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Ralta

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Ralta last won the day on May 9 2019

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About Ralta

  • Birthday 05/23/1990

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    ralta

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  1. Here's my response from the Git, since Necaladun has asked we not discuss anything but code there: "Boy oh boy, I do not understand the reactions here. It baffles me how admins can say things like "If this is merged, I'll just make all my notes private!". You've just made the case for transparency on your own; if you're intending to hide your notes, I dread to think what they might contain. I say this as someone who has administrated for a variety of games at a variety of levels for years. I know everyone says "I was a headmin on this one server so I know my stuff" but I do system administration for a living and have done for some time; hiding responses from your clients is unprofessional and breeds an atmosphere of doubt ("If you've nothing to hide, you've nothing to fear" - I hate that particular concept, but some people tend to think that way). That said, private notes would exist purely to ensure admins have a way of communicating concerns about behaviour of a player privately (metagaming/comming, toxicity etc) and the player shouldn't even know they exist. They can ask if there's a secret note and the admin response will always be "I cannot tell you." This is literally how regular notes work now, so people would be no more likely to ask about private notes than they would about current notes. In the event of admins abusing the private notes system, headmins intervene and slap the admin on the wrist. If an admin is incapable/uninterested in writing notes that are appropriate for public viewing, they should not be an admin, period. Other servers work like this, so it's not like there isn't already precedent for using a public notes system and they seem to do just fine (except for Oracle - F). Irrespective of the decision made on this matter, admins shouldn't be showing their asses by announcing they'd flout the system; that makes you all look bad by association." To admins saying things like "Player gets warning, wants to know the contents of the note", you tell them no, like you do right now for all notes. Although they shouldn't even know you've left a hidden message, so that point ought to be moot.
  2. This is almost exactly what I said in my post at the bottom of page 1. So...agreed?
  3. There's a lot of information here and I'm not going to respond to everything mentioned. Instead, here's my two cents, plain and simple: All typical notes should be made public. The player can see when a note when it's made and the content it contains. Same goes for all historic notes. In specific situations, hidden notes can be created by Admins which players are not privy to. This should only be information like: "Possible metacomming with X, keep an eye on them" "Same IP as known troublemaker Y". In other words, notes for Admins to keep an eye on players, or make note of issues for which evidence might be dubious or circumstantial. I appreciate there are historic notes that might fall under the second category which would be visible to players, but I don't think that's the end of the world. Yes, players will question notes at first. But if you make it clear you are adding a note to their account because of X, Y and Z at the time you make it, they will be aware of it and argue it at the time instead of pester about it later.
  4. If it could be expandable somehow, that'd be neat. So if you examined, you'd get the normal detail but could click a button to receive the 'detailed' info. Or perhaps make it as simple as a HUD button that allows you to turn the advanced scanning on/off.
  5. Written some lore at @farie82's request. The second draft needs further tweaking, but is as follows:
  6. Ralta

    Assistants 2.0

    As has been mentioned, an engineer is no less capable of being 'tide with free insuls' than the proposed assistant. The difference being that the assistant would have less access to those gloves to begin with.
  7. Ralta

    Assistants 2.0

    Indeed, this is a problem that affects all jobs; there's nothing special here to make people any more or less likely to take gear and go fuck around. That said, my suggestion is to lessen their access to whatever area they are assisting. For example, an Engineering Assistant doesn't need engine room access; if they need to go in there, it should be with a qualified engineer.
  8. I'm not suggesting a trainee/trainer role gets added in addition, I'm suggesting them as alternatives to this idea, which I am against. I don't think the Sec Instructor role is a good concept, I'm sorry to say.
  9. There is far, far too much text here to read every single post, but here's my two cents. To echo what others have said, I think this job will be no different to a veteran officer who knows what they're doing and teaches other officers how to do the job. Personally, I think there are two alternate approaches that might work better: 1. Go the opposite route and create a Trainee Officer role to clearly delineate newbies. They're clearly in need of hand-holding, and I'd suggest giving them Brig access but not equipment room access. Biggest issue I see with this is antags taking advantage, but that would require some discussion, I imagine. 2. Take the concept a step further and create a role akin to Veteran Officers (call them what you will). Again, something to delineate those who know what they're doing from those who might now. Veterans can act as team leads if the HoS assigns teams, they can hand-hold newbies as needed and they can be a rallying point if the HoS and Warden are either unavailable or dead. There would be a time requirement to unlock - no karma required. A trainer role, to me, has weird lore implications (why would you send untrained staff to a station? Staff in training is more reasonable to me) and I'm not convinced it would be anything but an excuse for people to act like a drill instructor for 45 karma. I could sit here and write an essay, but I doubt anyone would read it. Suffice to say, I'm not a fan of the concept as it is.
  10. This, I would be okay with. It doesn't make them much stronger than they currently are in terms of equipment and it gives them the slightly more interesting gear that people want from a karma job. Giving them any form of martial art, regardless of how much it makes sense from a 'realism' perspective is too much of a power increase imo
  11. I'd much rather try and entice existing players to roll antag. A lot of people are scared to try it, or get frustrated at the 'must-win' attitude that seems to permeate a lot of the out of game channels. Mind you, I personally don't roll antag very often any more because I enjoy playing a regular crewmember far more, but that's me.
  12. Although I've given my opinion on this already, I had a chat with a non-SS13 buddy of mine about this. He suggested something like this: Whether or not this might be an injectable or an ability like their charge implant I don't know (the latter would likely have balance issues) but from a lore perspective, I thought this fit rather well.
  13. I just imagine it as NT handing out basic boxes of stuff to every crew member and not really going beyond that. Trying to prevent suffocation only and help people stay out of crit until medical personnel arrive on the scene. Therefore, the only change I'd personally be willing to accept is swapping out the autoinjector to something relevant for species which have no use for epinephrine. Where suffocation is a non-issue for Plasmamen and Vox for example, the epi-pen remains useful. In the case of IPCs, neither the injector nor the oxygen are of any use outside of assisting another crew member. That said, I cannot think of any appropriate item currently in existence which would be a fair and balanced exchange. Welders, while common, have a lot of uses outside of IPC repairs. Same goes for Cable Coil. Nanopaste is rare (in terms of default placement), and rightfully so. Creating a new item to 'stabilise' a limb perhaps might be good, but I'm also not sure that this is such a big issue that it requires redressing with the addition of an entirely new item...
  14. Ooo, as ideas go this is a pretty good one! Either an esword change or uniform change would work. +1 from me
  15. Love playing brig phys - covered all the bases here (though I do think you grab a little too much gear to start with, but to each their own). I also have a slightly different rotation for grabbing shit, but hey-ho. Good guide, would recommend to other Doctor: Survival Mode enthusiasts.
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