, they exist for a reason. Afterwards, if Security is taking too long, or if the attacker is being overly being violent, try to knock them down and/or disarm and take their weapon and then run away, because once they are down, its not technically self defense in itself if you continue to attack them. If you cannot run away, try to trap them in a room/locker/restrain them or disposal them. 

    IF BY THEN none of the above was available/successful and Security has not appeared/are dead, then maybe, MAYBE, you can resort to those extreme measures, BUT REMEMBER TO AHELP THE FIRST MOMENT YOU GET A CHANCE  TO, IN ORDER TO AVOID ANY ISSUES LATER ON(such as the attacker is down, or you were able to escape them for a limited time).

    And changing the rules to allow more violence is a dreadful idea, a portion of the player base are the kind that tend to cause trouble/greytide, letting them have the chance to put someone in critical over the small things not only would give the admins more issues to deal with, but it would also negatively affect the atmosphere of the gaming environment.

  10. Skakreshss Shesikor:

    Strength: 4 - Shesikor cannot be considered robust, as most combat situation leaves him downed/killed.

    Perception: 9 - He very good at being attentive and gathering information. Has a higher chance to remember or notice a small, missed detail. Hopes to blackmail people with said information.

    Endurance: 4 - Despite being a Unathi, Shesikor is less able to handle pain. In most cases while badly injured, they will drop everything and attempt (mostly failing) to limp away.

    Charisma: 4 - Due to his personality, bureaucratic/paperwork obsession and tendency to scream at people, most people would rather avoid Shesikor than to deal with him.

    Intelligence: 7 - Shesikor is rather intelligent, attempting to quickly analyze and adapt to a situation and in putting anyone at a disadvantage easily.

    Agility: 6 - Shesikor, by experience (those damned civilians won't get my damn HoP ID), is able to quickly evade, disorient, and escape in most situations.

    Luck: ??? - Shesikor has the most bizarre luck, which switches from lucky to unlucky randomly. From surviving several kidnapping situations by EoCs, to randomly getting shot by distant bullets to surviving a breach (before slipping on a banana) to getting mauled by random bears while attempting to escape Security. His luck can be described as unstable.

  11. "I will give you my soul and that of the mime's, who cannot speak for themselves, for the soul you have of the clown's"

    Thinking about it, besides from a RP perspective (Such as bringing shame to someone, giving the devil more free reign, etc.), the only thing a devil would want are souls.

  12. Another interesting idea is to have the devil themselves return the soul, for when the devil loses a challenge against a soulless crew member (like with the dancing/music thing some devil have) or if the devil is offered something better in exchange of a soul.

  13. 2 hours ago, flimflamm said:

    Until a devil agent engages in violence or actual crime, nothing they have done is even vaguely criminal: It's not illegal to be a magic user; it's not illegal to grant magic powers to others; it's not illegal to attempt to buy and sell souls, per se.

    Crew souls are technically Nanotrasen property, so they are the least committing petty theft and at the most theft.

     

    2 hours ago, flimflamm said:

    If a devil agent committed a crime and was sentenced to the perma-brig, and agreed to not escape (and simply offer devil deals from perma)

    The wording is confusing here, are you saying any crime would lead the to permabrig?

    Security wouldn't leave a devil with regular permabrig prisoners when the devil themselves have three different contracts that would help permabrig prisoners escape.

    2 hours ago, flimflamm said:

    Devil agents are crew with rights seems like the best way to keep the RP elements of the game mode and preventing the valid salad while not limiting the different strategies the devil agents can employ

    I would agree on this, as devils poses no problem themselves. The problem is when the crew becomes crappy/greytidy (All access, breaking down walls, constant trespassing/theft) because of the devil.

    2 hours ago, flimflamm said:

    (If vampires can live peacefully and openly with rights as crew, why not devil agents?)

    A bit off topic on this, but I rarely see this. Either the vampire/antag in question ends up murderbony, completely abuse and break parole, or Security is just plain out following space law. The times I seen this, either Security has been merciful (which is rare) or only a select few know of the antag status. Most end up killed and forgotten or permabrigged then forgotten.

    I agree that the ascension thing should be changed to be less muderboning, but with how the contracts are like themselves, devils will end up being the origin of the issues the crew bring on from the contracts.

  14. It's really stressing as a command staff to be put under because you aren't informed of what is happening at that moment, could get assassinated/looted, or your department goes bad without you.

    Either way, another pet peeve: When you have something important to say but Telecoms decide to take a lunch break at that moment (ionspheric anomalies/antag sabotage). Double points if I was going to scream angrily at someone being incompetent.

    • Like 2
  15. Here are my thoughts:

    * Limit the amount of times a prestige contract can be given in a round. 5 + more random crew as "Captain" is a huge headache for Command and Security to deal with. For the AI law, I would say have the captain ion law be replaced with a new Captain ion law, so the AI doesn't have like 10 different Captain laws.

    * Limit the amount of times a crew member can return their soul to Nanotrasen. It's annoying and crappy when a crew member just go return their soul just to re-sell it for more power. Maybe make the limit be a random number between 1 to a higher random number. That way, there is a bigger risk on selling your soul.

    * Limit on who can use the Nanotrasen contracts. Crew members shouldn't just take their contract and use it whenever they sell their soul. I would say only the IAA, HoP, Magistrate and NT Rep. can use it.

    * Make it so the only way devils can fully die through their bane. As of the moment, you just have to kill a devil multiple times to render it fully dead, allowing to just simply ignore the librarian and their book research. It's also not good if a devil at round start, being a even more weaker round start antag than a vampire, can end up completely dead if they are deemed to much of a threat by Security/the crew or were unlucky.

    * Adjust Space Law to accommodate devils and those who sold their soul. As of the moment, there is no clear action to be done with devils (besides being assumed to be an EoC) or the people who sold their soul (especially if said people cannot be contained due to the door opener spell).

    * Add/change contracts to have more of a RP use. Almost half of the contracts, when given to the regular crew, feels to encourage greytide behavior (e.g. power, prestige, magic).

    * Have the contracts have a chance to have a dark/ironic twist. Besides potentially being arrested and losing all means of reviving when dying, there is nothing negative or a bad outcome after selling one soul (which one traditionally sees in fiction/myths that involves making a deal with a demon). Examples being: Wealth actually takes money from all station accounts/a important and vengeful corporation, knowledge giving you a even more dark/twisted version of the crew, prestige making you a assassination target of the Syndicate, etc.

    * Have the devil have more easier means to escape, especially at round start. Devils, while the can defend themselves, are rather discouraged from attacking/killing the crew, and has less means to knock out the crew to escape. The infernal jaunt itself also takes a while to work, and uses a cool down when you activate it, not after jaunting.

    * Disallow the devil themselves to take/touch a NT contract and the Gigax Codex. Both are rare, and if the devil hides it/disposes of it, there would not be any effective means to fight them.

     

    • Like 1
  16. Make it so this pizza ERT must deliver to only person y, within x amount of minutes (or it's free pizza) when the station is in a huge state of emergency (terror spiders, xenomorphs, nuclear operatives, ascended shadowling, etc.).

    • Like 2
    • honk 2
  17. 17 hours ago, Mayfox said:

     

    On 10/16/2017 at 12:07 PM, Bobalobdob said:

    - a particular slime guy that requests gateway access EVERY ROUND

    A particular slime that also knows every gateway mission and every fancy item location

     

    A particular slime that breaks into the gateway (along with others) when they find I am HoP.

    • Like 1
  18. Unfortunately, the times I have seen it being used, it has been used in a "memey" way, just to annoy others. I think it should be nerfed, as the sting itself is almost instant and that, if you didn't have any backups, you end up losing your old identity.

    It should have a timer on how long it takes to sting someone.

  19. Need to infiltrate a department that isn't Command or security? Wear some of the department's clothing (e.g. engineering suit and tool belt for engineering, a white lab coat and scrubs for medbay, science lab coat or something purple for science). That way, there would be less suspicion towards you.

    • Like 2
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use