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Birdtalon

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Posts posted by Birdtalon

  1. 2 hours ago, Shadeykins said:

    You take a gamble for a potential of 50TC. 50. That's two and a half traitors worth of gear. The gamble is not whether or not "I can use this at this given moment", it's whether or not anything in the crate is even remotely useful in the first place and how you're going to ostensibly use the odds and ends you received in a cogent fashion.

    It should never turn into the de-facto option of getting 50TC of useful items that you can fully utilize during any given round - which is what removing the chance at items you can't make use of will do (I recall the last PR that crunched the odds on the surplus crate on average gave you about 26-28TC of useful gear and 12TC of crap/dupes). Removing hijack specific options would also make the crate relatively useless for a traitor who does have hijack.

    This is the essence of gambling. Sometimes you hit it big, sometimes you lose it all, and most of the time you're left off just slightly more broke.

    Specifying different loot lists for hijack and non-hijack traitors could be an option, but that leaves a lot open up to speculation. Are atmos grenades hijack only? Chainsaws? What is and isn't a "hijack weapon"? A lot of the things I see getting cut out are situationally dependent and have justifiable use under various circumstances.

    This isn't even to get into the fact that most objectives never warrant the use of a surplus crate in the first place.

    In my experience most people who pick the surplus crate are doing so because they are confident in being able to complete their objectives and want to roll the dice for creative ways to do them. Most of the items in it can be used in the vein of creating chaos and adding to the round even if they're not specifically for doing your objectives, but having an item which you ostensibly cannot use because the admins will grill you for doing so adds nothing to the server. You cannot even trade it with other antags if the admins at the time take the stance of "hijack only" unless you happen to know someone who has hijack.

    If we're going to have items inside which cannot be used then why have them included at all? You could easily just ensure that no hijack only items are spawned in and make the TC value of the equipment variable from 30-50 TC and not spawn an item which could potentially get someone bwoinked upon use.

  2. 4 minutes ago, Mitchs98 said:

    Now in theory yes it's bad for crew to run around and kill the antagonists. I'm not saying it isn't. Traitors rushing the bridge armed should be dealt with by security, that's a given. Unless the traitors are DIRECTLY destroying everything you know and love and security is dead, and you have a viable means to stop them that isn't tossing a spear like a Zulu Warrior, then yes you SHOULD be allowed to stop them. Antags in all forms. Clings, Slings, Vampires. They're likely to kill your ass anyway so why not band together and stop them? It makes no sense to run around like a headless chicken and wait for death. Yes that would be some characters' reactions to it, but for quite a few the fight instinct would kick in for self preservation. Humankind faced with no other choice will ALMOST always stand up for itself and defend itself to its very last breath. Not wallow in a locker and blubber for Crab'Sie to save them from their fate.

    You are allowed to defend yourself and your co-workers from antag attacks. You're just not allowed to hunt antagonists as that is security's job. At any given round there may be 10 or less antagonists and up to 90-100 crew. That's not very good odds if everyone is allowed to actively hunt down antagonists.

    Having civilians armed with spears and guns prowling maintenance ready to attack every antagonist they see isn't very fun for antagonist players and doesn't encourage anything more than a bloodbath on both sides.

    • Like 1
  3. 11 minutes ago, Bradstein said:

    Yeah, I get that. But I know there's still plenty of people who join late and can't join as a role they want, so they're obviously just left with Civilian. By making more positions available, it allows people who just want to chill to do just that, while giving the people who want a role (but can't get one currently) the opportunity to have a job. If the new positions aren't critical to the station then it won't matter whether they're taken or not, so simply having that choice can't be a bad thing.  

    Thats all well and good but unfortunately we're restricted by our small map right now.

    • stunbaton 1
  4. 8 hours ago, Shadeykins said:

    Surplus crate has, and always will be, a gamble. Sometimes you get things in it you just can't use - I've rolled a crate that had two singularity beacons as a non-hijack traitor. I mean this is the entire point of the crate, you pray to RNG you get something you can use. Most of the time you simply won't get much of anything (but occasionally, you get something excellent).

    @Doukan Atmos grenades operate on ZAS-like mechanics (not LINDA) and instantly fill an entire room with plasma or N2O. They have maxcap-levels of damage potential and are not even remotely close to something like the syndicate minibomb or syndicate bomb. They're exclusive to atmos traitors (costing 8TC IIRC) and nuke-ops.

    Honestly this is really stupid. The gamble should be whether you can get things that you can use because of the situation at the time and not dependant on how the admins are feeling. Hijack only items should never appear in the surplus crate IMO.

  5. 3 hours ago, Bradstein said:

    Yeah, removing Civilian maintenance access would be a mistake, as would capping the number of Civilian/Assistants. I think it's a matter of determining why so many people play Civilians, even when there are jobs available. If there are new jobs created (whether that be more positions available for existing roles, or brand new positions that don't currently exist) then there will be less Civilians, simply because there's more choice for people. If having such a large number of Civilians is an issue, then giving them a reason not to play a Civilian is the way to go in my opinion. 

    Not everyone wants to have to do a job every round. Sometimes it's nice just to chill and not have anything to do.

  6. 3 hours ago, Fox McCloud said:

    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.

    I can actually attest personally to having dosed up on 300-400 units of Saline Glucose and it has turned the tide of the fight for me. It was a 1v4 in security whereby I was trying to escape, as you say that the combat is very stun-heavy. It drew out the combat for a long time before I managed to disposal myself, but during that time the Saline Glucose did have an effect with warding off the harmbatons.

    The problem here is not that Saline Glucose is overpowered but that I can go into SciChem at spawn knowing I'm an antagonist and make 500 units of it within a few minutes for a constant regeneration advantage with no downsides. You're right that it's not that impactful but surely you must agree that having a chem where there is no reason at all not to use it isn't amazing.

  7. 4 hours ago, Spacemanspark said:

    I have never heard of this.

    As far as I know a chump is basically a syndicate collaborator which is fake in order to combat meta with people immediately knowing it's Traitor/Autotraitor if they're a collab. Hence the whole "Chump" being a foolish person. But yeah I don't think others servers have this so I'm not surprised considering it's fairly recent here.

  8. 1 hour ago, alexpkeaton said:

    This was on the code for determining collaborators.  Does this mean the only way to be named as a collaborator is that your loyalty to Nanotrasen has to be "Opposed" or "Skeptical"?

    And does loyalty have any affect on determining command roles like Captain of Head of Security?

    Without actually checking checking, you're correct; you need to be other Opposed or Skeptical to be a chump/collab if I remember correctly.

    Your Nanotrasen Relation has no effect in determining job or antagonist rolls.

  9. Honestly. I'm a big critic of the whole "don't argue with admins" thing as well as the inconsistency which is sometimes present between the staff, however even I think that your behaviour in that PM conversation fits that of an immature child and doesn't really shine you in a good light in this thread.

    The way to go about things if you believe that the admin is wrong is to just listen to what they say; don't argue, be rude or spam and then follow up with a reasoned and thought through admin complaint - which I believe is the process of getting notes removed from your account.

    I agree that sometimes admins are overzealous and I have experienced this too and I also personally dislike having to comply with directions which I believe are wrong. However your attitude in that post shows a lack of tact and really won't get you far in life unfortunately. I think that you have a problem with authority in general and the admins are probably right to be hard on you from what I can see here.

    • Like 1
  10. I recently submitted PR # 7888 which corrected a fix in the formula for calculating printing times for RnD parts. My original fix was rejected as it was highlighted that the formula was completely wrong and so I implemented the correct formula as provided by @Fox McCloud

    Since the correct formula was implemented, time to print the stock parts used for upgrading the station has increased dramatically where they are now even worse than before the fix. Research and Development is becoming a pain to play and a couple of players have given me feedback that they do not wish to play the job due to the amount of time they have to wait to print parts in order to upgrade the station since my fix.

    I have done some maths to calculate the time to print for some given parts below with our current variables and some things just seem excessive to me.

    The time taken to print any stock part on an un-upgraded protolathe takes 16 seconds.
    The lathe_time_factor to print any part is the same regardless of tech level - so basic parts take just as long as tier 4 parts.

    I am submitting a PR to re balance this but I'd like some general feedback as I've already had comments from some science players that RnD has become a literal chore to print any kind of stock parts now.

    My proposed rebalance PR - https://github.com/ParadiseSS13/Paradise/pull/7913

    • Like 1
  11. This has come up before and it's worthy of noting that Traitors with access to emags are not the only antagonists on the station. I would only be happy with such a change if there were ways to obtain similar items for antagonists as the makeshift items are lacklustre to say the least.

    • Like 1
  12. You should be able to communicate with the administrator who is handling your appeal in the ban appeal thread itself which you made. You should put the words there so that the administrator can see them.

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