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ID404NotFound

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Posts posted by ID404NotFound

  1. ah yes, that was the one part to it, needs to be a wrapped box so it doesnt just attempt to contain the label, or something. But it'd be easy to get together some wrapping paper from the artvend, and some cardboard.

  2. That is more how to be IAA, though there really isn't a real guide for karma, though some will say "make things interesting, or do fun stuff, and people will see and appreciate via karma" which is hard to call true, as many people don't use their karma vote, either not caring, forgetting, or "saving" it for the end of the round in case they see something "better". The real advice would just be to focus on doing a good job, and not worry about karma.

  3. it seems like you want changes to be made for a bigger payoff, which doesn't translate to being more meaningful. Even if the BSA was easier to aim and use, it doesn't get used, and there's no payoff to building it anyway, since it's usually just "oh, we did it, it fired." Even DNA vault, in it's current state, after the time invested, it's not usually that the powers come into play for much, as it's too late to have impact, and if it was as overpowered as suggested, and rushed for, then there would be complaints from antagonists who were wrecked by super-crew.

    I do wish however, that there was more inter-departmental co-operative goals, despite people always having the complaints that others will not carry their own weight when it comes to this. My main issue is always with people wanting to subvert teamwork in favor of doing everything themselves, or making their own X, Y or Z.

    • Thanks 1
  4. I think cryotubes would be more interesting if they weren't just plug and play, like they had more of a process, and had maintenance.

    examples would be the process of draining the cryo tube loop, inserting patient, filling tube, making sure a filter part is in working order, checking your tube's source material (beaker), and that it isn't being contaminated by incorrect handling, even requiring cleaning the tube inbetween patients.

    sure, some might find it annoying for it to be a process, but if it required input and thought, rather than an optimal beaker mix and just slap patient in, wait, pop them out.

  5. I might be wrong, but I've always viewed SS13 as a co-operation based game. People who try to circumvent interaction with others in favor of being a solo do-it-yourselfer building their own lathes/medbays/chem/everything/etc are kind of missing the point, in my opinion. Yes, I get that relying on others has its drawbacks at times, but maybe contribute to improving this, rather than just trying to 'escape' it by making yourself as self-sufficient as possible. Even if we had departmental lathes, etc, you'd still have people trying to circumvent.

    • Like 3
  6. 22 hours ago, Splgrk said:

    More varied tator goals in general would be good, yeah. I yawn ever time I get plasma container or slime core, too. No one ever guards these, and if sec arrests you, there's a pretty good chance they don't even know you're not supposed to have slime cores. 

    I've had the opposite where sec tryhards will jail and hound you relentlessly for trying to get either of these, because once you're marked as an antag, they gotta get their valids

  7. would it be interesting if they had a function, that if they were observed for too long, or by too many people, they would start to lose life-force and fade away? Would be an incentive to spook, and have limited action, instead of just "hanging out" with crew who are obviously not going to be afraid of these, and just want to spend time with the snowflake creature.

  8. 3 hours ago, bryanayalalugo said:

    * Make the genetics SOP more restrictive on handing out genetic powers, both for command and security. As of now, genetics are free to hand out powers to security in red alert, and red alert usually ends up in place early on the moment any form of antag appears, and if a RD/CMO protests it, they end up being called shit. I think it should require CMO/RD approval on all circumstances, with powerful powers needing both CMO and RD approval.

    pfft. Genetics SOP.

    any attempt to restrict genetic powers with SOP would prove ineffectual, as if it's a "code red" situation, it will be argued that such measures are not needed, and to protest giving the power would be a workplace hazard etc, like a warden refusing to distribute armory on a station destruction level threat, or the like. Geneticists don't follow SOP anyways, since they're supposed to be keeping an eye on cloning operations, but just stay glued to their monitors, and hand out powers to either themselves or greytide friends anyways.

    • Like 1
  9. On 12/17/2018 at 3:56 AM, Splgrk said:

    Eh. Some of the most fun I've had as a ductor was when I was a scientist and had to find a way to stealthily scrounge meds and a defib for my agent. 

    on an abductor 4 ship roundstart, I as a scientist, managed to swipe a dead agent from a different pair from a zealous borg, then get my agent to steal defib and meds, revive them, and then reunite them with their scientist. The most difficult part was me and my agent telling him to activate his vest before we teleported him back to the station, since we cannot cross-talk with other abductor teams, just point.

  10. 5 hours ago, tzo said:

    These will do things like spew plasma, or create hostile spiders. Not very useful to crew.

    I'm only talking about the one that causes vent-crawl capabiliy, not a random assortment. Each fleshy mass sprite always does the same effect, it's only the option on the abductor console that is randomized, if you can recognize the sprite, you can predict what will come from it, as far as I recall.

    demon heart up for trade would be cool too

  11. there's also the difficulty of doing your job as an IAA anyway. One round I went to engineering as IAA to ask about the engine being started, as there were like two engineers. One had left to loot maints, and the second one turned out to have came in on arrivals round start. Instead of "oh, I just arrived, but I'll get to it", I was met with hostility and threats, to which I reported to security, in case they followed up on their threats and took my radio or anything, which they were beginning to do. It ended with a massive security confrontation with engineering, when it didn't need to (round start, so all of sec is bored and looking for the first sign of anything, foaming at the mouth) and it all started with just asking who is building the engine, since we had no CE, and no engineers actually in engineering.

    much of the time, if you ever actually try to do anything related to SOP, or efficiency as an IAA, people will just get hostile, or ignore you.

    • Like 3
  12. 2 minutes ago, Rurik said:

    Combat Turtlenecks would be a great one  that I would sell my soul for.

    There was also a time where I got into the syndi outpost (not the depot, just the small two room and hallway outpost) and I got a neat lighter. I can't remember the name, but I think it started with a g. Little cool collectables like that would make great trading items.

    You mean the Gronko Fist lighter? sort of red and bit of green on it I think?

  13. if it cost TC, the drawback would be that players are hesitant to spend, as there is no guarantee that who gets picked will be any good, just as when people don't want to pick holopara because it's a roulette roll for competence.

    edit (imagine spending 200TC to make 20 or more 'sleeper' operatives)

    • Like 2
  14. 10 minutes ago, tzo said:

    Of all the ideas I've heard to make war ops a fairer fight, perhaps the one I like best is: upon declaration of war, turn 1-3 crew into traitors with objectives to assassinate different members of Command. This way, we're discouraging the HoP/Cap from giving everyone guns and all-access, without outright prohibiting it. We're also evening the balance in the number of players on each side, a little, and ensuring that the crew doesn't have 20 minutes' hassle-free prep time. Rather than outright prohibiting anything or making it impossible, we're introducing some disincentives that curb the most problematic behavior on the crew side, and even up the fight, without making anything totally impossible.

    this would be an interesting idea to adminbus in a few times, and see how effective it even is

  15. 11 hours ago, Triiodine said:

    Prowling maints? Wear a hoodie with the hood up. If you get kidnapped and stripped, they'll have to remove the hoodie first to remove the hood to remove your headset(s). Use the extra time to call for help.

    a hoodie hood will also protect you from pepperspray/holywater spray, and face huggers as it is a "helmet"

    • Thanks 1
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