Jump to content

Jovaniph

Members
  • Posts

    254
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Jovaniph

  1. I put it up at least to see how it goes. It a Pull 'Request' for a reason.
  2. https://github.com/ParadiseSS13/Paradise/pull/8033
  3. I discuss this in my recent post https://nanotrasen.se/forum/topic/11146-reduce-the-amount-of-civilian-slots/ Station goals aren't technically station goals if you look at it. Most of the goals are handed to engineering to do all the dirty work and as long as science and the crew cooperates with them. There is no advantage to completing them including the meteor satellites (especially when you have meteors come in and a unrelated station goal appears that round). Stations goals doesn't allow engineers any free time to do anything. Most of the time, the Captain, NT Rep, or CE would force the engineers to get working on it and not allowing any engineer any free time to do anything and engage in actual roleplay. Many times their is a CE that would fire you if you don't help with building these goals as well as making it very hard to roleplay when you want to play as an engineer and take a few breaks once in a while. It's not only wrong, but it promotes low-rp more than anything. Free the engineers from this hell and remove station goals. TLDR: Station Goals doesn't allow Engineers any autonomously to do anything and reinforces low roleplay by putting mechanics of the game first than actual engagement to roleplay in general. Might as well call them Engineer Goals.
  4. I'm more into the idea that if they are not a cultist/vamp, the person gets gibbed like SR. =3
  5. I mean Holy Water doesn't have an overdose limit. Maybe after being fed 100 times, then that should be considered drowning someone to death.
  6. Well just recently I ahelp when a few people raided the security lockers...lets just say the admins werent too happy about it. Yeah it should be in the rules.
  7. There should also be a rule on raiding Security Lockers as well. Or any locker that is job specific
  8. Those are all good points, but I would like to point out a life lesson I learn..."Work with what you got". I believe there needs to be a stop to allowing people to take advantage of these all access and use their brain to figure how they can contribute to the fight instead of trying to what...powergame?
  9. I find this to be very problematic during nukie rounds. I think it should not be allowed. People who have the jobs can't do them because those who get the access from the hopline messes with their progress and creates an annoyance and becomes chaotic. Thoughts?
  10. Im going to hold back on making a PR for this because there is already a map edit going on for Mining zlevel fixes. I have it ready to post for PR.
  11. Well we can have the sleepers automagically give you the things you needs without having to push buttons yaya? Edit: or set it to be stupid proof and be like "this cures your brute damage yadadada"
  12. Done. https://github.com/ParadiseSS13/Paradise/pull/7942
  13. Well then I think the solution to the problem is to allow jobs to be somewhat autonomous. For instance, I play as an Atmos Tech. Although every round I do take my job seriously more than anyone every....fucking....round.... It doesn't stop me from going out to socialize (mute vulp socializing? wtf?), getting a drink at the bar, maintenance diving, shenanigans, etc. I pay attention to the time to make sure I check the atmos alarm/atmos roughly 15-30 minutes and respond to breaches if announced on commons. If its not too seriously, it doesn't take me long to clear the breach and be like "Welp...my job is done, I don't need to do repairs because thats not my fucking job, that's the engineers" then I walk away and going back to doing what I was doing. Cargo doesn't have that luxury because they have to constantly watch for people who place orders or need access to the autolathe. My suggestion is make the AUTOLATHE PUBLIC JUST LIKE THE ONE IN METASTATION. and the other part is Cargo gets a program on there PDA that notifies them if someone place an order or something Medbay has to man the front desk even for a small fucking injury. Allow sleepers to be public and block of Medbay from the left side or something or block the medicine fridge, cryochamber, and OR, etc... Make sleepers not require another person to fiddle with it and allow the people INSIDE the sleeper to control it. Other than that, I can see PDAs beeping autonomously (or crew monitors) when someone is seriously injured. Science...Fucking Science... I don't know how to help you. Engineer... YOU ARE SOL WITH THOSE FUCKING STATION GOALS! I FEEL SO FUCKING SORRY FOR YOU SHITS! Everytime I play CE, i swear Im like...No...no station goals *Burns paper* PS... I typed all this half asleep...I literally just woke up and hungry.... Other than that...Lets utilize PDAs more often and fuck tablets/laptops, they are useless. Edit: I don't know about other people, but there are just many things I like to do within the 2 hours you get per round. I don't like spending a whole lot of time optimizing atmos to the point where it just becomes ridiculous. I will fix breaches and turn on the turbine if the tesla/singo is not on or stop working. But, I don't want anyone stopping me from going to the library to read a book or play cards or beat up the clown.
  14. I think is should scale with more than just Security officer as well. Honestly, now that I think about it, Traitors should scale with officers due to the "Valid Hunting" Rule, but that would be almost impossible mechanic wise. Other than that. Yeah I think it should scale by: Service Jobs:Assistant Ratio.
  15. Here is the problem if(config.assistantlimit) if(job.title == "Civilian") var/count = 0 var/datum/job/officer = job_master.GetJob("Security Officer") var/datum/job/warden = job_master.GetJob("Warden") var/datum/job/hos = job_master.GetJob("Head of Security") count += (officer.current_positions + warden.current_positions + hos.current_positions) if(job.current_positions > (config.assistantratio * count)) if(count >= 5) // if theres more than 5 security on the station just let assistants join regardless, they should be able to handle the tide return 1 return 0 return This is why Greytides wipe the floor when there is 5 security members. At least I think this is correct. Basically there is no actual limit.
  16. So like the parenthesis in the title say. I decided that Cyberiad's Atmosia need some changing to allow more space and optimization to allow techs to work on, without making optimization to making any adjustments to efficiency (A few changes but nothing really nothing that effects it) . Its all rearrange to be more compacted and design for new techs to understand the piping system a bit better. BEFORE: AFTER Picture Below: Text are hard to read but I'll get a better picture. Im dumb. Things to know about the picture below 1. All except the N2, O2, and Air Mix do not have a pump to pure. 2. Digital valves next to the pumps to pure are removed. 3. All except the N2, O2, and Air Mix have the inside tank vents turned off 4. The Mix Tank Chamber have both vent and air injector off. 5. vents and air injectors can be control by the computer. This was to reduce redundancies and confusion.
  17. So in conclusion, cluwnes are just nothing, but add to the low rp right? edit: I mean I get it. It just seems to bit of a cringe to see something with little to no meaning.
  18. That's hard to believe. So other than the crew having a sense to kill something like a cluwne, isn't there a way to transplant the brain?
  19. But to what extent? Because people still beat the shit out of them even if they are already dead, or do some malicious shit that just seems wrong as if they don't care.
  20. What is the lore behind cluwnes anyway to make people want to kill them? That is the question that needs to be answered because killing a cluwne does not make any sense. To me it is nothing, but a meme (or whatever) that falls into the category as to why this server tends to lean LRP at times.
  21. Well this seems a bit more simple with obtaining a security ID. If you have the ID (or a made by the ID console) then you'll be able to use the gun. This will allow any antag to be able to use it if they work for it.
  22. This is not a bad idea. Only if its possible to emag a taser to unlock it, then I would actually be okay with this if its possible.
×
×
  • 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