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Splgrk

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Everything posted by Splgrk

  1. I usually message everyone if there's a major complaint. Captain, HOP, HOS, Rep, IA and Magistrate, if there is one. Aurora is usually just the first to actually answer.
  2. What they clearly need is a vent on their suit, so they can hold an igniter in their hand and use it as a flamethrower.
  3. If I'll be quite frank, most HOSes are busy playing supercop most of the time, with disciplining and organizing their officers as a side job. There's very few who can be bothered to ever check the files.
  4. I was thinking about how security and (for me) especially warden can be quite stressful at times. The warden has a lot of jobs, though many of them can be neglected or don't take much time. The warden is responsible for: Prisoners. This includes dealing with shitlers damaging their cells, serious escape attempts, riots and self harm. Processing: The warden will also have to process, search, sentence and imprison most prisoners. Files: Most of the time, it seems the warden is the only one ever dealing with files, too. This should be everyone's job, but it isn't. Evidence: Shared with the detective, but the warden tosses in confiscated items. Perma: A job in itself, sometimes. Moving people there, checking on them occasionally. The armory: Both handing out equipment and making sure it isn't stolen. Radio: Not an official job, but as the warden, I often also find myself as the radio organizer. Listening to public radio and sec radio, getting people to go to areas, updating files based on accusations, etc. Cameras: And if you have time, watching these too wouldn't hurt. So, how about splitting the warden in two jobs? A warden, mostly responsible for prisoner management, and the Dispatcher, who'd monitor radio and cameras, organize patrols and emergencies and hand out equipment as necessary? Help with files, too? Maybe a job for someone who wants a quieter shift, but still be involved in sec work, facilitating the ground work instead of being part of it. I don't even think it would be much of a change. The minimum would be adding the job, and maybe a second chair in the warden office.
  5. On the subject of scary engines, a nuclear engine could actually be considerably less scary than a tesla or singularity escape event, which kill everyone. What would a nuclear meltdown do? I'd imagine first an explosion in the reactor area, then radiation. I'd model it similar to the radiation cloud area, where people outside maint take a considerable dose of radiation. But unlike the tesla or singulo, it wouldn't kill everyone. It could even be temporary, with the radiation dying down after a few minutes. That would balance the engine a bit: more maintenance with fuel rods and carbon control rods, or heavy water cycles, but considerably less scary in case things go wrong. It could even give a warning quite some time before it goes wrong, via a control panel or the AI.
  6. What would the coroner, you know, actually do? I've found that 90% of all coroners just work as normal doctors, since almost everyone gets revived and then just tells their story. Unreviveable murders that need a coroner are too rare.
  7. Sounds like a nightmare for security, janitorial services, and engineers. It's not like the superheroes are supposed to be anything but cheesy oneliner spouting clowns with herp derp gear. It's like having a group of LARP nerds running around. I would find it hilarious to see a catman scream "IT'S RUN-TIME!" and smash to a wall with the speed that can outrun bullets. RUN-TIME needs a sidekick with a laser pointer.
  8. As a quick suggestion: I have no idea what you've done so far, but translateable books sounds fascinating to me. I love ancient books. Could you perhaps add some of them to a few of the bigger gateway missions, like the wizard station, the underwater exploration or the hotel?
  9. Christmas outfits are easy, by the way. I once dressed up as mime Santa and handed out candy during the summer. You need a security hoody. It's red with white trim and even has the santa hood. Edit: wait, American St. Nick has a hat, not a hood, doesn't he.
  10. Traitors have untrackable agent ID already. Which can also copy access. But its cost should be changed after update then. And vampires/lings dont have such things at all. It would mean that stealing an ID would be more of a short term thing. You assault a head in maint, tie them up somewhere, steal their ID, rush their office, steal a thing, then throw it away as it is usless as soon as they alert command and it is changed. Could be interesting. Surely more so than a traitor just having the captain's ID in his storage implant all shift.
  11. And don't forget the other way around. Antag steals a spare captain ID and terminates all heads and sec. I mean, I hate those situations where you have to fire an officer for prisoner abuse and they just grab all te weapons they can get their hands on and run into maint, but the opposite seems just as bad. Maybe some kind of process where you need two heads giving confirmation? Like, relevant department head and HOP/captain, over the swiper system that raises alarm levels? Also, I kind of love the idea of civilians not being crew? Split the civilian position, as it exists at the moment, in civilian/tourist and assistant. The former is not crew and can be severely punished for dickery. The other is unlocked after playing, I don't know, two shifts worth of SS13. That would help a lot. It also makes some sense from a lore standpoint. They aren't NT employees, they are random people wandering in, hoping for jobs. Or to make chaos. Of course NT would respond harshly.
  12. It happens way to often: security takes a voxes tank off. Could there maybe be some kind of popup warning? "You are about to take this person's internals off. They might die. Are you sure. Yes/No." It would prevent quite a few deaths and saltiness.
  13. Wouldn't a tracking implant already do that? We could change SOP so that space-capable races get tracking implants. But yeah, the jumpsuit is a good idea. Or how about something like those electronic tags that are put on the ankles of people who are sentenced to house arrest. Anyway. Solitary is pretty much a fate worse than death. You're basically dead, but without ghost chat to comment on the round or the chance to respawn as an event. Getting sentenced to solitary means you can either shout over coms a bit and annoy everyone, or kill yourself.
  14. If I can make a suggestion: Zombies would need an incentive to actually kill and eat survivors. If letting people you attack live turns them into more zombies, the superior strategy is to punch people, then run. So, I'd suggest that a) Eating corpses heals the zombie and b) It eventually gives them some small power ups, like blood for vampires. NOthign as major as vampires, but perhaps just some better armor, more health, etc.
  15. I don't know if I would want things like "there was blood here, but it was washed away". It's already pretty difficult for a criminal to get away with murder, it has to be occasionally possible.
  16. Hm. Merging pod mechanics and roboticists seems to make sense anyway. They do similar things, in theory. Except one of them builds mechs for others, the other builds their own pod and then leaves the station.
  17. Not as rarely as you'd think. There's always genuinely inept or hasty traitor and the really bad greytide. There have been first ten minute attempts on the captain's office by emags.
  18. Yeah, happened to me once. Organized two mining hardsuits, flew up to perma, broke in, found two SSD prisoners. It sucks, but it will happen, if people think they can't get out, the round is basically over for them anyway.
  19. That seems very sensible, given that prisoner suicide is a thing pretty much every round. Probably no good way to make it accessible to solitary, though, where by far the most suicides happen.
  20. You could maybe make it a cosmetic variant of the existing blob antag type?
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