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Spacemanspark

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Spacemanspark last won the day on January 27

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About Spacemanspark

  • Birthday 08/10/1997

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  1. I think Aurora station has this exact feature. Click click.
  2. Not quite. Guiding on game mechanics is one thing, and Paradise has allowed many people use voice chat and other methods to do just that over the years. However, let's say that in the midst of building said droid, an antagonist runs in and abducts you into maintenance--you and the other party would not be permitted to share details of that incident with each other. IE where they took you, their name, what they're doing, etc.. Those are all in character events presently happening in round, and sharing those details/ acting on OOC information ruins the round for everyone around you. If you plan to have someone guide you through basic mechanics ingame through OOC means (voice or text chats on discord or other out of game communication services), you need to press f1 and file an adminhelp to get permission from currently online admins to proceed. That said, if you already have the basic grasp of the easiest game mechanics (walking, talking, interacting with objects and the inventory HUD, the intent system, etc.) I might suggest doing as most other players do and use more common resources to learn, as using OOC voice chats can still be a bit of a dangerous slope that I'd recommend avoiding. Either asking ICly for assistance, pressing F1 and filing a mentor help, or looking through the wiki can often be enough for a wide variety of tasks. Your question of constructing an android is very well covered on the wiki, for example. This isn't to say that there aren't daunting game mechanics a newer player will be worried about interacting with; the supermatter engine would definitely have something to say about that. But even in those cases, there are either alternatives (setting up the solar arrays, for example) or other nearby players who will gladly walk you through the process in-game when asked. Part of the game's charm to many is the learning curve, and even veterans of the game learn new things about it nearly every day due to new features being put in at a semi regular rate.
  3. I'm going to be real; this might work on tg, but I imagine it might lead to some very uncomfortable interactions for people on paradise. Obsessed is also a little too similar to traitor regardless, albeit with some rather amusing side objectives laced in.
  4. another reason to remove automenders how difficult would it be to actually code that behavior?
  5. how bout you code some bitches huh bet you never done thought of that yeah, you ain't ever had any (Also the functionality could probably just be ported from another server that has it)
  6. I personally don't understand why the MODsuit can't be powered and lower it's helmet at the same time. Other servers just disable the usage of most modules while the helmet or other pieces are reeled in.
  7. You have elected to be the next victim of cyborgification, I see
  8. Back in 2021 I agreed that the implementation of such a system would result in a lot of trolling and unwanted behavior. I still think that may happen--but times do change. I think it's time Paradise gave it a whirl, and provided proper representation for its enby playerbase. Many ss13 servers have implemented their own system for non-binary users and pronoun preferences, and have held onto it for some time. It'll likely require a bit more admin action to smack down the trolls, but hopefully with time that issue will fade after a bit.
  9. Tinted windows. The old robotics layout had them for the surgery area. I'm unsure if they had full window variants, but some form of them did exist.
  10. Given that I've dealt with this sort of thing across multiple servers beyond just Paradise, I'll give a proper response to this as opposed to a mere half joke like my previous post in this thread. You don't need to enter the kitchen to suggest an idea to the chef. Do it from just outside or via PDA if you really want to do that. When people barge in to do something, it immediately sets a bad taste in most veteran player's mouths; this applies to damn near every job, in fact. For good reason, too--99% of the time someone struts in, it's to do your job/ some element of your job, steal things, or otherwise mess about with you. When this happens for the umpteenth time across many, many rounds, it begins to get tiresome and players lose patience. Sometimes players have their own ideas set in stone, and want to carry them out without interference--people pick these roles and not assistant primarily because of that. Occasionally, yes, someone might come up with something interesting to try out, and an ideal time/ place/ circumstance to try it with others (and to this, I wholeheartedly give my thumbs up; creativity is what makes this game fun to experience overall, and I would much rather see that from assistant players rather than greytiding or bridge hobo-ing). But expecting everyone to immediately want to drop what they're doing to play along... ehhhhhhh, no. The key phrase here being when the chef is absent. I doubt many here would particularly be bothered with the crew stepping in to account for an unfilled/ entirely neglected position. That's considerably different and far more reasonable as opposed to barging in when someone is already manning the role they chose. There's some vague merit to this. Putting a negative label on everyone with the assistant title is indeed not the best take--but also consider that across the wider ss13 community, "Greytide worldwide" is quite a popular meme. It has been for well more than a decade, and behind the meme there's quite a bit of truth in the stereotypes regarding assistants. I cannot blame anyone for being a little reserved when coming across assistant players (especially after months of potentially dealing with people being little shits towards you in whatever role you play). I play robotics. Not to overly toot my horn, but it's the role I feel quite good at and known for wherever I go--and yes, if someone unwanted walks into my lab without a damned good reason prior, they're going right back outside again. I've had people steal things, break things, waste materials by printing random shit (exosuits and implants usually. On servers with ore silos this can be quite bad if mining hasn't been the most active, since robotics exofabs devour mats if used frivolously), do parts of my job for me because fuck me I guess, or otherwise waste my time and cause chaos because it amuses them to do so. These things happen CONSTANTLY, and naturally I've become quite reserved about random players (regardless of role) strutting into robotics regardless of reason. That said, if someone wants to try something genuinely interesting and fun (lord knows robotics needs more content on just about every damned server) I'm much more willing to indulge them when they don't bust into robotics. Many players operate on similar standards throughout many roles if they don't already have some form of project they're invested in. This is an entirely separate can of worms. If we're going for the realism argument here (which I wouldn't recommend, but hey) consider that having someone not manning a specific position lounge around a work area can have considerable negative impact--ranging from as small as being an obnoxious distraction all the way to a dangerous obstacle, depending on the job. Assistants can indeed be helpful, but their help would theoretically be coordinated as needed, and not merely allowed into restricted station areas to lounge about. That said, I'm not a fan of realism arguments. It makes for poor gameplay in most cases... and this is a dumb goofy game set in a shitty hell hole of a space station. So, looking past that, from a gameplay and/ or roleplay sense--once again, there's a time and place. Occasionally allowing a friend inside your department (DEPENDING ON DEPARTMENT [the brig isn't a hangout zone, for example]) to chill when things are calm is fine, provided the others in your department don't have any oppositions. Occasionally allowing a friend inside your department if you're overworked and need some help is also fine in some circumstances (if I'm running around trying to repair 20 IPCs and another robotics capable player currently as assistant comes along and offers a bit of help, I sometimes say yes, for example). Teaching a friend or an otherwise new random player your job is also fine sometimes, provided tact is used. However, constantly allowing your friends inside your department is indeed problematic. It disrupts gameplay flow (hanging around in big groups makes it hard for many antags to do their thing... or far easier in some cases [conversion antags]), it attracts negative attention from griefers, it instills toxic mindsets and clique behavior which plagues most ss13 servers. That is indeed an issue (one which has also existed for years and has its own memes and stereotypes), but not what this thread pertains towards. Mentioning this doesn't offer much of value to this discussion. I'd hope my text wall here helps you to understand that it isn't quite unjustified. Yes... and no. A cooperative game would imply that everyone is largely on the same side. Halo has a split screen cooperative mode, with both players housing the same goals (eradicating those damned covenant alien bastards) and using the same mechanics and character (more or less) to achieve that end (Arbiter is still based tho) Space station 13 is a multiplayer game with some cooperative elements sprinkled in. You have many players in the same server, but they all have different characters. Different jobs, different mechanics, different motivations. Yes, players should ideally work towards making an interesting experience for those around them--but not at the explicit expense of their own fun. There are limits to what's reasonable to expect and reasonable ways to go about trying unique ideas. Many of the game's elements and surrounding atmosphere also cause paranoia and distrust of other characters by design. This I will somewhat agree with, in closing. Again with robotics, I've dealt with obnoxious assistants, clowns, engis, cargo, security, other scientists, other goddamn roboticists, medical, etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc etc. Some players have good ideas and want to genuinely do fun things. These players shouldn't be overlooked... but at the same time, there's often an avalanche of others who have less than fun intentions when interacting with any given department. To address the title of this topic more directly; randomly entering a department without permission is indeed poor form from nearly every angle, and continuing onward to do things within that department when others are playing said department as is... well, it's certainly not unreasonable to react to such by tossing them out, and when it happens over and over again it's also not unreasonable to grow tired of it and react quickly to stop it.
  11. For clown or duck shoes it should make that noise rubber chickens make when inflating
  12. Honestly the WT sprite looks more akin to a pistol anyways, iirc. Regardless; if you add a ballistic pistol option it might be more interesting (at least in terms of aesthetics) to make it more ss13-ish. Something Sci fi and unique rather than a simple M1911.
  13. Return to limited assistant job slots (scaling based off of active security members) when :^)
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