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Ziiro

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Everything posted by Ziiro

  1. "I'm a tough guy, I can handle it!" (Mash *scream hotkey through the entire surgery) "Whew, that wasn't so bad!"
  2. So in theory this is true, but with how many people join and leave security (as well as Chaplains that just stand in processing to force feed water), the simple truth is it's going to keep happening. And when it happens and that person gets ahelped/bwoinked (and learns their lesson for next time), the vampire's round is still ruined even if they were careful in not using their powers or being discovered. First thought: I'm totally on board for brain damage, if it's high enough to cause some of my favorite hilarious effects. (I will never forget the first time I saw someone bucklecuffed in processing being forcefed holy water and screaming "CAN U GIVE ME HALK?!") Secondly: I was thinking on this, and I feel like it should be a numbers adjustment, so that using holywater should be a careful process, as opposed to CHUG CHUG CHUG CHUG. Holy Water should be just toxic enough that 50u kills someone. 30u/40u should deconvert and put them at death's door, but not kill them. I mean this also gives the opportunity for smart security to keep carefully measured stock of 40u holy water pills on hand.
  3. Holy water is, chemically, Holy water. The way it gets there (synthetically or magically) is irrelevant in my opinion. Alternatively: It should absolutely be harmful for the non-religious to imbibe it. After all, it isn't holy to them. Even if they aren't Unholy I believe this has happened to me two (maybe 3?) times in the last week alone.
  4. I've rolled vampire a decent amount in the past few days, so take this with my entire shaker of salt: Currently, there is no downside to force-feeding every single person who comes through processing an entire flask of holywater if anyone so much as mentions vampires on coms. They don't even have to use powers, or be suspected in any way for security/chaplain to say "Well make them chug anyway" Suggestion: Make holy water toxic. Enough so that force-feeding a chug that would kill a vampire actually kills normal people as well. (The only difference is they don't burst into flames.) If you want a test for a vampire, you have to be careful. A dropper or syringe, and that's it. Bonuses: Chaplain is discouraged from being an idiot with holy water, because it's dangerous. Additionally, antag chaplain has a way to produce a toxin to use on people. It would hopefully cut down on illegal executions as well. Other notes: This doesn't actually help vampires a whole lot, because the testing will still occur - but at least there will be some reason not to metagame and just forcefeed everyone who gets arrested an entire flask.
  5. Parallax combined with goonlighting and the sheer size of the playerbase on paradise caused unplayable lag. So it got tossed out. Wouldn't keep your hopes up
  6. *Squish until you can't *squish no more. Have suit sensors on, yell over coms.
  7. The combo pack is totally a nukie thing, now that I think about it. I figure that the pure Esword one would be incredibly costly. Since it actually has the damage of a chainsaw (I think). combined with an emag. So 13+6, without even factoring in the fact it can't be taken away from you short of cutting off your arm. I mean it's probably a 20 on that alone, but it's still a melee weapon and an emag. So maybe 18. (Enough to get a syndicate key!) Then again. Still just stunbaton or taser to take you down. Henk.
  8. I saw some roboticist begging a recently reset or repaired POOT to go mediborg to defib someone who had literally died on their table seconds before. POOT gave them a 5 minute schpiel about logging in and confirming user and would they like to confirm their subscription or something. It was unreal. It was a masterpiece.
  9. I know the admins have talked about this in the past, so I figured I would throw out my own thoughts: With the advent of augmentations being added to the game after already being overburdened as the medbay for a portion of the crew (See: IPCs, Silicons and people with prosthetic.) It's time for a division: Roboticst: Bots like Beepskys and Cleanbots Mechs Silicons Management, repair. (Borging) Cyberneticist: Prosthetic limb installation and Maintenance Augmentation Installation All Implant management IPC Maintenance and recovery With these in mind, here's what a cyberneticist needs: A Protolathe with research console to print implants. (Robotics can have access to this one, instead of having to build their own or requiring extra access for R&D's) An Exosuit Fabricator to print limbs and implants (Remove one of them from robotics) A Cyborg Analyzer and Medical Scanner A Surgery Table with computer, anesthetic, spray cleaner, gloves. A bag of surgery tools A standard stocked toolbelt A welding fuel tank and lots of cable coil Standard Operating Procedure: Repair IPCs that are placed before you. Triage based on damage if overwhelmed. "Do they actually need my help (Component damage?), or are they just being lazy?" Give prosthetic replacements for anyone missing a limb that needs one. If it's an optional surgery (CUT MY ARM OFF AND REPLACE IT) then take stock of resources first. Use anesthetic for anything more in depth than prosthetic application. Augmentations and implants are serious. Augmented Limbs for Security, Command, and Mining only. Implants are doled out based on appropriate usage. Engineers get Welding Shield and Toolset arms. Security gets SecHud and Xray. Assistants have no appropriate usage for anything. Do not give implants or augmentations to Assistants. Additional notes: Though the shop would, like most other science departments, benefit from an Autolathe and chem boards, they can build that themselves. A YouTool machine would probably do some good to be added in Robotics or Cybernetics. In times of crisis, Robotics and Cybernetics obviously have some cross pollination. Are there a bunch of borgs needing repair and replacement components? Are there a lot of dead IPCs? Distribute the work. Access between the roles would be identical. There is one item I'd like to be made available to traitor cyberneticists, and that would be the cyber-implanted E-sword or Combat Module (that contains Esword, stunbaton, flash, and Medibeam.). The problem with this however is you would have to have someone else implant it. Which is.. questionable. The hardlight blade can also acts as an emag and can break down non-reinforced walls.
  10. I just wanted to bump this. I was thinking about this the other day and how cool it would be to have a Prisoner or two at start (based on the number of Sec Officers, of course) What I ponder more about is if they should start as legit antags with no equipment or TC, or if they should just have to roll it like every other job. On the one hand, it would be an interesting dynamic to have known antagonists in permabrig for both Security to deal with, and for other antags to exploit. (Wizard teleports into prison and gives them a gun.) On the other, it would be a hard start with potentially no payoff if Security is good about keeping your ass under control.
  11. I want you to think about this. Any one person in could have an EMP implant in them. The EMP implant has a range of roughly 4 or 5 tiles, I think? You cannot stop them from triggering that implant unless they are dead. Better not stand that close to anyone. Ever. An EMP flashlight requires someone to be on the tile next to you. Which, it is smart to never stand next to anyone, but you can't stop them from drive-by blinking you with it. As I've said before, I've even been killed in a crowded room using this method and my murderer walked away; no one saved me, or even noticed. There is no counter-play. There is no gitting gud. That's the problem.
  12. Another post about IPCs My previous post about this in another thread. (The posts after it actually mostly talk about IPCs)
  13. IPC Players: Instant Death is really unfun and annoying. Non-IPC Players: IPCs can repair themselves anywhere and are reasonably hard to kill permanently, so instant death is balanced. Maintainers:
  14. It's been brought up multiple times and shot down multiple times. Options are: Make your own PR with your suggested fix and see how it goes Make your peace with dying instantly to a 2TC item that is undetectable Pick a new race.
  15. I don't like to mess around with post effects - real time tweaking is more fun. I prefer the collection of actual hardware to work with. It also lets me use it for things like teamspeak and discord.
  16. On a related note, I have a hardware setup that lets me do high quality recordings and modulate them in real time. So recording a new, Male AI voice is within the realm of possibility if we could ever work out a system that lets the AI choose what voice they want.
  17. I think they have to be added by the admin, and done very carefully. Not to mention that you could use powerful antags against the other antags. In fact, I think that should be the goal - so it's less awful for security. Examples The Wizard Federation has sent one of it's people to attempt to stop the inevitable rise of a cult on a station. He must work in secret. (If converted, he detonates) Two different cults trying to convert people towards their own god. (Does this work, on a technical level?) A traitor with an objective to kill the wizard - and steal the nuke disk. Nuke Operatives called after Shadowling Ascension to blow up a station BECAUSE of Shadowlings. Or just a traitor with the same goal. (Again, blows up if converted) A Changeling that must eat a vampire as an objective. A vampire that must drink the blood of a wizard
  18. So there's some problems with the Karma system at present. Players reward it to other players for Robustness or Saving them, rather than roleplay. Additionally, species unlocks are tied to karma - which seems largely arbitrary because attempts are made to 'balance' the races, so why is there disparity in the costs? Rarity? Roleplaying experience? I've been thinking about this, I'd like to offer up my suggestions for discussion: Earning/Rewarding Karma: Problem: To be honest, so long as this is largely in the player's hands, this is something that you can't really regulate. Players will give karma at random, or maybe for (what some consider) the wrong reasons. Or, more commonly, not at all. Proposed solutions: Give a notice about Karma in the window as the shuttle departs from the station if it hasn't been spent. This way they have time to think about awarding karma, rather than being in the end-of-round-grief fervor Allow admins to give more karma than players, and encourage it for people who roleplay well, contribute to making the round interesting, or just play their role well. (That security officer who follows SoP and Space law to the letter should be rewarded!) Give a notification in chat that a player has earned karma. Maybe with a delay so that they do not simply reward karma back to the person who gave it to them, but let it act as a reminder that the system exists. Allow(Require?) notes to be added from the karma-giver, and allow them to be read by the karma-receiver. anonymized to the reader (but not to admins) Spending/Using Karma: Problem: Species which are alien and more interesting are put behind (in my opinion) arbitrary costed karma locks. There are only hand a handful of jobs related to karma, and of those only a few make sense. (Why is Mechanic and barber behind karma? They're glorified assistants.) Proposed solutions: Remove species locks from Karma. Tie them to the hours played system. Or, nothing at all. Put more careers behind karma locks: Captain/HoS/Warden/RD/HoP/CMO/AI. Roles that can have a severe impact on the enjoyment of other players. Not a high cost, but something that makes the player consider what they actually want to focus on and learn. Add more jobs behind karma locks with the theory that "These jobs have access to things that, in the hands of a poor player, could cause harm to the round" (Gateway Explorer, for example) Paying for Loadout items, like a cyborg visor, as a permanent addition to one's inventory. Allow players to pay Karma for Antag tokens and ask for an antag type, with the conditions that: 1) Admins can straight up deny it any reason (that they are not provided to give you) and 2) Use at your own risk. If you end up as a traitor in a blob round, well, have fun e-swording a blob! The last point I'd like to add to: Something that I noticed whenever there's admin trickery about: A lot of the population has a lot of expectations with regards to the round. For example, the second it's determined that it's "WIZNERDS!!", everyone's mindset shifts to block out what can't happen. I think this is a mistake, and people need to be kept on their toes. Some of my favorite rounds have strange mixes of antagonists. "There's a door emagged open, but I just saw a wizard, what's going on?" Some of my favorite moments have also been generated from unique objectives - such the Kidan Empress that had to steal all the Heads' rubber stamps, and did so through various meetings with them.
  19. Sidenote: Is it possible to get one of these in a syndicate surplus?
  20. Drones are very powerful and I often get them to do my bidding, I do think they need something of a nerf. I like the idea of giving them a timer until expiration after being emagged. Perhaps tying it to the console. Alternatively: Tie it to the console. Instead of emagging the drone, require the player to emag the console itself and type in orders. So it'll only produce 1 drone under their control per emag slap.
  21. Additional point: It should destroy the Megaphone, just so it can't be spammed.
  22. AI Advice: Hotkeys are critical, as is navigation of the UI and knowing to monitor 'critical areas'. You also need to be able to deal with the information overload of being tuned in to all com channels at once. I strongly suggest setting up a private server, or using the test server to familiarize yourself with it without the stresses of an actual shift. If you're down for even more data: You can also switch intercoms on "AI Private" channel, turn off the speaker and turn on the microphone to eavesdrop. Multiple monitors is a serious bonus here: You can put the crew monitor, maximized, on another monitor to always be watching for people being hurt/killed. Preferably, should always be looking around the station and communicating. You also should be acting as the facilitator of cross-channel information. Case in point: there was an explosion in Medbay while I was an AI, and I communicated that to Engineering to repair the breach and to Science to prepare the replacement Cryo/Freezer boards (and parts) to replace the destroyed cryotube.
  23. Ziiro

    Antag Counters

    I'm on a 3-month streak of no antag. But at the same time, I've disabled most stuff except traitor. I'd have more enabled, except I have my reasons (And I'm an IPC, which narrows things down further)
  24. Ziiro

    Leg Cuffs

    You can hack the shoe vendor to get orange shoes, by the way.
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