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BqRel

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BqRel last won the day on July 1 2018

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About BqRel

  • Birthday 06/29/1994

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    Kaitostrike

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  1. I feel like the best way to handle it is to only give the "antag" status to convicts who are selected to be antags, just like any other role. Convicts could randomly be assigned a crime they were arrested for, ranging from non-violent to EoC territory. It's also countered by the karma cost, at least slightly. Even with a small cost, it would make people think twice before being a shitlord and wasting those karma points on nothing, and there's plenty of talk about making it cost more. Karma point rules seem to (mostly) be about roles with traits that make them noticeably different in roleplay (NT Rep, Magistrate), or something that could potentially be abused if left unchecked (Blueshield, Magistrate again), and I feel that the Convict role would fit nicely in both categories.
  2. Well, now that I know you can "refill" the clothing vendors, I'll definitely remember to do that next time I'm Janitor. Means I'll have to run to the tools vendor at roundstart so I can actually make sure I have the tools, though...
  3. Making art in this game is a headache. Such is the struggle of the artist, however.
  4. Iirc Behold, my works. It is... Finito. ~Silencio
  5. Needless to say, I got bored this round.
  6. Idea sounds really good, but slots should probably only be available if there is a fully populated security (HoS, Warden, at least 2 officers), and then more open up as more officers are present. If anything, it basically is a mini-antag status, but that can be okay with it locked behind (a small amount of) karma, and limited slots. Rolling additional antag could mean getting a prompt that you are a syndicate agent that failed your primary objective, and your new objective is just to get off the shuttle out-of-custody. Meanwhile, a nonantag convict could just be a NT employee that was fired due to some unspecified criminal behavior, with no additional objectives.
  7. Sometimes, you just gotta decide that gameplay is a little more important than immersion. Most people don't want to play rounds for more than two hours at a time, and that's fine. Often times, people get removed from the round permanently, and as much fun as being re-inserted as whatever wacky flavor-of-the-round is, most of us want to play the main part of the game. That's why the vote exists, to keep rounds from dragging on unnecessarily. Now, if something really cool is going on, and everyone is happy with the round going on, it can, if a majority of people vote to extend the round. But if most people vote for the round to end, that means they want the round to end, and removing the vote just removes the agency of most players in favor of the small handful who have crazy ideas, and anything even remotely feasible to do really shouldn't take more than an hour or so to set up. My two bits.
  8. Using a screwdriver on an open fire extinguisher closet will close it. An empty trash bag can be put in your pocket, but one with anything in it can not. However, you can still put stuff in it without it coming out of your pocket. You *should* put space cleaner in the mop bucket. Expect to be replaced by janiborgs if you don't. Some of my secret janitorial tactics.
  9. An idea I had would be a NT-owned shuttle coming to the Cyberiad, and needing to be repaired before it could be sent off. It would dock where the Emergency shuttle would normally, be, and need to be rebuilt to repair any hull breaches, broken tech, and resupplied. It could keep all of the departments busy, with Engineering repairing it, and Security keeping it secure. Science could need a certain R&D level to repair a computer on it, with mining bringing them the supplies to make it. And then Supply and Medical could be needed to stock it up before sending it out. Maybe even have an injured pilot need to be cared for? Main issues I can think of, is that it would require an above-average amount of admin involvement, and might impede calling the Emergency Shuttle until it is sent off.
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