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Happy Tim

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Everything posted by Happy Tim

  1. Well, the station is basically a giant kindergarten, and because of that the crew needs a nap time from time to time.
  2. I resurrect the topic with this golden nugget...
  3. And the secret ingredient is...
  4. Let's face it, it's hard to keep calm when you finally meet your idol. Even for a Spoder.
  5. Already posted one of those in screenshot thread, but it will never stop to crack me up. As to the second one... whoever was on this shift... will remember it.
  6. Question... what if this could be taken from another angle... ...what if instead of limiting those roles, just give them a head-appropriate traitor objective? I literally saw a CMO traitor who had to steal his own portable defib... ...is that doable with the way roles work right now, or am I making a fool of myself and that is already a thing?
  7. I agree with Biolock's statement here, I don't see IAA and NTR dealing with the traitors too often, usually they are used as the pre-admin instance of dealing with incompetence at behalf of players. Which is fine, sometimes I think more things should be solved with RP. That being said, Paradise have pretty short rounds for what's actually required from IAA and NTR to deal with an issue by strictly following SoP, forwarding it to "Central" (and you guys are pretty busy with overlooking the round anyway) so they hardly have time to deal with traitors. And again, I agree that decreasing the amount of people that could be traitors decreases that paranoia, but on the other hand me and a friend of mine have a joke that when round ends we usually say "let's see how many scientists were traitors" and honestly, usually it's at least one. So yeah, paranoia is all good and fine, but seeing how certain roles really benefits traitoring (and give access to the tools far better than you can get from your PDA) makes things... predictable from OOC perspective. From IC perspective I cannot do nothing about Scientist/RD walking around the station in the beginning on the shift. He's just walking. But as a player who has spent some time on the Station, I know that he's probably preparing to blow something out. And I know that the topic isn't really about Science (which is the whole other animal, that I feel should be adressed and in the end ends up with a lot of micro management, but at the end of the day I think the issue that Biolock has brought has a lot to do with the fact that Admins and the Server Crew have certain vision of how roles are designed to work, which sometimes is not how the playerbase sees or feels it. Happens in bigger games with million dollar budgets, but should be addresed. But it's not like this is a single issue, feels like a network of some really intricate smaller elements that are really hard to maneuver around. I hope I made sense with this post. ^^"
  8. Always felt that RD felt especially powerful as a traitor, since they could just MacGyver a pretty potent arsenal in Science, without even needing the traitor items and thus being off the hook for quite some time. HoP is not as good traitor candidate as you might think, since if they aren't keeping their post, they are immidiately suspicious and CMO is a slightly better than regular Medbay Traitor. To be honest, as much as I understand Kyet's stance on the matter, I think that RD is still the most annoying head to deal with, when they are a traitor, but that I think comes with the issues of how science works currently for traitors.
  9. CSI Cyberiad That's how you solve crimes, lads.
  10. There is no thing as "too many light sources" when dealing with the shadowlings.
  11. Happy Tim

    Autodoc

    I think we all might agree that having over 100 people on the server is a lot. I think we all can relate to the fact, that when our character gets hurt, we expect to be treated by medical facillity and be returned to full health. And while I appreciate that the new crit system is trying to make the whole thing more... engaging, it makes everything more stressful for the medical departament. That's fine, stress is part of the job, however when you have 120+ people running around the station and at least a third of that are assistants who tend to hurt themselves in any given situation. Sometimes doctors and surgeons just need a moment to catch their breath and while cryo can provide that to certain extent, there are things that cryos won't fix. That's when Autodoc would come into play. By any means, that's not a new idea and has been done before. Now, before I will go any further I want to state that I'm NOT proposing: - Autodoc becoming a better option that a manual surgery, but merely a slower alternative for some types of surgeries that would help to relieve already busy ORs. - Autodoc being a magical "fix-it-all" option, but merely AN option, that could help medbay with overpopulation - Autodoc being able to perform multiple actions at the same time. Instead my idea relates to the system that would: - Keep the patient stable while SLOWLY performing some simple surgeries (like fixing bones) - Be upgradeable by science, so it can do more, while never being as good and fast as a player Surgeon. - Be able to fail - ion storm, Emagg by a traitor, you add it. It's an option to make the medbay play more interesting. - Provide a good help for beginning doctors, as medbay learning curve feels pretty unforgiving and having something that could aid the Medical Crew in their daily routine might convince more people to try themselves as the new medical recruits. Again, while some of you may tell that this thing would be obsolete because of the existence of the cryo, I would like to stress out that Cryo and Autodoc would fix different types of damage. Also, just as cryo, by being in either cryo and autodoc the player pays with their TIME and I think it's fair, because at the end the only lasting thing (other than Karma :P) we can spend on Paradise is our time. And if I as a Surgeon can save a dying patient, while an autodoc is fixing HoS's leg to make him work-ready I think it doesn't messes up the balance of the game too much. It just gives the medbay another tool that isn't a magical, instant SR pill. Then again, I might be saying a total biased bs, so let me know what everyone thinks. Does it have a future or do you find it obsolete?
  12. Or to literally make them sick from overfeeding to punish such behavior, though knowing how masochistic the playerbase can be, the bowl idea seems to be more plausible.
  13. As a downsize to their sense of smell, you could add increased effects from stuff like pepper spray, also space cleaner being pretty good at blocking their sense of smell. It would give the security vulps a "guard dog" feeling through them. As for Tajaran, they already kinda see better in the dark, right? I don't think they should be that similar, really. They way Vulp sense of smell could work, could be an active ability (with a cooldown, obviously) that requires them to sniff something in order to gather semll data, something like a weaker version of an forensic scanner, but limited to only vague clues. Is something like that doable?
  14. @Kyet What about making their smell sense stronger and acting as a sort of air analyzer? Also them not getting grossed out by corpses or foul smells?
  15. Everything goes to hell on the station, meanwhile not so far away a new civilization of golems, cows, dionas is born... with a little help from one human. ;) Whoever was there, I really enjoyed that round, folks!
  16. Station's First Panzer Division assembled next to their tanks. We were soldiers....
  17. I have to be this guy and ask... What abouuut voice changer? Should the same limitations be added OR do we treat it as a piece of syndi tech that is intentionally superior? In later case it would increase VC's usefulness while also making it easier to identify. Both options seems viable, imo. EDIT: There is also option C, where old VC gets deleted altogether and replaced by something more expensive, that might be implanted in one's neck. Sorry for drifting slightly off-topic, but I feel that both things are kinda connected.
  18. What abouuut...instead of replacing existing changelings adding the one you've proposed as some sort of Alpha Changeling? With goals that don't exactly need to agree with the goals of smaller lings or other traitors. Hell, would've been cool to see the Alpha variants of some other antags too, to spice everything up a bit. Of course, taken in moderation.
  19. Tiered SOPs sound kinda cool, although we are stepping in a territory that bugs me a little bit: our station is sometimes trying to be more lawful than God damn Federation from Star Trek. And yes, I know - it's a game and we need rules, but I feel that dertain violations of the SoP should have more IC consequences. I really like, when CC takes action against something or when tension exist but I understand how annoying it can be for admins. I'm just wondering how much can we stretch the SOP to not actually loose that bit of shadyness that we love in NT. As for the Civies, HOP has already ton of stuff to do and while technically being responsible for civvies... well, we all know how it is. Maybe we should assign a new role/authorize existing one to be able to do something about so called "human resources"? How about making Heads of staff being able to recruit people to their departaments on their own? I know it may be crazy, but maybe there is a way to handle it.
  20. I also think that we should differ "friendly vampires" from "opportunistic vampires". Borers are pretty good example, it IS in their interest to care for the host. I like the idea to having vampires function in the same way, cause it gives more occasions for player interaction. And doesn't really take anything from your classic "powerbuilding" vampires. Instead you just get different paths for the same goal.
  21. Really like the humanity system, would be no doubt a challenge for coders and spriters (full morphed, vampire voxes and greys, yes please!) Though a new vampire system could require some new anti-vampire weapons... Holy symbols? Stakes? STAKE GUNS? (as a high-end weapon, ofc)
  22. You know, we need to ask a question - what is the outcome we wanna get from the shadowling round. Do we want lings to always win? Do we want the crew to always always win? Do we want equal chances for both antags and the crew? Also, shadowlings aren't the only antags in the game and there are a couple situations, where secborgs are next to being useless. Not that long time ago I remember one nuke ops kiting two sec borgs and a sec officers, who were literally spamming at him, but he still managed to get the upper hand thanks to his crazy adrenals and he simply killed all three. Isn't it a bit of house of cards situation that when you move one card, the whole structure might simply collapse? On the other hand I agree that standard sec guards feel a bit underpowered, when compared to borgs - at least in a classic "chase and mob" scenario and all those ideas with targetting, viruses and alternative ways of hurting a bot look super spicy. I think that with current balance, removing secborgs completely would create a batch of brand new problems, connected to other antags, that we aren't discussing here ATM.
  23. I would say SR is the bigger issue than cloning itself. While it's true that cloning can be out of the jail card situation it can go a bit hectic when the population overflows. And still it takes time to clone somebody. SR on the other hand is insta magical life juice I really like that quote from Dinarzad, I think it summs up the situation perfectly. It opens a discussion for more thoughts, like some people treating ss13 like a competitive game and such and trying to "win" over others. But that are the problems of Medium Role-Play, really when L-RPers and H-RPers clash with each other. I think that getting people back to life should be a little bit harder, maybe give clones a longer hibernation period that they would need to be fully formed? And give additional cons and disabilities if someone would rush it? I dunno. It's hard to rebalance one revival method without rebalacing the others, really. If cloning will be nerfed we will be more dependant on defibs and SR (we kinda are right now). Likewise, if we do something with one of the other two the cloning could become the primary way of revival. The problem is to make returning from the dead more... meaningful to a player? Does that make sense?
  24. I really like the "Space Wild West" vibe that it has. Is this even doable? It has so much potential with even Roanoke specific stuff, that you can get only there. Would it be possible to make it colder for example? To give some love to the cold-loving races?
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