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Ralta

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Posts posted by Ralta

  1. I would quite like to know what the frequency of complaints is against mute characters, both in general and in command roles. As someone who hasn't come across these issues personally, it looks like a mountain is being made out of a molehill, but I do wonder if there are complaints being made that I'm simply not seeing / hearing about.

    • Like 3
  2. To save reading the entire thread, I'm just gonna give my two cents:
     

    • Jovan Taru is an exceptional command character and roleplayer, despite the obvious disability. I cannot think of an occasion where his muteness has caused an issue outside of an amusing mix-up with a changeling (which probably would've happened even if he could talk).
    • With that said, I would say Jovan is probably the exception. I haven't had much occasion to come across mute characters on a regular basis, and have no notable negative experiences with them. That said, there have been numerous occasions where a commander who does not speak often (is not mute, just doesn't talk on comms) is a major issue, and very frustrating for the department. This is more an issue of ignorance as opposed to disability, but the point does still stand.
    • I feel like, from an RP perspective, it makes little sense for disabled characters to be given a command role by NT. Let me make this absolutely clear: I AM NOT SAYING DISABLED PEOPLE ARE INCAPABLE OF PLAYING COMMAND ROLES. What I am saying is that a quadriplegic Head of Security is useless, as is a blind CMO or a deaf HoP. I think you can work around being mute, but I think the discussion is absolutely valid (sorry @Jovaniph D: ).


    Perhaps a case-by-case basis is the way to go? If a player receive complaints for being inattentive or incapable of performing their duties, then they can no longer play command roles on that character. Something like that.

  3. 22 minutes ago, HarakoniWarhawk said:

    The Surgery dufflebag,  should be removed from contraband but hell no to removing the belt.

    It can store any small item and should be counted as contraband.

    If any HOS clears you for using a military belt, Ahelp that, because they are breaking Space Law hard letting you use contraband.

    Also, if you use any Class C item while committing a Major crime, such as using a military belt with tools in it and use said tools to break into a secure area, that automatically makes you a EOC and can get thrown in perma for it.

     

    Why would you ahelp something that can easily be resolve ICly?

  4. 11 hours ago, Vargh said:

    I like my mayo with olive oil, will that let me cool my cpu more and play spessdude 2D at 1080p? Thanks doctor rata 

    Dear Vargh,

    Thank you for your question. While Olive Oil may improve flavour, it does little for the cooling efficiency of your CPU! I would recommend a brine solution because, as we all know, the ocean is very cold and this is due in no small part to the salt content. So top off your watercooling with brine (26% solution would be ideal), or simply fill the case up with this magical cooling liquid to reach previously unexplored framerates in your Spessdude 2D game.

    Enjoy the jealousy of your friends!

    Kind regards,

    Doctor Ralta, MD, BSc, BEd, BEng, BCL, BFF, OAP, BS, SNAFU

    Doctor Ralta accepts no liability for any fault or failure for any parts or components damaged by following these instructions. You will not be compensated for your losses, and we will laugh at you excessively.
    @Vargh

  5. Greetings! For your viewing pleasure, I present to you a short GIF showing the most efficient method of applying thermal paste to a CPU:

    7JnbbpN.gif

    Note that while Hellman's is the recommended brand of thermal mayo paste, you can use other brands such as Heinz instead.

    • Like 1
    • stunbaton 2
    • honk 1
    • explodyparrot 2
  6. 5 minutes ago, SomanB said:

    The failure here comes from another server that at one time had departmental assi

    stents.

    Sure, it looks good on paper, giving newbies a job, but the reality of the matter is that it’ll be used by experienced players as a greytide leg up.

    Play engy assistant, loot dem gloves and go screw off. Medical assistant, snag a backpack of aid kits, syringe gun, and surgi tools, and go tide.

    You say that as if:

    a) It doesn't already happen
    b) These items aren't already easily accessed
    and
    c) This wouldn't be controlled by admins.

    What happens on other servers is relevant to other servers and may not be relevant here. I see no harm in trying it, at the very least. The intention of reduced access is partly to reduce potential greytiding anyway.

  7. Cult and Shadowling are two of my favourites (though sneaky cult can be annoying as fuck).
    Love Nukies as long as it's not a super quiet SIT.
    Traitor is good (Traitor+Vamp is better).
    Wizard CAN be good but more often than not, it's dull and frustrating.
    Changeling I could take or leave. Fun to play, dull to be in a round with most of the time.

  8. 8 hours ago, Tayswift said:

    Maybe doctors start with implants that let them do surgery slightly faster or with less failure rate or something. And CMO can have a few spare in the locker for HoP recruits.

    Certainly a viable option, though I think it's out of the scope of this suggestion for the time being :-)

  9. 12 minutes ago, necaladun said:

    I'd love it if it were for assisting purposes - but as per other threads, anyone with access in there often does surgery regardless. If they want to actually assist/watch, I think they can just tailgate people in the door.

    You're not wrong. I can roll with that - maybe my other suggestion from Discord about making people who aren't doctors fail occasionally at surgery should happen too :P

    • Like 1
  10. 29 minutes ago, necaladun said:

    Surgery I don't think so - genetics, viro, chem, don't get surgery access. If they can open surgery doors then they can do surgery no problem, which should be reserved for doctors.

    A bar assistant would be kinda weird - there's really only 1 access flag for them. I really don't know what access you would give to a service assistant at all...it's also not really something an assistant is needed for. Bar, chef, etc, are all good newbie roles as it is.

    The main thing with a sec cadet would be the SOP etc about arrests...lots more to think about so generally a better thing to leave. There's been ideas floated around it plenty times before but it's never gotten very far sadly, as I think there's a lot of merit there.

    Fair enough, I only thought surgery for assisting purposes; ICly, I can understand that we would rather reserve it for doctors but it's one of the scarier parts of medbay and would make learning surgery much easier for a newbie. It would also allow for assisting during surgery - injecting chems to stabilise, hitting with paddles etc. 

    Yeah tbh I think I agree with you there; Service in general really doesn't need the additional Assistant role since they're pretty simple themselves (and Cargo is the only one that has a real effect on the station as a whole).

    I'd be inclined to suggest leaving Sec out of the equation for now, but floating the idea again later once we see how engineering/science/medbay assistants are received. 

  11. 12 minutes ago, necaladun said:

    More seriously, I think basic access - enough to get in the front doors, is all thats needed.

    Engineers just need enough for a toolbox and belt.

    Medical need...enough to drag people into a sleeper/cryo?

    Science need...?

    Service need...?

    Sec Cadets etc I'd honestly leave for a separate time, as thats a whole different kettle of fish.

    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.

  12. 2 minutes ago, necaladun said:

    I think it's a solid idea, however the main concern I have is how it's specifically done.

    If they are to have access and actually be part of a department, then it'd need to be an entirely new job, code wise. AFAIK, alt-titles aren't really able to be used to change access on cards or what department you're in in the crew manifest.

    When it comes to actual access and equipment, I'm not sure how to account for them in - for instance, additional insulated gloves in engineering for engi assistants.

    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.

  13. 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. 

  14. 3 hours ago, Dinarzad said:

    Dis.
    It's a great way to volunteer to learn something, or practice a department you might not be super knowledgable about, but not take the same sort of responsibility.
    you play an Engineer, people expect you to know HOW to Engineer.
    You take an Engineering Intern or Apprentice or whatever, and people know that you may not know all the ins and outs, you're there to learn the ropes.

    You could in theory do the same thing withcustom jobs from the HoP, but that involves way more moving parts that really don't often happen.
    Lot's of servers use this 'intern' system of alt titles for assistant, and I think it's a pretty good one.

    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.

  15. 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).

  16. Traitorino:
    Play as a Vox with mechanical eyes. 
    Have an IPC Librarian target.
    Decide to use EMP to steal his head and make him into a borg (or a talking brain pet - hadn't decided).
    Forget that EMP damages cortical stack and mechanical eyes.
    Blind self when killing the target, just about manage to run into library maintenance.
    Walk out a couple minutes later to several officers and a witness talking about the crime 'that doctor Vox' just committed. 
    Arrested.
    Spend 40 minutes in the brig, sitting quietly and occasionally fixing people up with meds.
     

    (I did get away with it though - they perma'd me without taking ANY of my gear, so I just used my toolbelt to break out). 

  17. 14 hours ago, Streaky Haddock said:

    I don't see why this is such a hotly contested subject.

    You can defend yourself and rescue your colleagues while you call for security.

    You can't go prowling maint to hunt shadowlings.

    If an announcement says 'all crew are to deal with the issue' such as Eldritch God or Blob, then you can go deal with it.I don't see the point in debating removing greentext, or the psychology of stuff when the rules are pretty clear and are entirely reasonable.

    Agreed. The validhunting subject is tired, and I really don't think it needs to be discussed. As rules go, I think it's pretty solid and can't think of any way to change it for the better.

    As for the greentext thing, that's just a matter of adjusting antag playstyles to orient them more towards making the round interesting instead of fulfilling their objectives at the expense of the crew's enjoyment. Not saying removal will have any noticeable effect, but it's something to consider.

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