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BottomQuark

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Everything posted by BottomQuark

  1. Personally these types of thing is why I used to play security. I usually handled the petty things that nobody else cared about. There is one thing tho that needs clarification. I presume escaping constable by running into the maints would be considered resisting arrest. This should be stated clearly in space law. Also do we consider attacking or kidnapping constable a crime attacking/kidnapping an officer? I think this might be less clear. I imagine it would apply to constable. Also genuine question: how effective is corporate judo? I had never use it. I'm asking cuz I am unsure if the role isn't "disarmed" too much. They still would need to be effective at detaining petty criminals if they resist, right? I am unsure how stun baton works exactly at this point (I don't think I played sec officer since the combat rework). But maybe stun baton would be fine to give the role?
  2. I believe this is the PR in question: https://github.com/ParadiseSS13/Paradise/pull/22424
  3. I think I did see one directional windows somewhere? Not sure where tho, and it was a long time ago so maybe it's on another code base. If it's not possible, disregard this suggestion
  4. Well there's always an option to have windows on bridge be one-directional, so captain can see the hallway, but people from hallway cannot see the captain. I don't think that really fixes the problem. I don't really play on other servers but yeah I do see on average more people in front of bridge than in bar which is a problem own it's own and it would be nice if we did have it addressed in some way. I would still like to see "off duty" and "retired" alterantive titles. These really cannot hurt since these are still generic and in character viable. as for the other possible fix to prevent people from standing in front of the bridge.... We should not have a rule "Do not hang out in places not designed to do so" - it's just silly. That's up to head admin discretion tho Maybe the bar should be made bigger and some new things should be added there to do? I don't see people going to library to spend free time, nor chapel. Especially that most players have a vague idea of what god their character belives in, which is often different than the one chaplain praises. If we would consider remaking parts of the map.... Maybe we should make it so there's a direct airlock from bar to arcade room? I feel like arcade and holo are so out of the way that nobody cares about these two and this should be a place to spend some time if you don't feel like working. Also some new games at arcade would be fun to not make it as repetitive experience.
  5. About bridge hogging I don't mind it personally. While it would be nice to have people interact more with service department, some people have more fun from reading comms and looking at bridge do their thing. It's not really my thing but I don't see an OOC problem with that. RP wise it's stupid but eh, I don't care. About titles. I can see some people picking engineering assistant and not doing anything engineering related, but I don't think the idea would be a negative thing overall. For new players being able to change their title name to "Medbay assistant", go to medbay and just try to help, I don't think it's a bad thing. Lets people know that there's a guy who wants to learn instead of having new players pick medical doctor and seeing that one guy who just walks around. And yes I realize there's a nurse title but it's not quite "Doctor trainee" and my example applies to every department (maybe except security). I'm spending third of 1/4 of my shifts teaching new people engineering and only like 10% actively ask for someone to teach them. Mostly I need to see the guy doing nothing or struggling with something and ask them directly. I also like the idea of title "Off-duty" and yeah tourist makes little to no sense.
  6. Lately we had some topics started where people voiced their displeasure with some people. This topic especially had some people start talking about assistants: So.. let's open a dialogue about them (even if just to free @Landerlow's suggestion of talk about it since it's not the main topic there) We had people call assistants jobless or useless, call people standing in front of bridge as AFK etc. So what do you all think about them? Personally I had never seen in my playtime in medbay or engineering a single assistant that tried to help doctors/engineers. I did see assistants getting their job title changed to "engineer trainee" or "engineer assistant" Most helpful assistant I did see was some guy helping librarian start a newspaper. I also did see people redecorating bar, or making new bar in fore-starboard maints but they usually change their job title so I dunno if you can count them as true assistants. So do we have a problem with assistant's mentality? Both from the gamers that play assistant and from those who don't? Also did we ever have an alternative titles for assistants like "Engineering assistant" and "Medbay assistant"? I do think "Civilian" would fit better the role with how people treat it right now and maybe "Assistant" should be an alternative title?
  7. Originally I was for reducing it to 30% of the original pay But some of you make fine points. ^ this I feel is the most valid point for not reducing the pay. This doesn't happen often, but it happens. I had seen my share of assistants who get their job title renamed to "Bar designer" and they just redecorated the bar. I still think assistants should get paid less. From the RP point of view, assistants take basically no risks in their job, but get paid as much as engineers that technically risk their life by playing with super matter. From the gameplay perspective? Maybe we should allow HoP to set the pay of crew so if the assistant change their job title and start working, HoP can rise their pay? Then I would suggest reducing assistant pay by 50%. This would fix the issue of hindering the creative people but also make it so assistants don't get the pay with minimal risk.
  8. That is a fair point @Aligote. As I said I maybe expect too much RP which makes things inconvenient for players. It's not heavy RP server after all. But yeah I agree there's a difference in how you should treat other people. It's all context. I think I didn't do a good job in separating the cases of when people break in or just walk in so let me explain myself. When I said I meant that when the guy commits theft, that's the moment when I'm calling security regardless of what the guy says or did to get into my workplace. Obviously if the guy breaks in I'm gonna be more agitated than if the guy just asked. so yeah to TL;DR on my stance: if you act like asshole, people will treat you like asshole. If someone is an ass we have IC and OOC ways to deal with people like that. I'm fine with people getting legit access to do some work in other department, I'm ok-ish with people breaking in if something is really needed but no one is present to do this job. I'm not ok with people stealing stuff from other people's workplace. I'm also not ok with people getting aggressive over someone being incompetent. Don't break into other people's workplaces. Don't be an ass. it's a God damn funny multiplayer spess people gaem.
  9. As for the original post. I play mostly engineer. And honestly for engineering 90% of people that come there are there to ask for stuff not break in. People break in only if they need these blueprints for their antag missions. I had seen assistants going to HoP to become engineer, sometimes they even ask for a title "Engineer Trainee" or "Engineer Assistant" and then start learning engineering and actually helping. I also had seen assistants walking up to the engineering doors and just asking if we have spare toolbelt for them or smth. We usually give those out without a problem. But someone breaks in (or walks in when the doors are opened by engi) and just tries to take anything? Fuck this guy I'm calling security on this guy ass. If you respect other people they will respect you back. Be an ass and people will be an ass to you too. I think spark made a very good point here. I also don't think doing someone else's job if they are not present is that bad of a thing. If the chef is long dead and there's no fodd I have no problem with someone doing their job. But for the love of god, go to HoP and get access to kitchen legit way. Maybe I'm expecting too big level of RP from people I dunno, but when I see people just breaking into places when they could've ask head for a temporary pass or just get access from HoP, I straight up cringe.
  10. Well that's straight up griefing at this point. You can't just break into somewhere and grief other player's workplace, doesn't matter if they annoy you or not. If sciencists are not doing their job then you should contact RD to either get them to work or fire them. If RD is not working contact Captain, NT Rep or IAA to get them to work. imagine you're a roboticist, other roboticist is completely new and incompetent and you go out of your workplace to fix some shit, or to eat and get some mats from cargo You come back and you see some asshat broke in and is doing your job as librarian bcs their IPC friend is dead. I would be mad and I imagine you would be too if you came into hacked open doors to your workplace. This is very toxic mentallity my man. "Someone didn't do what I want and got me annoyed so I will literally stop them from being able to enjoy their game". You know the saying. If the world followed the rule eye for an eye we would all be blind. I was ignored multiple times at RnD. Duh sometimes I would go there, get shutters closed on my face, I would message the scientist inside RnD, RD, Captain and maybe CE on PDA to whine, to just get a response from anyone and get ignored. I would knock on the window to RnD for like 10 minutes asking if anyone's inside, while calling out science on common radio every 30 seconds or so just to never get any response. I know that RnD can literally ignore you, but that's why we literally have heard of staff. Not to just be "Scientist++" or "Engineer++", but to maintain their department. And if RD is an ass then there's a captain who's job is to maintain heads of staff. Does asking RD and Captain always works? No. But it should work.
  11. Honestly I am really for the idea! As @Sadhorizon mentioned this would give players joining mid round more info than just "well it's red again". As for the access I am not sure this is a great idea. - Things like armory, ai sat or Perma should not be accessed even on orange or violet alert without someone who has access there. Same with the personal room of heads of departments - tho tbh imo if the engineers and med staff should only the most basic access if any. I would not grant engineers/med staff any access. But from the RP point of view I really like the idea! @Retrograde115 Imo this if done well could be a really positive thing This would require a clear guidelines of what contributes to an alert. Does one breach contribute to orange? If yes how big? It could always be left for a heads of departments to decide but well This could also play somehow when crew is calling ERT. If captain sends the message "We need ERT we got a guy who makes a lot of Breaches and we cannot catch him". The CC could look if the orange alert is active. - If yes then send some engineers - If not presume breaches are covered by engineering crew present and send just mussles
  12. I have no idea :^) I thought about making a machine that can drain people of blood for cash since the money is somewhat more scarce now. And make it so it needs to be operated by someone. Doctor places empty blood bag in machine throw a person inside and done. Would need to be secured against abuse with monkey people tho. But then again how often would people use it? No idea. I am not a creative person lol
  13. I think adding features for medbay for non-emergency situations could be a good way out of this. My problem with medbay is that it's 90% of the time in 1 of 2 modes: - nobody is dying for half an hour and there's nothing to do for doctors mechanic wise - literally half of the station just died oh shit of fuck there's 15 dead bodies per med doc and they all need to be cloned NOW I think bloating medbay mechanics would make the "mode 2" really unfun for literally everyone. But I would welcome some features that give medical doctors things to do in "mode 1". Like chemists make chemicals, virologists make viruses, geneticists do... Genetics? But med docs don't have that much to do if it's calm. Watch suit sensors maybe? Get some cool tools from RnD maybe? Neither takes that much time and usually is a job for 1 person. I didn't play for some time so please correct me if I'm wrong tho
  14. Some medical doctors and medical borgs already go out of their way to do paramedic job. I feel like paramedic is always a little bit too close for comfort to crossing validhunting rule. Usually people drag other crewmembers to medbay but when you see someone's sensors goin red in maint as paramedic you can either go in and most likely interact with antag or inform security and most likely give antag time to turn off victim's body sensors and dispose of the body. Back in the day when I was playing mostly paramedic IPC I was actively goin into maints to retrieve victim's body without engaging in fight with antags (but sometimes just trying to steal the body from the antag if they are still present) and I remember I got warned that it got a little bit out of control and was told to stop BCS it got a little bit harder to kill someone without me starting a big ass search in maints for body. While we could merge the paramedic with medical doctor and just make "paramedic" an alternative title to medical doctor, I believe there's a good reason why we only have one paramedic. I believe we would want to avoid situation where 10 people are running around station and maints trying to save other people. Messy for security, messy for antags. Could make it easier for antags to kill doctors but would also make it really hard to kill literally anyone else if 5 people were monitoring suit sensors at all times. I think that idea with people receiving damage if they are unconscious and dragged on floor is worth at least consideration. I dunno how you would see this balanced tho. If the damage they receive is low then there's still little to no reason for waiting for paramedic. If you make it a big number then if paramedic is busy or dead then victim is just gonna bleed out.
  15. I don't see why this shouldn't be a listed crime tbh. Even if NT itself would not care it makes sense to have this law even if for the sake of public opinion. I imagine taking stuff off of corpses already classifies as ?theft? So I think it would make sense to have a law state that this applies to degrading a dead body by amputating parts of the body or using the body in humiliating way like making a tourist attraction from it. If admins like the idea I would maybe even suggest splitting it into - minor crime "Minor desecration of the dead" described as "Mutilation of a corpse, failure to respect dead remains and failure to deliver a dead body to coroner. For looting the dead body see theft" - medium crime "Major desecration of the dead" described as "Amputation of corpse's body parts, Purposeful humiliation of a dead body and excessive mutilation of a corpse" I really don't see why this shouldn't be a thing except maybe for avoiding bloat in the space law.
  16. Slowdown changes? Also I think a bag designed for electronics like that would be great! I tho disagree that it would change how people use RCD. It's kinda touching a different issue - limited space in bags. While it could allow people to have plasteel and other materials in their bag, it would still make no sense to make floor/walls manually (excluding stuff like reinforced walls etc.) due to how fast RCD works. My usual setup is: - Replace welding tool with advanced welding tool from YouTool - Put on mask from the box in your bag and place extended oxy tank into your pocket. Throw away the light - Place anythn u want to into your other pocket slot (f.e. air analyzer) - In this box place stack of wires, APC board, battery and 2 airlock electronics. - In your bag I get stack of metal, stack of glass, RCD and RPD That leaves you with some extra space to place additional stuff there, I place there my hardhat when I put on hard suit. With this setup you can do 95% of emergency repairs. When you make new room or you have to fix a lot of stuff you can just craft locker out of metal and dump there 5 matter cardridges, stack of wires and electronics you need. Usually one locker is enough. I find this "play style" enough to fix everything. Getting stuff into locker is not a big deal usually and is quick enough. That being said RCD is my go-to tool and I use metal and glass only when I run out of RCD fuel. I dare to say everyone who plays engineering has similar set up. If staff thinks this has to change... I would propose thing Miraviel mentioned - increase deconstruct time. I don't think it's a nerf for engineering, more for people that want to use RCD to breaking and entering. If we would want to slow down engineering, increasing RCD build time would be a way to go. That being said I don't think this would be beneficial change. I actually wonder, does staff think RCD is a problem as is?
  17. Engineering main here. As of now RCD is critical for engineer's efficiency. There's a breach? Slapping it with RCD takes 0.1s. Making metal rods then metal floors and applying it in correct order takes like 5 seconds. This gets elevated when you have to make new room for BSA. Engineering is not that interesting department anyway. RCD makes it a lot easier and pleasant. IMO RCD itself could be restricted to tech levels, and could be made in protolathe, but cardridges have to be available in autolathe. And the tech lvl would need to be low. I cannot speak about the RCD balance as I am biased. RCD my beloved. IIRC @Miraviel made forum post couple months ago about changes in protolathe/autolathe/etc. Cannot search it since I'm on phone. There were people talking about RCD me included. No idea if that post led to a PR on GitHub or not tho
  18. Not sure myself I don't think I encountered any ref to 40k. Tho I don't play antags nor chaplain
  19. World record wizzard run 00:00:00 Ladies and gentlemen, we got them
  20. According to discord I joined para around april 2017. I literally have no recollection of why I even started playin ss13, I remember tho I started playin on yogstation and then moved to paradise just bcs it was on the top of the server list. I had like 1.5 year break due to bullshit that happened on my university next year hopefully I'll get major degree and be forever done with studying but that's beside the point. I started playin as med doc as a human (named Christopher Moonsailor I think?), and moved to IPC Q.U.A.R.K. and M.A.N.T.I.S. (Mantis started my connection to bug races). Then I started playin Xann, Worker of Clan Zxiax (way before the PR that allowed them to wear glasses, I was then literally 1 of 2 active kidan players lol) and recently Machinist of the Milkyway. During this time I tried: - TG: too shitposty for my taste - CM: I am bad at combat lmao - various fallout servers: which I dropped bcs of shitty admins or them allowing ERP which is still my big no-no - some polish servers that were basically dead - Bay: which I actually really liked, my strongest memory from ss13 is from bay actually when Miraviel and another guy (that was admin there) made me as roboticist shot a vox with a sleeping syringe as I piloted med mech. The problem was that when I learned engineering almost every round I was teaching new people engineering without me knowing any advanced stuff (due to a low pop) which made me tired quite quickly tbh I made some good stories on para from me recontaining sabotaged tesla, to helping Normalyman change his character race ICly. That's what kept me goin, just getting to know new people, interacting with them and just having fun and messing around. In my IRL friend server on discord I'm still posting ss13 stuff there :'). And after a break here I am. What kept me playin before the 1.5 year break was people I knew. Most of them quit the game sadly. I don't know current playerbase that much due to me not playing as much as before. Work and studing take a LOT of your time... (and a lot of my free time goes into prepping starfinder campaign I run) I actually hope to get to know people that play para now more. My memory fails me and I cannot remember stuff from before my break that much. Been some time
  21. I'm in a weird spot on this one, as I think RP wise antag mode like that would be fun I wasn't there to experience the thing @Generaldonothingmentioned tho. But I would expect people to just rush the objective and not do a single RP thing with it. At least some people would do this which would be louder (more noticable) overall than RP-ing people. Inheritly no. But still if you have 3 engineers and 1 of them joins the protesting it makes engineering 33% less effective which may have big consequences if half of the station happens to explode and said engineer is too busy to notice or they just ignore radio. Same goes with medbay if people get hurt during protesting if they become understaffed. The problem I see is that taking focus of securit off the antags (for which the game is balanced around), makes it easier to wreck havoc for said antags, which sometimes means collateral damage in station hull/machinery or/and dead bodies. I imagine you can RP that your character is in union and not make it a big fuss. For example bartender that requires people to pay for their drinks bcs nanotrasen doesn't pay them well enough. Or people constructing stuff without asking CE for permission (you have to IIRC, it's somewhere in the SoP), which you can be detained for. Like for example making a room somewhere and activelly do some shenanigans that are not really harmful (f.e. make room in maint but actively refuse to let heads and sec in). Maybe if you have RP buddies that you RP being in a union with you can make a meeting with them discuss some things, then go to NT Rep and demand higher pays from him. NT Rep is a role staright up for RP - f.e. mentioned situation. Would love admin to say if that would be fine or not. Can't imagine why not. Tho you have to remember the whole background of every character is that the NT gave you what like 2 000 pages long contract that you signed for a reason or two and they unofficially own you. You see when people talk about the strikes and mutiny in game, what people see in their minds is bunch of people screaming "SHITCURITY" and "NT IS SHIT WHERE IS MY PAY" and generally just being dicks, while cultists get the upper hand over sec by using the disctraction you provided them to make new base, or convert more people. I don't see myself how bunch of loud people doing strike are beneficial RP-wise to the round. I agree that Unions make sense ICly. They would exist. I will argue tho that they would not get violent unless something serious happens that crosses the line, and that I would argue would be a situation when you make adminhelp. That being said I don't think this would happen very often.
  22. A huge project which took whole shift, and we didn't even do anything with it once we completed it! Project: Tesla engine for the BSH with fully pressuried and powered control room below engi escape pod. CE and overseer: Brick Mcintosh Containment engineer: Xann Worker of Clan Zxiax Containment engineer and room designer: Kloo-Mmmn-Yool Room designer: Herbert Dubois Support staff: Audrey Earl and borgs (sorry can't remember names) I probably missed some people, but I was running around the station getting parts, metal, plasteel, etc. so I might have missed some people Result: fully functional tesla engine in 3x3 containment (broken emitter due to meteor shower) with electrocuted grille wall (almost) full plasteel wall and normal wall beyond it. Tesla was generating over 1MW for the emitter which was powering BSH. Bless to the cargo and mining crew which got us all the crates we requested and mined shitton of metal/plasteel for this project. Somehow all of this feels small since it wasn't any wild ass tesla engine but considering that in this round we had a rod and meteor shower plus normal bullshittery I am quite content with the work we did. Cheers
  23. In the same round we had a tournament: Won by Gustavo Laborde the IAA. There were 5 fights overall, and Gustavo took part in 4 of them winning them all. The top three contestant were Gustavo Laborde, C.O.S.M.O and Machinist of the Milky Way And we had a party hall (or whatever you want to call it) Made by Pikiki Overall cool stuff happened in that round
  24. I'm gonna voice some of my concerns and my feedback so 1. RCD situation Alright from POV of engineering main that does not play science at all: There are 3 types of situation for engineers: a) Nothing breaks or only small things break and so the crew fix it themselves so there is literally nothing to do (since 75% of the people have 20 years of engineering experience IC apparently) b) Some things break requiring engineering to do some repairs but doesn't take the whole round c) Someone blows up 50% of the station so engineering has to work extremely efficiently to make it even able to access every department without EVA suits (work the whole shift on fixing stuff) For a) limiting other people options so they actually need an engineer is really good fix as it deletes one of the factors that make some rounds boring. The general idea of this change fixes part of the issue so I'm for it! For b) that's (at least for me) the desired position For c) well... the RCD situation. Limiting RCD WILL make engineering less efficient. Is it good? Not sure. But I know that the difference between 10 minutes (RCD style) and 40 minutes (manual style) of fixing floor makes a big difference both for crew and engineering mental health. Considering this: I am happy :^). ----------------------------------------------- 2. The demand on metal Let's consider now machines in engineering if that patch was introduced. The 'meta' in engineering might still be to bother science for better parts. I agree to allowing engineering only the most basic parts as this will make engineers depend on science for better parts. This is generally a good thing. But.... This introduces the problem with the material amount available for engineers. That being said, what would engineering start with? If they are capable of creating their own autolathe with RCD and RPD available for print, I would imagine some people would rush to the lathe and print themselves both RCD and RPD which would take a lot of materials. We both know people will NOT be reasonable if they can get what they want. People would waste materials if they were to get RCD/RPD. (Yes I realize there are RPDs in atmo but still). This is a problem bcs if this change makes it so engineering is forced to raid EVA and camp ORM (whatever the name was) well.... This will just make engineering feel more eh... People would also start a meme of "EnGiNNeRs StEaLiNG aLL ThE MetAl AgAin". In other words the demand for metal would increase, due to people wanting RCDs. What I would suggest is providing more metal and glass in tool storage or somewhere since it's not even enough on high-pop to give everyone a stack of metal and glass. (at least I'm pretty sure, please correct me if I'm wrong). This has to be balanced tho, we don't want engineering to become self-sustainable. ------------------------------------------------ 3. Rapid Cable Layer Rapid Cable Layer does have some use. It's really niche honestly... Partially due to RCL being in autolathe and not accessible at the round start. I saw people use it while making station goal (and I did so myself). I think people would use it more for wiring solar panels if it was accessible early. You can get stuff from science at 30 minutes into the round if it's not abandoned... So you can wire the solars immediately at the round start with normal wires (which takes some time) or wait 30 minutes for parts, then build autolathe, and then wire solars. It's just not accessible enough. Honestly if we had the RCL in autolathe at round start more people would use it. I know I would use it. I think it should be left for now in engineering autolathe and if people don't use it, delete it then. -------------------------------------------------- 4. Is it buff for engineering even? I am REALLY biased to say that buuuut... I don't think we need to be afraid of overbuffing engineering with the changes as it is now (as of writing this comment). If you are 'efficient' then you would make autolathe anyway, so limiting the amount of stuff it can print is really more of a nerf than buff. It actually brings closer together new and experienced players as now both have access to it easily (and we all know new engineers don't make lathe). I love this change. (if the autoalthe will be available to build at round start that is) The only buff is introducing “Engineering Circuit Imprinter”.. Looking at it, it does allow engineering to print a lot of boards on their own, which might be a problem. But that being said I don't see an option here to even print matter bins/manipulators/etc. in any machine. Which well... kinda makes the board useless? Since engineers could not even build their own machines without science help. I think it still is a great choice! Making departments dependent on each other encourages interactions. Might be just a little bit easier to set up some machines without anyone knowing what you're doing since you don't order a board from science but just parts.... THAT BEING SAID! If we push this change I do propose that engineering would start with autolathe and circuit imprinters already built and leave them some more BASIC parts in secure tool storage for the sake of emergency. Enough to be able to rebuild for example 1 or 2 SMESes. Overall I don't think this is overbuffing engineering unless I miss something. -------------------------------------------------- 5. TL;DL Good change me like
  25. they are "karma-locked" you can click red button "karma" in top right corner to see everything that is karma locked Every round every played can give someone else a karma point. You do it randomly or bcs someone did something cool/fun Grey cost 30 karma. friendly reminder: karma trading (getting someone give you karma every round) is against the rules. I'm also pretty sure admins can see who gave you karma
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