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Renomaki

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Everything posted by Renomaki

  1. Er, I think you posted in the wrong topic for that.. Also, thanks for reminding me of that. I like being reminded of my failures as a leader.
  2. According to SoP, security are not meant to wear their armor until blue or higher, but the game always spawns you in wearing such. It kinda is the standard appearance of every officer, and I myself roll with it because it just feels right as is. However... If they maybe changed it so you spawned in as you should (not wearing armor and having a cap instead of a helmet), then that would be nice for a change. Give you reason to pack armor in your backpack for when blue does come.
  3. Ironic how you are robust when it comes to kill heads, but protecting them is the opposite.. Weird how that is..
  4. Man, how much the game has changed since then, eh?
  5. Hippie as Corporate Racism, where if you chose any race other than human, the moment you do something bad, it is possible for the AI to outright SLAUGHTER YOU, if I read the descriptions correctly. Hit a human in the face? Get jumped and beaten by a gang of borgs to death. Accidentally damage a borg? You'll probably die. All because of the AI's laws stating to protect humans and prevent harm to them, but everything else is fair game. And if that isn't messed up enough, there is also the Catbeast race, which is a race of punching bags due to the fact that anyone who plays them (or gets turned into one by an admin as punishment) has no protection from grief. This means a random stranger can just walk up to you and slit your throat in front of everyone and get away with it, while the catbeast can't do anything about it or get banned.. pretty fucked up shit.
  6. I can stand by this as well. Far too many times I missed out on being able to respawn as an alien mob of sorts because I was reading something on another window to pass the time, since there isn't always something going on when your dead. On the other hand, it would still be a race to respawn as the mob selected...
  7. While I did agree with quite a few of viv's ideas, I am against the idea of departments like Medical charging people for very vital services. While it is stated in SoP that the barkeep can charge people for drinks, the idea of making doctors charge staff to glue your arm back on is a tad harsh on the crew. After all, in viv's suggestion, it was stated that low ranking crew would get a mere 100 credits to start with, along with very meager wages. It would create a harsh bias in an unintended way. Things like engineering and medical should be supplied by the station and NT, while things such as entertainment, personal cargo orders and legal punishments should cost staff money. Onto another topic, I don't want the economy to be too complicated by any means. Yes, I want money to have more value to crew so they don't just burn it like it is nothing, but I also what it to be simple as well. For instance, like Viv mentioned earlier, having job-set wages that add money to your account on a repeating timer throughout the shift instead of starting with large sums already is a nice start. Goon long ago had something similar, if I am correct. The station itself should have a general account controlled by the captain and HoP, from which they can manage the station's starting funds and distribute it to various departments as needed. For instance, instead of cargo points, cargo could use funding given to their department to order things, and ship things like gold, silver and plasma back to command to make money for the station, which can then be shared with the other departments. The station is, after all, invested in by NT Corp, and thus is expected to make them money, so in order to prove you are worth keeping funded, shipping back items of value (valuable ores, research and treasures) would prove to them at you are indeed keeping your end of the bargain IC wise, and thus not wasting their time. It would also make cargo all the more important and interesting, since they are one of the main ways the station would gain income.. At least, how I imagine it... With this income, they can continue to purchase the supplies they need, pay staff wages (and maybe even give raises if the shift is going well), and maybe even purchase special items and upgrades for the station's departments to make them better than they normally can alone, giving even MORE reason to make mo money mo money mo money. hell, it would give the traitor item [briefcase Full of Cash] more value, because now you could find a use for all that cash money, and in times of desperation, a traitor could manipulate crew into giving him what he wants, should the station's command staff somehow waste all their money on stupid things and are nearly bankrupt.. But it is an idea. Adding a bunch of complex taxes and fees would be a tad much, what I am seeking is a much easier to use and deal with system that'll encourage people to work harder and spend wiser, and feel satisfaction in things they buy, rather than just going "meh".. Plus it would be fun to do some minor accounting as HoP as well during slower shifts when people don't want job changes all that much.
  8. As of now, it seems money in the game is of little value. People start with loads of dough, which makes the goody vender near cargo less rewarding if you can easily buy most of the items in there from round start, when the whole point of it is to reward players who save up enough money TO buy the items in question. Also, the fact that you can easily buy loads of junkfood from venders on the cheap rather than take the time to visit the kitchen to pick up a proper meal is also kinda disappointing when you think about it.. When I go chef, I work hard to get a big platter of food ready for the crew, but the idea that it could be all for nothing because they don't even need to due to food venders being plentiful (along with there being venders that sell PROPER CHINESE FOOD?!?) is kinda disheartening. A part of me feels that a player's allowance for a shift needs to be reworked so that players spend it more wisely, instead of just throwing large chunks away merely to buy enough cardboard to make a cardboard box at the goody vender. But what can we do to make it so that a player has more reason to not spend willy nilly like it had no value? We could just reduce their starting funds at the start of the shift, making it must smaller than before. As of current, many jobs start out with a decent lump of cash, and even an assistant can probably last throughout the shift with his allowance. Of course, they might just try to gamble to get more money, which would require a rework of the slot machines to make it more costly and risky, since as of now, it is rather common for people to hit it big. We could also just make things more expensive, but then it would be kinda silly for a candy bar to cost 200$s. I know it is the future, but I doubt inflation would go that far.. Would it? Any ideas would be appreciated, but in general, I'd like to see this reworked in some way, so that certain jobs have a little more importance instead of being viewed as meaningless due to how easily one can get food and drink without going near the bar/kitchen.
  9. Honestly, I'd love to have a needs system of sorts, but to make it work best, you'd probably have to do it one at a time. I can see thirst easily being implemented, since there are sources of water everywhere, so it wouldn't be much of a hassle to deal with in my opinion. After all, who doesn't enjoy a nice soda while they work, let alone a beer at the bar? However, showering and relieving yourself would be much harder to work into an average shift. A lot of people already explained why that would be, and it does sadden me to see an idea get shot down... But I'd still like to have more reason to shower and use the toilets. Maybe we need to make it so that there are more ways to get really dirty, like make things such as butchering or gardening get you dirty gradually, until you become a walking cloud of dust and dirt ala that dirty kid from Peanuts. Make it more an RP thing than a need of sorts, while giving showers more love. As for toilets, well... It would be nice if people could do more with them as well. Even if it is completely pointless, I'd like toilets to be able to do more other than hide stuff. Maybe make it a form of light cryo, where a player can sit his ass on the toilet to safely enter SSD, while giving off a funny inspect message, along with them poots and farts every now and then for chuckles and to prove they really are on the loo. With time, a needs system could be refined into something that is both immersive and flexible, but for now, it would be a good idea to take it one step at a time and see how it rolls.
  10. I dunno about giving inmates their own garden in perma, it would feel out of place.. And could also be abused somehow, I just know it.. I'm not experienced with botany, but I just feel someone will find a way to abuse it. Also, as a reminder, isn't ammonia and water put together turn into space lube? I don't think allowing people easier access to the stuff a good idea. That, and chemist might abuse it too for shortcuts, which IC wise is not fitting of their job. Scraping fungus off walls is one thing, but running around the station gathering ammonia from toilets isn't really appropriate. I think what would be better is if they rework the recipe for Jenk, making it easier to put together without having to rely on charming the chemist to give you the needed ingredients to make the cheap drug. But what could you find in a prison cell? Hmm...
  11. I knew it, it was too good to be true.... Here we were, having such high hopes for the movie, and then they do this to us.. But on the other hand, at least the game based on the movie is surprisingly good from what I hear.. Or.. Is the movie based on the game? Which is based on which, I'm SO CONFUSED!.
  12. So, late last night (as of writing this), I was attempting to teach a friend of mine how to play the game. It was his first time playing, and since I been playing the game for years off and on, I figured I'd take my friend (who went by the name of Demitry Exaa, if I am correct), on a tour. It started out smoothly enough, showing him the locker room and teaching him how to get dressed, to which he decided to wear the most awkward outfit.. But I didn't complain, and we continued on, him quietly tagging along as I showed him all the rooms and offices in the station.. He was a slow typist, so he didn't get to talk much. It was all going so nicely, even if I was having trouble explaining concepts to him without babying him.. But then I decided to show him how the fighting system worked... So, we went to the dorms and hit the boxing ring, where we grabbed some boxing gloves and awkwardly sparred for awhile. I'm not very robust, as people might know, but I certainly was giving my buddy a hard time, him having trouble hitting me and at one moment slapping me with a pair of pants... Which was odd, but ok. Then someone nearby got arrested, and this distracted him. But him, not being a good typist, instead of telling me to stop, just kinda quietly stopped while I continued wailing on him, to which he calmly decided to respond with by hitting me with a cane. I admit, I wasn't really paying much attention to what was going on outside the ring, but he didn't have to wack me.. Not all that impressed, I tossed my gloves off and cracked my knuckles, with the intent to give him a back eye for harming me with a cane. Of course, before I could even do that, he wacked me again "for being rude", so in response I decked him one. What then resulted what a bloody brawl in the boxing ring, with me hitting him in the face several times while he kept beating me with a cane. At some point I gave up and fled, telling him I had enough, only for him to keep wailing on me before I was put into near crit and had to call for medical attention, suffering broken ribs, while it turned out I somehow broke his skull with my bare hands, forcing us both to be sent to medbay. We never got surgery in time before the shuttle came, so we were both dragged on in roller beds, bloody and bruised and rather peeved at each other. Goodness me, how awkward it is when the teacher and student suddenly end up hospitalizing each other.. And for all I know, ruining my perfectly good record in the process due to a case of excessive force. The humiliation of it all... But in the end, we laughed about it later.. Well, me and my friend anyways. Not sure about admins, which there were none on at the time, although god knows they read the logs.
  13. The idea of them being human before makes it all the more disturbing when you kill them for food, or in some cases, for personal amusement. ... Thank goodness it is just fan-canon!
  14. Well, provided the captain keeps in touch with the AI, the borgs and AI would hopefully steady their robotic hands before attempting to murder the fuck out of any non-crew that comes aboard. After all, if it can resist the urge to go all out on vox raiders, I assume it would be able to at least play it safe with refugees. And the idea of one of the refugees being the causer of their status would be an interesting situation for the crew to handle. How would they be able to weed them out? Would they just arrest everyone, or just take their chances and welcome them aboard, hoping they behave themselves during their stay? It really does have a way of testing a captain's leadership skills when faced with a hard choice, and even if they all were harmless, they are still extra mouths to feed and care for, which could put a strain on resources on their station. .. Also, a lot of people seem really interest in the refugee event, I noticed. Then again, unlike the other two, it is one with the most possibilities and outcomes. Be they simple humans, IPCs or clowns, every possible kind has a different effect on the station.
  15. I remember meeting Sax before, while I was a priest at the time and you visited the church with him in tow. Good times...
  16. I wish I had a fancy Icon like several of the others here. They are super neato!
  17. If anyone knows me, I am a sucker for some decent RP, and I do enjoy a nice little event to spice up a shift as well.. But most events are more based on things that aren't player based, but environment based, such as meteor storms, Ion Storms, NPC blobs and vines, etc. But, wouldn't it be nice to have some events that take place later in the shift that pulls in some ghosts to perform an RP role of sorts? When Vox rounds take place, I always kinda enjoyed the high RP aspect of it, unlike most people who deal with the round. There is just something about discussing trade deals and diplomacy that amuses me. While we can all agree that Vox Raiders are imperfect as a round type alone, wouldn't it be nice if we took an element from it to make a few new event types? To better give you an idea of what I'm talking about, I'll explain a few ideas for player-reliant events that involve some decent RP skills on the selected's behalf. 1: The Health Inspector. This event pulls in a single player onto command, with a shuttle ready to depart to the NSS Cyberiad. Their objective would be to simply roam the station and conduct a health inspection of sorts, jotting down their findings as they inspect all the critical locations, such as the bar, kitchen, and medbay. This would be a very RP focused job, which also could end poorly for the crew if the report checks poorly, resulting in certain after events taking place, such as the bar/kitchen being forced to close down, or certain staff getting demoted, depending on the areas that fail the inspection. 2: Refugee crisis A small group of players would be spawned in as refugees of an unknown event, sent to the station on their ramshackle ship seeking safety and shelter. They would lack IDs, be dressed in ragged clothing, and would have the objective of merely surviving until help comes to pick them up or the shuttle is called. The crew would be expected to take care of them, providing food and medical aid to the survivors, some of which might be badly hurt (such as missing a limb or having broken bones), others being dreadfully hungry, and in rare cases sick with a minor ailment. This would also be a very RP focused role, them mainly speaking in a language fitting of their native tongue (or if human, one of the secondary tongues such as Guttersnipe), although they could speak English every now and then if they really need to. 3: Prison Transfer. At some point of the shift, security would be given a small group of inmates to look after for a short while, ranging in numbers of 2-4 players, shipped via a prison convoy shuttle. They would be escorted to perma were they would be expected to be looked after by the warden every now and then until they are picked up to be sent to a more proper maximum security prison station. They could range from passive and quiet, to more violent and troublesome, which would test the warden's babysitting skills as he tries to keep the inmates in check until they are picked up, At most, it would probably last between 20-40 minutes before they are taken away. Now, these are just ideas, and while I can understand why some might not like some of these ideas, I think it would be rather interesting to allow ghosted players the opportunity to get involved in an interesting, RP manner. Of course, no one would be forced to do the event, having to agree to it before doing it first. If no one agrees, the event doesn't go through, simple as that. If anyone has any ideas of their own to share, however, what kinda event would you have take place involving players?
  18. While it would be nice if the priest had more to do, some of these powers seem a little.. Griefy.. In the few times I played as a priest, I normally had a decent time just setting up the church for services later in the shift. Most people, however, only join it for the suit of armor and run around pretending to be some kind of Templar or something. However, giving them some kind of super powers would just mean they'd spend even LESS time doing their intended role, and spend more time trying to learn magic and then either go fight crime alongside security or just graytide. However, it would be nice if people had more reason to VISIT the priest in times of need. I think you should remove spells that do things like prevent people from fighting or enhances their combat ability in some way, but focus more on the healing aspect of the priest. Make more magic based around healing and easing suffering, and maybe even encourage people to visit the church by providing some kind of quiet buff of sorts, and maybe being a priest would be more interesting.
  19. I kinda like everything but the micro traitors. However, I do like the idea of a person given an objective to be a typical graytider. As is, it just sounds like Hardmode for a random syndicate agent. What it should be is more like turning a player into a hooligan who's aim is to cause some minor trouble and break space law. May I give a few ideas for objectives that might work? 1: An objective to get into a barfight, with the aim of doing a certain amount of damage to a target person while within the boundary of the bar. The selected player would be given a reason as to why (such as the person in question farting on you earlier, or making a joke about your mother), and then would have the optional objective of being drunk while doing so. 2: An objective to torment the clown or mime, which would either include stealing something belonging to them, dealing a certain amount of damage to them, or in some cases, trying to get the clown/mime arrested somehow. It always has been a running gag of how much people IC hate the clown and mime, and everyone is aware how OOC wise, a lot of them tend to not really do their jobs so much as cause suffering to people and constantly break the law.. So it would be an amusing, logical objective for someone to have. 3: Find a target drug and feed your addiction to it throughout the shift. Be it as simple as coffee or as hard as meth, the player who has this must find the chemical in question and attempt to hold onto and feed their addiction to it as long as possible, without getting rehab. Players, of course, start clean, so they aren't in a rush to get high right away. I figure these would blend in better with the game, and give security some minor crimes to work on during slower shifts, as well as make use of all those minor laws in Space law, instead of just focusing on Capital all the time.
  20. What would be the counters to them, if they attack? Every antag has a certain weakness of sorts that you have to keep in mind. For normal agents, it is just a matter of having your detective gather evidence of crimes and security in general doing body searches when code allows it. Nuke agents require the station to band together and survive the onslaught once it is detected, and to escort the captain to safety as soon as possible, or at the very least the disk. Changelings are harder, though, but again, with good detective work, you could find them. Blobs require you to find the main core and set up emitters to drill into it, while the crew does its best to slow down it's growth before it gets out of control. And etc etc etc. If we get attacked by Yin, what would be a good idea when dealing with them? Are they weak to EMPs? Would death tolls be high during an attack? How many will normally be on at any one time? Skill as an antag is one thing, but what I'm talkin about is general stuff. If it is too easy for the Yin to fuck up the station, it wouldn't be much fun.. On the other hand, if it is too easy to fend them off, then people will just groan when they do come on. It's tricky to get the right balance of fun and challenge, you know?
  21. The slowness only really is an issue if you are an antag. otherwise, eh... It is a tradeoff. If you play to win, it is indeed cripples you to be such an easy target, but in my case, it is just part of their genetic personality. They are strong, slow lumbering gentle.. Not giants.
  22. Honestly, just because there is no magistrate, it doesn't mean there is no way to get security to stop being shitcurity. If your HoS isn't pretending to be a security officer with more access, you could try to contact him and discuss whatever problems you are having with an officer that might have abused you, and he SHOULD fix the problem if he cares about the station. If the HoS is a douche, then you can go to the captain and talk to him about it, and he'll probably do something about it to avoid making himself look like a condom.. I know I wouldn't want to be called a condom, so damn right I'd do something about it to get my officers back in line if my HoS won't do it. And if that fails, you can contact an IAA or maybe even the NT rep and have them send a fax discussing the issue at hand, and hope that CC gets the message across to stop acting like idiots and get back in line. .. And if that fails, you are shit outta luck.
  23. I'm not sure if it is just me, but I swear, whenever I check either a medical record or a legal record, and click on a profile for more detail (but as warden, mostly so I can tag the target), there is always a good chance that I could crash. I wasn't sure why, until I kinda noticed how it often had something to do with the photo loading in. Now, I know that photos are important to help identify the person you are looking for, but honestly, I'd rather it just have its own page to be clicked to, rather than have it on the same page as the security tag system. It just makes playing security more bothersome when you risk crashing every time you update someones records so that beepsky doesn't bash them in the head the moment they get outta jail, or when you want people to know they are processed and in jail. I want to be a good warden, and a detective when I am ready to give it a try.. So if I could just put the photos on another link, instead of having them on the same page as the tagging menu, that would be nice.
  24. I only hope that the event isn't too common, though. It might sound fun to get a chance to respawn late into a match and go kidnap people, but for everyone else just wanting to chill with a beer after surviving their third explosion, the idea of getting kidnapped and having cruel aliens turn you into a walking carrier of death against your will doesn't sound fun to me. As for it being a gamemode itself, having up to 8 players forming 4 teams competing against each other to score the most points seems a tad frantic if you ask me. But then again, I haven't experienced this gamemode yet, so I wouldn't really know. After all, there were plenty of matches with 5-7 antags at any one time, so maybe I'm just worrying that it'll blow out of control. Hopefully the whole alien implant thing wouldn't be too serious, though.. Reading up about it, a lot of them are really bad for the crew, with only one of them being rather kindhearted. If designers have time, maybe adding a few more implants that, you know, don't fuck you over super bad might be kinda nice, not only to give kinder antags more choices, but also for stealth reasons? Wouldn't want people to be aware of kidnappers, right? But that is just me. I'll stumble across the mode soon enough, and hopefully it won't be too bad.. And if it DOES suck, well, hopefully it is rather uncommon, because I am more of a traitor kinda guy. At least those aren't too frantic and more mellow, you know?
  25. Can't argue with that, considering he has a kink for mini-torture devices and genital mangling. You'd have to have balls of steel to get off to sheer, nightmare inducing pain.
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