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Cyiko

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Posts posted by Cyiko

  1. Oxandrolone is the burn equivalent of Salicylic Acid on servers, such as TG. At the moment only salicylic acid exists for brute and brute alone.
    Should be a super easy change, seeing as it's basically just changing brute to burn on the code that exists already.

    The recipe on /tg/ is
    3 parts Carbon
    1 part Phenol
    1 part Hydrogen
    1 part Oxygen

    Again, it is functionally identical to salicylic acid except it heals burn damage

  2. The taser will drop someone on a hit but usually takes a while before you can shoot another shot and also has a limited range. The disabler has unlimited range, shoots faster, does stamina damage which also slows someone down as well as stun them after 4 shots, can go through glass and bypasses a lot of things people use to become stun immune. Also it tends to be easier to aim the disabler in my opinion

  3. Hello, in this I'm going to detail a few ideas that should change borers from their sad state they are now to a mid round antagonist role that actually causes issues while not being too dangerous for the station, all of the changes suggested should be relatively simple.

    As they are now, borers and hosts come in few shapes. You either have great roleplay borers that make things fun, or shitters that take you over and make you bash your head in, fill you with fliptonium and generally troll. As for hosts, you either get in security/antagonists who want you for powergaming purposes such as infinite meth, someone who doesn't do anything, thus making you a glorified PAI or someone who will bolt to a vending machine the second you say "hi" to OD on sugar. My suggestions should hopefully make it harder to kill the fun for either side and have them work together as the symbiote the host now is.

     

    First change, remove the ability for borers to take over their hosts, now you may go "Hang on, this is signature, why would you do this?" This has just lead to people hating borers, it doesn't promote any symbiotic activity, it just kicks the player from their own body for a while.

    The second change however now gives borer hosts an antagonist flag and objective. "You never knew you were so alone, but now you can hear a beautiful chorus of singing! Everyone should experience this unity! Objective: Protect your borer and ensure the spread to new hosts." This addition will make borers slightly more antagonistic yet beneficial at the same time, hosts will now be encouraged to protect their borer and help spread borers to other people. Now that borers cannot control their hosts, they can reproduce without being in control and they now can also directly infect people next to them with a borer, provided they both stay still, similar to shadowling enthrallment.

    The third change, let borers retain their psychic stun ability while in a host, this will give borers and their hosts a tag team approach to things as the borer will stun the victim and the host can cuff them. To prevent abuse and easy fleeing from security, it will take a hefty chunk of stamina from the host and leave them very slow. Meth cannot fix stamina damage.

    The fourth change, borers and borer hosts can see other hosts, represented by an icon besides their head like thralls.

    With these changes in place, borers should be a somewhat interesting antagonist that will spread like cultists but without the heavy negative effects. Borers will not remove current traitor objectives, only add theirs as a secondary objective. They will not trigger a round ending event but their presence on the station will be taken much more seriously.

     

    TL:DR
    Borers are now proper mid round antags.
    They can't ruin people's rounds easily and neither can hosts
    They shouldn't interrupt the flow of the round too much
    They will be taken seriously
    Borers can't control hosts, hosts can't purposefully get rid of their borer.
    Hosts are encouraged to kidnap and force people to take in a borer.

    • Like 3
  4. Is am be are just all become is for me. Vox is Vox, me is Vox, is Vox is Fix. Is genetically engineered, does job very well! Best at job yaya, hire Vox!

    You can only play at round start as a Primalis, though sometimes admemes will do adminbus that lets you become an Armalis and even an Auralis. I have been an Auralis by proxy twice, it ends up working like harbinger assuming direct control. (Basically just turns you into a levitating psionic wizard that's using a Primalis as a proxy)

  5. I don't really know. Turrets aren't that much of a be all end all! I've got a bit of a list of ideas off the top of my head of things that can be done . 

     

    . Get a security ID to turn the turrets off

    . A sec hud to change your status, this can also let you use the turrets against security, as the turrets will now shoot them and security has to fiddle with their own wanted status, letting the antagonist escape.

    . A fake identity.

    . Shoot the turret, it's a disabler so it will have to shoot and hit you four times to down you.

    . Cut the power to that area .

    . Simply avoid them, they can't move so you can just run away from them

    . Subvert the AI to control them . Subvert a borg to mess with them .

    . Beat the hell out of them. If a random janitor can do it with a toolbox then so can an antag

    . EMP the turret

    . Block it off, though this is ugly and difficult so not really that viable, still an option though

    . Blow them up if you really have to, though this should be avoided.

    • toolbox 2
  6. While this was up, I did ask for permission previously when It was on blue, two seconds later went to red alert. Because of Spark, I've been replied to with the simple response of I've been told not to, as though I've been completely banned from turrets. 

    EDIT: On a side note, not sure if it was mentioned already but all those turrets had disabler beams, they could not kill people, hence why I compare them to beepskies that don't chase you.

  7. They need actual functions. They should be the jack of all trades bot that can be the first to respond in any situation, but they won't be the one to fix the situation. A hypospray that injects epinephrine to stabilize dying people, A metal foam spray to fix breaches to space, pepper spray for breaking up fights but not the tools to conduct an arrest themselves.

    • Like 1
  8. Admin Key:  Spacemanspark

    Your Discord name (if applicable): MischievousGremlin#3759

    Complaint: During a shadowling round, I was hired by security and the HoP, allegedly with the also captain's permission according to the HoP, to build a bunch of security turrets all synced up to the sec records and would react to nothing else beyond unknowns but that's just a function of the turrets I cannot fix. I had security access and went along doing this job diligently, constructing turrets around central primary that surrounded the bridge and extended down the hallway towards science, one in front of robotics and one in front of medbay. In the middle of constructing a turret below the HoP line in the bottom left corner of central primary, I was bwoinked by Spark and told to stop because it is validhunting. I complied but I asked "Would he bwoink a roboticist for building dozens of beepskies" at which point that was called a strawman and no further discourse happened. I stopped building turrets, the shadowlings ascended and overall the turrets contributed very little to the round.

    I have been hired for the custom job of "Turret Technician" many times in the past and no other admin has had a problem with it, only one curious staff member asked and I explained their function and that was that. Functionally the turrets I build are virtually no different to a beepsky, they only did the following. They disabler people with a wanted status, disabler unknowns, disabler people who hit them and disabler people not on the crew manifest, essentially producing a beepsky that does not move but instead engages criminals that enter a specific area.

    I do not think what I did was valid hunting, and while I did comply with the request of staff, I do not think the ruling was valid. I was doing what I was hired to do, build a security system for security to use and for the entire custom job to be shut down at the request of one staff member, despite no complaints from previous members of staff is just bizarre to me. I very much enjoyed being a Turret Technician and would like to be able to do so again.

    • Like 8
  9. 20 minutes ago, Tayswift said:

    For which lawsets?

    Crewsimov - yes, the AI doesn't have to care that much about the ERT, but ERT members are specifically deployed to stop a direct harm to crew, so I'd imagine this would fall under law 1

    Corporate - AI screws everyone over, crew or not, on this lawset

    NT default - AI must respect the command chain. Cannot screw over ERT

    Robocop - ERT are innocent, betraying the ERT is a violation of the public trust, and I'd imagine that, depending on how you're screwing over the ERT, it would also be against the law

    Paladin - Betraying the ERT is probably evil, though this lawset is pretty much a free for all

     

    I honestly don't think this is big enough of an issue to warrant adding people who aren't crew to the crew manifest. Turrets are excessive. This is a research station, not a warzone.

    You're right on the AI part, my bad. The turrets function no different to beepskies though, they shoot you with disabler beams only and they only do it if you have a wanted status. Literally beepskies that don't move and instead disable criminals in a 7 tile radius around them, granted they don't report crimes but that might be an interesting PR to make in the future to give the turrets the ability to broadcast notifications when they engage someone.  an important research station would have a state of the art security system, saying it's not a warzone is fine and obvious seeing as this is about nonlethal sec turrets with disablers, not lethal turrets like in the AI sat.

  10. This entire discussion got derailed from the ERT not being on the crew manifest to a discussion about the turrets. The ERT not being on the manifest means the AI is completely fine to screw them over on most lawsets, only avoidable by the server's rules.

     

    On 11/26/2017 at 4:47 AM, CeasersLegion said:

     

    Because if you build turrets in the middle of the hallway word is going to spread around and antags will most likely just avoid and or bomb the area.

    If the turrets are shooting at them, security is aware of the threat they pose, otherwise they will ignore them so why are the turrets an issue again? 

  11. 18 hours ago, ID404NotFound said:

    Is it really necessary/worth it to build turrets all over the hallways? I remember the round you were plotting them out, getting started before there was even a code blue, if I recall correctly. It seems like an extreme measure to even take in most cases, especially without evidence.

    It's always worth it to ensure your safety, crew!

    Also I really like turrets...

  12. I've recently been building turrets to help security, ones that shoot based on security status. If the ERT shows up, they also shoot them and I'm assuming it's because they don't actually show up on the crew manifest, thus the turrets shoot them because they aren't crew.

  13. If it's possible, why not a floor type called mag flooring which has the same properties as on magboots when standing on them... For whatever reason. Can use them for airlocks

    • Like 1
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