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Fox McCloud

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Posts posted by Fox McCloud

  1. 11 minutes ago, xProlithium said:

    From an administrative standpoint, I can see how having a hard-cap on players getting into the server would be a bad thing. From a player standpoint and a logical standpoint, wouldn't overpopulation in high tide be more of a determent to the station then a good thing? 

    We handle overpopulation via listing/de-listing, not job capping.

  2. Yeah, there should be.

     

    If they're not uncapped, people will ultimately pick a job they don't actually want, then immediately request demotion---and that's at best. They could also just pick the job and faff about doing what they really want to do until they're fired, or, at worst, be a total nuisance. Forcing someone to play a job doesn't make them happier for doing so; it just makes them resentful.

     

    Not all assistants are murderous greytiding jerks; some people just want to interact with other people how they may without responsibility--others are not inclined to the rigid structure that a traditional job imposes and would prefer to work more chaotically where they're needed at a given time. Others still have played for such length that they find the specific job of assistant to be appealing in and of itself, rather than other jobs.


    There's also the fact that I don't think someone should be locked out of the game once all job slots are exhausted.

     

    Due to the breadth and many criterion that pull people towards assistant (I'd argue more than most other jobs), I strongly believe that it should be uncapped; security officers should scale with total assistants, not the other way around.

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  3. Forcing people to go along with your roleplay is a great way to come across as a jerk. Likewise it's counter-productive. Making someone behave or engage in actions against their will typically only breeds resentment; they're probably going to end up hating you for your actions, and, worse yet, they're probably going to end up being less inclined to roleplay after having you force an experience onto them. Why? Because it becomes a case of "If this is what roleplay is about; forcing others to comply with what they believe is good roleplay, then I want to have nothing to do with it".

     

    Force and aggression are rarely a good tool for convincing people to engage in behaviors you want.


    I'd also point out that it's a doubled-edged sword; you forcing someone to RP in a particular way inherently means that you're making the value judgment of what constitutes and is the "proper" way to roleplay. This is going to vary from person to person, and even two more heavily leaning roleplayers are ultimately going to have different answers on the "proper" way to behave in a given situation. Going one step further, I also think it's disingenuous to engage in this behavior because behind it, it assumes, to a degree, that everyone should react in the same pre-scripted way in a stilted manner to particular events. This is not only unrealistic, but a bit dishonest. Not everyone is bothered by the same things; not everyone is going to have an outburst at someone dying; some will internalize it, some will just be uncomfortable---others don't have much of a care. One-size-fits all just doesn't work.

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  4. For all intents and purposes, ghosts and spirits are canon in SS13. While you may personally reject them as existing or refuse to acknowledge them for your own personal RP narrative, you are ultimately rejecting the objective truth of the nature of how things play out on Paradise. It's quite easy to demonstrate, in multiple ways, that ghosts/spirits are a thing:

     

    - The existence of ghost interacting with lights

    - A number of cult mechanics, including the pulling in of ghosts back to the "physical plane"

    - Scrying orb is a big one; this explicitly lets wizards leave their body and look around; they can also interact with deadchat and glean any information the ghosts know and use that information to influence the round; non-wizards who get a hold of a scrying orb are also allowed to do this (yes, this means you can use the orb, ask ghosts "where is the wizard", then act on that info they tell you, without fear of getting bwoinked, but again, this is ONLY with the scrying orb)

    - While not officially merged in, the Devil Game mode touches on this even more; it explicitly has souls as a thing core to the game mechanics--it also strongly supports the notion that souls are required for there to be sentient beings.

     

    With regard to cloning it can definitely, objectively, be stated that souls do, in fact, exist, and that someone does, in fact, require one to be alive and sentient; the cloning mechanic, itself, stipulates this, as does the Devil game mode (can't be cloned if you sold your soul).  I do think it is, given the way the game is structured, perfectly legitimate to assert ICly, that anyone who denies this or sets forth a purely "physical" version of the mind is a "soul denier"; that said I don't think this fact should be enforced, RP wise, that everyone has to and should accept that there are ethereal souls. Even with cloning removed, I would suggest that this paradigm would still remain in place, largely because of other mechanics and the existence of several game modes.

     

    As for how this impacts cloning. Well, there's a number of argument to be made here, I feel, both for and against remembering things before you died. Just because it can be proven there are souls doesn't necessarily mean that the memories would follow through from physical to soul back to physical. Here on Paradise, we do allow you to engage in this behavior. I do personally feel that the "soul" does retains the memories of the person, which is why whether you're pre-scanned vs post-scanned doesn't matter. If you're only regenerating the body, itself; the core essence of a person is still ultimately attached to the soul of the individual. I think this is demonstrable in the fact that "notes" can be created and altered yet still retained prior to and after resurrection. The weakness of this argument, of course, is "why can't you remember things while you were a soul". I admit, I don't have a good reason to back this up, especially not from a mechanical standpoint.

     

    Regardless of how the argument of "would you remember or not?" is approached, I do think it can be argued well that, factually, yes, all cloned individuals are the same person as they were prior to their death; they aren't a completely new person. Again, yes, I do posit that you could argue that someone who insists otherwise is a "soul denier", but, again, I don't think this should be enforced by administration (that is to say, if you want to deny the existence of soul and insist that you're a new being, that's fine, though it would be "objectively" wrong from an IC standpoint).

     

     

    Also, I'll clarify that the above argument is limited only to SS13; I'm not saying "this extends to real life". LIkewise, I don't think you can make the argument, legitimately and honestly, that "well, that's not realistic" or "That's not how it works in real life." It's demonstrably true that SS13's laws ("the universe") is fundamentally different from that of the real universe. I think it's safe to make the argument "I wish SS13 was more realistic and didn't have/did have X"; however, outright rejecting the laws of SS13 merely because you don't like them/favor it being "more realistic" is patently false and engaging in denialism.

     

     

  5. He's also poorly positioned to coordinate anyone. Really that Sub-head role should be given to the Chef and Hydro/Bar/Kitchen merged together into one bigger department. Called *Catering*.

     

    Not that I'm suggesting we necessarily go back to this model, but, what you describe was the de facto standard, once upon a time. The chef had access to the bar and his kitchen, but the bartender only had access to the bar. The bar was also attached to the kitchen, as well.

     

    This stems from Goon and is still a thing on TG; it's really just a Bay thing to break the two off, completely.

     

    The end result of the original arrangement was, the chef, by virtue of his access, kinda had a de facto authority amongst the bar+hydroponics and could easily facilitate requests---also, since he was more important than the bartender, he could leverage that importance in getting extra ingredients for the bartender that the bartender would normally have an enormously hard time getting.

     

     

    • Like 1
  6. Quote

    And don't forget back before goofchem, the injector had 10u of tricord in it, ~48 healing for all 4 categories.

     

    Flat out wrong.

     

    It had Inaprovaline in it, which prevents suffocation damage while in crit, and that's literally it.

     

    Quote

    Given that I've OD'd and killed a person using epipensp


    Extremely dubious. On average, there's a ~9.5% chance for them to take, on average, 1.5 tox every 2 seconds. Even if you injected someone with 10 of these, they're still only going take ~57 Tox damage....over the next 800 seconds.

    If they were "Killed" by "ODing on epi", they were already dead anyway or were being damaged by some other source; yeah, sure, it may have contributed to it, to a degree, but even in the extreme, it's just going to be an annoyance; not something life-threatening "oh my gosh, no counter" tactic.

     

    Compare this with a welder which does 15 burn damage, up front, in an instant that can be re-applied every 0.8 seconds; You get 10 welds with a mini for a total of 150 damage (enough to hard crit!)


    This isn't even delving into the non-medical benefits of starting with a welding tool.

    You start with epi you can sometimes save a life with it (or, rarely, your own). That's it.

     

    A welding tool can take down walls, seal doors, seal lockers, and act as one of the highest damage non-traitor weapons in the game.


    We've shot this down before, because have to consider non-proximate uses of the welding tool in addition to emergent behavior from giving it to IPC players (and just overall fairness), and we believe the negatives outweigh the positives. We don't just walk around thinking "how else can we screw over IPCs today".

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  7. 3 hours ago, ID404NotFound said:

    Saying "people are just gonna find ways around it" is a poor excuse, it's like saying testing for performance enhancing drugs at the Olympics is futile, so whatever.

    Not a very good analogy, at all.

     

    Using performance enhancing drugs is using something outside the competition to gain an advantage; not something within the established confines of the competition to begin with.

     

    "Powergaming" doesn't do this; metagaming (and no, having unlimited knowledge is not metagaming, nor is doing things outside your job; so don't even go there) certainly does. Powergaming is utilizing legitimate mechanics and legitimate allowed things in the confines of the game. Metacomming, multiple logins, etc would be more comparable to performance enhancing drug use+the olympics than "powergaming".

  8. On 11/22/2017 at 8:05 AM, Streaky Haddock said:

     

    Miners can find it in the asteroid.

    As for why it shouldnt be class S when linked, I can't think of a single helpful, useful or good function it has. It can only be used to sabotage the station and the people inside. It has no good use, so if you have it LINKED to someone, you're clearly not trying to help them.

     

    Maybe if you're uncreative.

     

    It lets you see through their own eyes. Link it to a buddy and you can always check on them, no matter what.

     

    They scream for help and their sensors are off? Doen't matter; if its linked, you can see through their eyes (as long as they're not like, gibbed or anything).

     

    The voodoo doll is mostly a gimmick, at best.

     

  9. The problem with your assessment is that there's multiple and conflicting definitions of "fun" and "interesting". For everyone person that likes and finds "fun" a long, drawn out, roleplayed cat and mouse with the detective and security......there's the person who finds that utterly and totally boring.

     

    For every person who can't stand a traitor who does things very efficiently, there's someone who finds it extremely interesting, entertaining, and amusing.

     

    We have both these players here at Paradise; to suggest that "only X is fun" or "Y is unfun" is to discount a player's subjective experience into playing SS13.

     

     

    As an aside....powergaming is quickly becoming a buzzword that I'm becoming rapidly uncomfortable hearing. Not because I don't think it exists (it does), but because it's being applied so liberally, the term is losing any teeth...likewise, it's often used as a way to downplay someone winning/losing. "Damn security officer; just powergaming; only reason he caught me". "Of course the traitor won, he was powergaming". While yes, I'm sure there are legitimate circumstances where this phrase is used and accurate---I see it used frequently when antags/sec come out on top in a scenario and the other party (or parties) involved or witnessing it are just angry that X won the engagement or came out on top (even if they weren't explicitly powergaming).

     

    It's like the traitor who purchases a surplus crate in the middle of maintenance, then gets caught by a patrolling officer shortly thereafter and the traitor says "filthy powergamer" once he's eventually executed.

     

    Not trying to say there's NOT powergaming...for sure, there is, but the phrase needs to be used accurately, and not applied to every action someone personally dislikes or finds frustrating.

    • Like 2
  10. 11 hours ago, Tayswift said:

    There'd be a few shifts here and there where something went wrong, but probably not enough that you'd be paranoid out of your mind every shift, right? Because NT is a for-profit company and wouldn't repeatedly send crew to the station to die horrible deaths...I just wish people metagamed less vs antags.

     

    Debatable.

     

    The mistake I think a lot of people make is to insert their own conception of how the world is supposed to be in SS13 and operate on those rules (and often these rules are largely based on real-life); I think it's quite clear the "laws" of the SS13 universe are significantly different than that of the real world. One you accept that, you can establish a new paradigm to roleplay around. It might not be completely realistic to real-life, but it does give you a very solid groundwork to operate out of.

     

    Think of some horrendously unrealistic, but otherwise enjoyable movie you've watched; the characters in that movie don't typically question why things are so unrealistic; they simply act out their personality and archetypes in the given role and environment that they're in.


    When you start trying to enforce your own rules on the way SS13 is, yeah, your'e going to be miserable and frustrated; when you accept that the rules of the SS13 universe are the way they area, then it gets muc heasier to just let your character's personality play the role they are in a given situation.

  11. On 11/21/2017 at 12:24 AM, ID404NotFound said:

    Lore wise, every shift before this one has been normal, and there is no reason for the paranoia or preparation for antags. Using knowledge that you have OOC and taking IC actions for it.

    This isn't correct, at all. Lore wise, all antags are known, knowledge persists between shifts, and people's past experiences can absolutely factor into their judgment of the current shift.

     

    Just pointing this out so people don't get the wrong idea of where Paradise's rules/lore stands.

    • Like 1
  12. 6 minutes ago, ID404NotFound said:

    I hate when people choose random, don't like what they get, or didn't remember to switch it off, then march to the HoP desk, slap their ID on the table and just utter "civillian"

    No roleplay, no IC reason, just "make me a civ"

    That's a helluva lot better thing for them to do than stick with tehir job and be completely useless.

     

    At least they're actively declaring "I don't want to do anything and am opting out of the other jobs" than "I'm going to take up a job slot and do nothing with it"

    • Like 1
  13. For clarity, what's being changed/not changed:

     

    The rate at which gas flows/depressurization happens/how quickly rooms refill up/how quickly fires spread/how deadly they are is not touched.

     

    What the PR changes is the removal of object/mob throwing.

  14. On 10/6/2017 at 3:19 AM, Birdtalon said:

    2 hours is already too long in my opinion. It's fine as it is. The collective sobbing of the people in dchat when a round is voted to continue is almost physical as they have to wait another 30 minutes to have a hope of being able to play again. Not fun.

    I would be interested in seeing the implications of round votes that occur at 1.5 hours or even 1hour in.

     

    We have no idea of knowing people's preferences for round duration without opening up the options in both directions.

  15. Then the leader gives them all to himself and buys a mauler/SAW with spare ammo more often than not, and when his team complains about it, he just goes "lol, I'm the leader, deal with it and listen to me.'


    Yes, it can allow for a more unified plan, it's also going to lead to a lot more plans being forced down people's throats by the team leader or the regular team member's getting shafted when they want to make even simple plans.

     

    I'd much rather let individual nuke ops be able to select the gear they'd like with the option of sharing their TC than leaving it up to the leader, instead.

     

    Once upon a time there was a single uplink that was given to the team leader, and invariably, someone would usually get left out or snubbed in favor of the so called team leader's "plan".

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  16. While you can hypothetically do this, it's so unreliable, it's not going to realistically win you any fights where it really matters--especially when stun are king in SS13.

     

    It might make a difference when two people are fistfighting (again, *might*), but when it comes to standard one on one fight with standard >10 force weapons? It's not going to really do much of anything, as healing even a couple of ticks of damage isn't going to turn the battle in your favor (proccing the stun will).

     

    In extended combat (ie: like say lavaland or a traitor encounter), it's not going to make a difference at all; in this situation, one side has the *distinct* upper advantage from the start and one mistake generally means you're going to die---healing even 10 damage over the duration of the fight isn't going to turn the tide of the fight, as that's not really the pivot of the fight.

     

    if it healed more consistently and/or highre damage amounts, I'd agree---but as it is, it's notttt that impactful.

     

  17. I strongly believe that assistants shouldn't be limited.

     

    Not everyone wants to play security officer, not everyone wants to play "X" job, but assistants generally give a base level experience to just kinda play and enjoy the game without taking up a job slot or having nay responsibilities.


    The alternative is worse; civlian slots are even more limited than they currently are, and as a result, we get more people who sign up for job X then don't perform than job because they don't really want to play as that job; they just want to kinda run around doing whatever. I know the argument is "well, then we can just job ban then". My reply to this is: you're quite literally forcing someone to play a job against their will or tell them "don't play on this server *at all*" under those conditions.

     

    Keep in mind, there's people who "main" assistant and enjoy it--not every single one is some greytiding "shitter" either; they just enjoy playing the game peripherally.

     

    If anything, I think assistant slots should be unlimited with officer slots scaling based on assistant population; that is to say, the max officers is X, but 1 more officer slot opens for every X civilians on station.

     

    You're not going to get people to magically enjoy a job if they're forced to play it, nor will it actually stop them from greytiding.

     

    The desire to have more people play security is a good one and is a noble goal, but this isn't the way to go about it, either.

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