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Splgrk

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Everything posted by Splgrk

  1. It's also just about the only way you have to communicate with the outside world if security has thrown you in solitary with no radio on. Which happens far too often.
  2. Sometimes, I wish there was a version of this game with most of the random events taken out, longer shifts, a much bigger station and fewer traitors, so we could do more investigating. THen I remember how boring extended shifts often are.
  3. Oh, absolutely. I mean, I'd also love if detective work was more involved. But at some point, you have to accept that this game is geared a lot more towards zany high-octane lasers-blazing action than noir policework.
  4. Bluespace jumpsuit. Allows you to walk through people who are set to an aggressive stance, but you can still be grabbed or dragged.
  5. Pretty much no one ever does autopsies, sadly. There's just not that much point, because if you have a body, you can usually bring them back.
  6. I'd say robustness is far further down the list of a good HOS than most people think. The biggest two differences in my experience between a good sec force and a bad one is not how quick they are with a baton or a tableslam. It's organisation and communication. No worse officers than those who don't use the radio. (And yes, there are those who basiaclly don't use the radio at all. Roll call? No reply. Help, I'm being attacked outside the vault? No reply or reaction. Who booked this prisoner? No reply. The worst.) You can usually tell if a shift will be good for sec or not after a few minutes, just by the amount of radio banter, and what is being said. And a lot of that is on the HOS. You have to get your officers to work together, and to do their different jobs efficiently and correctly. Reports if they see anything on patrols, notes on prisoners, cooperation with the warden on proper brigging (no abandoned prisoners in processing, no toolbelts in cells, no dying voxes with no headsets), properly coordinated patrols that cover the entire station regularly, and proper mobilization in case of a crisis (by that I mean: everyone's there and armed if there's a maniac with a double sword, but you don't get six officers watching the clown slip people in the bar, either.) Radios > Paperwork > Tasers.
  7. OH yeah, I remember Ghost. He was the boss. Quite literally, most shifts. As for consistent characters: absolutely. You just... have to be a bit liberal about it. You are allowed to remember whta happened in past shifts, up to a point. The problem comes when someone was an antagonist, but isn't this shift, or they exploded into tiny gibs, but now are fine again, with no explanation... it's best to just keep things vague.
  8. Splgrk

    Abductors

    Eh. Some of the most fun I've had as a ductor was when I was a scientist and had to find a way to stealthily scrounge meds and a defib for my agent.
  9. Blob really is my favourite game mode.
  10. The onyl way I could possibly see this fly is as a re-skinned version of an ERT. I.e. admin-spawned.
  11. I now have this traitor dream of a fire extinguisher full of fluorosulphuric acid. Thank you for that image.
  12. Yeah. I should go back to playing more sec, but it's quite stressful.
  13. Oh come on. I (Grin here) weren't even that sneaky. I walked in through an open door and took a HOP headset and a captain's hat off a table then disposaled myself. While several people were watching. That's not sneaky, that's just blatant. And I still don't know why you and sec believed I had an all-access or captain ID. I didn't. I came in through an open door when someone else walked in and went out through disposals. All legit.
  14. As a clown player fond of teleporting into the bridge to check if the captain forgot to log out of the console, I can say it's about 50-50.
  15. That's more blitz rounds than war rounds, though. In war rounds, even a team that is focused and together can get absolutely bogged down in waves of greytide.
  16. The other thing is that probably no one wants other antags converted to cult or thralls. Tatorlings are bad enough, now imagine Cultlings or Thrallpires.
  17. We did have that relatively nightmarish round for sec last week where a wizard screwed up so badly that the admins spawned more antags. So in the end, we were fighting a wizard, followed by at least two vampires, a cult and traitors. None of them were very successful, but it made excellent paranoia fodder.
  18. We tried a sleeper agent yesterday, as far as I can tell, they did nothing whatsoever except cost us 40 TC. I'm however still tempted to try a war round where the nukies don't buy anything except sleeper agents, and go in just with their starting shotguns and free suits and jetpacks, about an hour in when absolute chaos has broken out. Because almost 10 sleeper agents, in a shift where everyone gets shotguns and all-access? Yes please.
  19. Holy carp, that one's useful. I had no idea.
  20. Clearly, Xray vision needs to be more realistic, instead. I propose that Xray vision is stopped by metal walls, but penetrates people, making them invisible when you have the upgrade.
  21. As far as I'm concerned, it's canon that SINA- watches badly subbed martial arts and action movies like that on her "camera" monitor in quiet shifts.
  22. Okay. I'll have to do this as a mini-event at some later point. Wait for a time when there's like 20 civilians with nothing to do and no major antag activity, then go recruit Clown Trainees.
  23. Expanding on creatures being translators, recorders are translators too. You can ask questions, record the answer, then print out a transcript.
  24. I'm not sure how much damage sulphuric damage does exactly, but I know that as a clown, I almost killed myself once. I wanted to make Fluorosurfactant and Lube, but there was too much sulphuric acid in the mixture, and then I made the mistake of mixing the lube last, which involves water... anyway, the entire chem lab was full of acid and I nearly died.
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