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Ralta

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Everything posted by Ralta

  1. Ralta

    Assistants 2.0

    Agreed. Engineers could actually spawn with a toolset in a belt (because let's be honest; tools are crazy abundant anyway). Medical need not a whole lot more than access. As long as they can open all the same doors as a doctor (including surgery), they'd be fine. Could MAYBE give them access the med vendor as well. Science would be the same as medical; access is the primary concern. Same with Robotics. Heck, I'd give Science assistants access to robotics as well, since they could help the entire department by passing items back and forth between robotics and science. Service I think would need to be split: Cargo, Bar (maybe?), Botany, Kitchen. Otherwise, you'd give a Service Assistant access to everywhere, which would be very bad. Again though, I think Access is the only concern. Security, as you say, is a whole other kettle of fish. Personally, I'd say they need access of a similar level to Detective (i.e. main brig areas but not any of the locker areas, also sans access to the Detective's office). They should be restricted by SOP in the same way as Detective too; make them unable to arrest but can assist in processing and brigging procedure. HoS may overrule as usual.
  2. Ralta

    Assistants 2.0

    That is a fair point. I guess you'd need to add a specific job for every department called X/Y/Z Assistant with the appropriate access/spawn area/gear etc. For gear, I don't think it'd matter quite so much, since they're supposed to be a lower level of the department. With engineering for example, they shouldn't have access to the lockers for gloves (but are welcome to a pair, if there's spare), but should have access to the vendors for tools and required equipment. Same goes for medical; they don't need nitrile gloves or health scanner upgrades, but if someone else in the department wants to give it to them, then fair enough. Sadly, this isn't the sort of idea you can just say "Yus, looks good - I'll throw up a PR in 5 mins", it'd require more discussion and debate to work out. But I do honestly believe this would help to make Paradise a little more flavourful when in high/very high pop.
  3. Ralta

    Assistants 2.0

    So far, I've had nothing but good feedback which I'm really pleased about, but I was wondering if anyone had any negative things to say? Or at the very least, any concerns about the core concept of adding departmental assistants.
  4. Ralta

    Assistants 2.0

    This is the core concept, really. A lot of the other ideas thrown around in the first post were just thoughts relating to the idea. It really just boils down to opening more slots and giving players a chance to ease into roles that are usually quite complex and intimidating.
  5. Ralta

    Assistants 2.0

    Gonna bump this up 'cause it disappeared into the ether and I want more opinions/feedback.
  6. What is this, a picture for ants? *squint
  7. This is so fucking spot-on, I have no better words. Major kudos, Tzo, for saying what so many of us were thinking.
  8. That doesn't bother me so much if they scream and RP it well :-P
  9. Being forcefed without suspicion is against the law, so should be more ICly reason to enforce this. I got brigged recently after a warden tased me, harmbaton'd me and then forcefed me holy water (I'd done nothing wrong whatsoever). Because I stuttered from being baton'd, he declared I was a cultist and brigged me. If overzealous security can cause bodily harm by forcing someone to drink holy water, they might rethink their strategy (or it would at least give more credence to IAA/Magistrate appeals to your innocence and their bullshittery).
  10. The Idea: Separate Assistants from Civilians/Businessmen/Traders by allowing Assistants to choose a department to assist. This gives them basic departmental access (e.g. can open the main doors, but cannot open lockers), as well as the usual maintenance access. They would get a basic title change (Engineering Assistant, Medical Assistant, Robotics Assistant etc etc) Changes Civilians to be just that; Civilians. Visitors to the station, in whatever form that may take but not actual crew members. There are a few ways of approaching this, one would be to keep them the same as they are now (i.e. not belonging to a department, retain all access and privilege), another would be to revoke access to maintenance and have them pay for food and drinks, as well as medical services beyond basic triage, or you could go somewhere between the two. Obviously the latter options would require more of an overhaul of the economy, but this is something which could be added later. The Reasoning: One of, if the not the biggest complaints I see from Paradise players is the lack of jobs. This change to Assistants would accomplish three things: Add a functional reason for Assistants to exist beyond pure RP. Adds more job to the server, especially to those which are often sought-after. Gives newer players a way to ease into jobs like engineering, medical and science. Of course, limits would need to be set on how many assistants can be added to each department (probably 2 per department). But even if this were set to two additional personnel, that could be a great increase to various roles. Implementation: Add the option to choose departments you'd be willing to assist in, and get randomly placed in one of the departments you choose if slots are available. Might be best to spawn in the usual Civvie/Assistant positions, Limitations: I believe arguments could be made that it could over-strengthen certain departments (or just add needless bodies for the sake of inflation). Although I can't directly contradict this argument, I can say that at the very least, Assistants have less power in the department than a fully-fledged member of staff would. They might also make some jobs less frustrating by having someone you can delegate to (e.g. a surgeon requesting meds from the fridge, or an engineer needing an airlock electronics). I'll be adding more in a bit, I'm at work at the moment but any feedback, and any questions/queries/comments/concerns are appreciated. EDIT: Since a couple questions have been asked that are totally relevant in Discord, here's the conversation: Frankly, I don't think it actually changes anything insofar as the number of players for the map size. I think it would take our existing number of players and make their lives less boring when they don't get a proper job slot. If we added two jobslots for assistants to every department (engi, sci, robotics, cargo, kitchen, botany etc) then that could really reduce both greytiding and the tedium that comes with being a civvie sometimes. As for implementation, I think it'd only be right to add specific slots to the department for assistants. That way, you still get X number of Engineers for example, but get 2 Assistants on top. I can't think of many jobs where they have a problem with too many people, but I think almost every department has issues with 'OH GOD WHERE ARE THE STAFF'
  11. I don't know anyone GOOD at it, at least. There is that one dude who's working on Delta and Meta, but I mean, have you seen their work? Ugh...
  12. That works as far as I'm concerned. Yeah, Tidey McGrey can still empty the counter into it, but at least it's reasonably easy to empty it out again.
  13. I...am not so sure about this. Only because of the number of greytiders who will literally grab every food item and throw them in disposals if it's so clearly in view. The closest one is in the kitchen or bar, but at least it'd require reasonable effort to move masses of food into either of them.
  14. I like the concept but, as McRamon stated, I think the 'you were a terrorist all along!' thing wouldn't work unless you were informed of it well in advance. Perhaps the arrival of a Marshall should be made at roundstart, and the event can occur from between 1230 and 1300, station time. Any individuals 'targeted' by the Marshall receive a notice at roundstart/late arrival a bit like Traitor Collab ("You suddenly remember that one time when you loitered in public - hopefully no Sol Gov Marshalls are on board today!"), or at least receive it 5 minutes before the Marshall arrives (or perhaps as soon as the announcement happens to let you know the Marhsall is coming).
  15. I was all kinds of ready to downvote this into oblivion, but reading the specifics on how it works (i.e. one-time use and dust on death), I'm more willing to consider this viable. Lot to consider with this, so I'm gonna mull it over and respond again in a bit.
  16. Welp, I tried on behalf of the one who asked for it. Personally I have no experience with the gamemode - just had someone ask me to make the post and I did. If it's that terribad, then fair enough - I figured tweaking a little would make it stand up to Para's playstyle but if it's not viable, I can understand that
  17. In case it wasn't obvious, I want the Revolution game mode back plsthx.
  18. It is time, friends. The fires of revolution have been kindled within us, and the spark has ignited a call to action! Rise up against the tyranny of the oppressive Nanotrasen regime; recruit your friends, and fight for your right to freedom! No more will we be shackled to the yoke of an evil corporation which lines its pockets with blood money from the sweat and tears of its crew! No more will we put up with inept commanders and overzealous security officers! Our time is now! Let us rise up AND TAKE THIS STATION FOR OUR OWN! FREEDOM FROM NANOTRASEN. ¡Viva la Revolución!
  19. Could also add the department teleport system that science sometimes sets up as a station goal. Must place a telepad in each listed area (e.g. science, cargo, engineering, security) and have a central hub location in order to fulfil objectives. This actually affects everyone and although it can be solo'd, it's a nice system to have in place.
  20. Just make them a tier 10 Engineering research item for the protolathe instead ;-)
  21. I love the station goals; BSA in particular is good fun and I don't think it really needs changes as such but I like the idea of having goals to achieve once the objective itself is complete. As general feedback, DNA vault requirements need a nerf. Crew is easy enough to scan, but animals and plants is really tough. Animals requires getting access to parts of the station like kitchen, HoP, genetics etc (or asking them to do it, which they usually won't), then ordering crates from cargo which takes forever or never happens due to lack of points or whatever, then you're short by a couple scans and you don't know where to go next. As for plants, this assumes botany aren't just growing ambrosia or cannabis the entire shift... Regarding ideas: 1. Give the Meteor Shield a configurable shield that can be used to protect against other threats (an incoming swarm of Space Carp or combat drones, a Syndie scout ship sighted nearby - whatever). 2. BSA must be tested during a shift for the goal to be considered complete. Provide test targets, which could include an inbound vessel that's refusing to identify (for example). 3. X number of crew suddenly become infected with an unknown virus. Pandemic 2000 has no way of curing it even with samples. Only choice is to build and finish the DNA vault, and have everyone receive the cure it now provides. Failure to do so within X incubation period causes the virus to become active and start producing internal organ damage (and perhaps make a system virus version that affects IPCs, borgs and AI).
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