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Tayswift

Retired Admins
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Everything posted by Tayswift

  1. I think drones should not be emaggable. After being haunted by a drone in the vents that decided firelocking random people in a medbay was good use of its "free will" granted to it by its syndicate master, I've become kind of tired of rogue drones. They're not especially fun, and just annoying when it happens. They can easily deconstruct vital things like consoles and telecomms much more stealthily than a borg can. The usual response to rogue drones is to blow all the non-rogue drones, which also deprives those ghosts of something to do. I think it's also very easy to use meta knowledge to get emagged too, especially because these are ghosts. And in the end, it's hard to tell whether the drone getting emagged was just a happy little accident or intentional usage of meta knowledge to get in that position, because, by definition, emagged drones are more interesting to play than normal drones.
  2. Hmm this idea handles realism, RP, and balance all at once. Way more thought out than my little shower thought. I feel like this would also be more popular than the current PR on Github at the moment.
  3. This idea is kind of inspired by what I think battlefield 1 has, where if you put on a gas mask, your vision is slightly obscured. I think it's pretty atmospheric and adds a drawback to wearing a gas mask all the time. Would maybe reduce the amount of random gas mask wearing on the station. I should also give credit to @Dragnoir for leading me to this train of thought.
  4. I've gone SSD in my pod and had to pick up my stuff off the floor too! But I've never made the mental connection and tried resting to drop my items for some reason...ugh!
  5. Why haven't I tried this before?? Better than holding the backpack awkwardly in my hand. Also, exosuit jetpacks would be a godsend for pod pilots. Life is already dangerous out enough in space without having to play inventory tetris at the same time!
  6. They die in space cause that's the only place they're exposed to direct sunlight, which traditionally is a vampire weakness. I really like the VtM inspired ideas, but I feel like the admins are reluctant to enforce the limited knowledge one. The other ideas all sound great though.
  7. Just to be clear, in this round, one of the sec borgs killed two shadowlings, 1v1, as it and the AI boasted several times. Borgs usually don't beat slings in solo combat. This round was just a matter of inexperienced shadowlings, not overpowered borgs. You really shouldn't use a sample size of 1 to push for huge things like removing all sec borgs.
  8. This is a policy on stations like Aurora, but there's actually no official position, as far as I know, about whether every shift is canon and how many shifts occur between every played shift. I think it's better for RP in general if we didn't think we were gonna be dying all the time, because only the bravest of people would continue walking into their deaths over and over again. Also, there'd be no reason not to be fully armed up at all times if the station were really that deadly. Code green wouldn't make much sense if every shift, a crisis happened and 1/5 of the people died. I like to think that a bunch of normal shifts happen between every played shift, making life less horrifying for these people repeatedly working on the station. Also, dying is traumatic regardless of how easy revival is. Organics have an innate fear of death and pain built in. It only makes sense for synthetics to not really care that much about dying. Even if I knew I had a high chance of being revived if I were brutally murdered and decapitated, I'd still be really scared of that happening. I feel like people would actually develop severe PTSD from dying repeatedly, rather than death being easier as time goes on.
  9. I feel like this is a really good idea. Looking through the karma code, one way to implement this without changing too much is that when you try to give karma after it's already been given, it removes the karma from the original person and gives it to the new one. That way, you wouldn't have to worry about committing a bunch of karma changes to the database at the end or what would happen if you leave early.
  10. I'm aware that in most plane crashes, everyone dies instantly on impact with the ground, but that's beside the point. I'm just giving an example of where morbid "jokes" would be inappropriate. "Max your suit sensors so we can find your mangled corpse in maint!" isn't that much different. In the worst case, a very thorough antag would render suit sensors as useless as seatbelts in a plane crash.
  11. Think about it this way. If you got on a plane for a flight and the captain said, "Welcome aboard! Please fasten your seatbelts so when we crash, you don't go flying out of your seat and break your neck against the ceiling!" Sure, gallows humor, but not an appropriate place when you're in a position of authority with lives entrusted to your care. It doesn't inspire confidence and it's not something that would be said if there wasn't meta knowledge that there are antags out to kill this shift, since extended happens so rarely.
  12. Completely agree with Dinarzad. If you want people to treat death more seriously, there's a lot you can do to question them and encourage people to RP better. For example, people often like to make jokes about dying/finding your corpse when they make suit sensors announcements. It's pretty easy to just go "Wtf? Why are you talking about dying? Stop scaring the crew! It's literally 5 minutes into the shift". It's often pretty easy to expose powergamers if you question them enough. Their actions are irrationally paranoid from an IC point of view. Also, I think it'd help if we made it canon that there are many, many shifts in between shifts that we play. That way, nobody has an excuse to be paranoid.
  13. Tough but we finally got it! Also nice rhyme! Of course, credit to @Citinited for teaching me piping in mentorhelp
  14. Autopsies are decently useful right now for confirming cause of death. For example, I always find bodies in space, and it's useful to be able to tell if the victim died purely of exposure to the vacuum, likely indicating an accident, or were injured and incapacitated before being thrown out an airlock. This is something a real life medical examiner does, which is pretty cool (fun fact, in the US, coroners are often elected and don't require medical degrees, and aren't actually responsible for performing autopsies most of the time). Other things real life medical examiners/forensic anthropologists do is identify mangled or decomposed bodies. I don't know if anyone here's seen the show Bones, but it might be interesting if we took the body identification role from the detective and gave it to the coroner, or at least allowed the coroner to identify dead bodies. I remember once I was trying to figure out who an unknown I picked up was, and was surprised I couldn't do it via autopsy. Basically, doing an autopsy should be as exciting as this (Bones season 12 spoilers)
  15. I agree with Anticept. It's not about saving two clicks, but rather about the cognitive overhead of having to remember to toggle and untoggle every time. That's something that can easily be forgotten.
  16. Tayswift

    Gun System

    It was removed because auto fire was overpowered, I think.
  17. I agree. Space lube is basically a shorter range multi-tile taser with a lot of ammo that can stun multiple people. The problem with it isn't that it can be helpful to antags, it's that the only reason it's ever used is because it's such a great weapon, rather than having any intrinsic RP value of its own. This is NOT a competitive video game. Unfortunately, there is a ton of focus in this server, even from some admins, on being "good" at the game, so it sort of results in an arms race between antags and security, leading to absurd scenarios like security having to carry around a crowbar and floor tiles.
  18. This is a workaround and not a fix, but I have 'say "Wait!"' macrod, so when I want someone to stop so I can talk, I can press a key to yell that while moving.
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