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TrainTN

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Everything posted by TrainTN

  1. Pretty much this. It doesn't matter how you adjust the map, by the time any reasonably competent player could respond to a major plasma fire in Toxins, it will have already breached the station and burned itself out in the ensuing vacuum. You'd have to tone down plasmafires themselves in order to make the problem last long enough to be solved by the crew. As it stands the only response to a plasmafire is to evacuate the area and wait for the engineers to fix the damage.
  2. It's a significant hoop because it relies on RnD doing its job effectively every round just to bring you up to the same level as everyone else. It relies on Robotics printing the implants out and them or Medbay putting the implants in you, which not every player is knowledgeable in doing. To get the same benefits as anyone wearing HUDglasses, you need both the welding shield and the SecHUD implants, and you still lack actual eye protection afterwards. To mine--something which kida are known for in their lore despite being incapable of it in gameplay, ironically--you need the X-ray implant, which is costly and unlikely to be given to anyone except Security. By the point most of these implants are unlocked, the round will probably be half over at best. So being able to receive implants doesn't solve anything. All it does it bring you back up to semi-normal, for a fraction of any round, even in a best-case scenario, which every round definitely is not. 20% brute resistance is not worth that amount of inconvenience every single round played.
  3. I've had this issue as well. Really messes up the newscaster for me when I or someone else puts pictures on it, I don't understand if it's an issue on my end or in the game itself.
  4. This is the first sentence about kidan physiology on the wiki, but I thought it strange that this detail doesn't seem to be coded into them, according to the rest of the wiki article? In my opinion, kida are poorly balanced. Minor brute resistance and glowing in the dark are barely advantages compared to not being able to use eyewear in a game where 5 out of 6 departments (excluding Command) rely on eyewear equipment. It's an inconvenience in medical, science, and engineering; dangerous in security when you lack flash immunity AND eye protection, making you vulnerable to your own equipment; and outright disabling in mining. Being locked behind a hefty 30 karma doesn't help either. So I was wondering if something like the quoted above selection could be incorporated into kida to at least give them a little something more. I'm not versed in the specifics of the health system, but I'm suggesting something like either a resistance to internal organ damage, natural organ healing, or increased thresholds of organ damage effects; possibly balanced by taking extra suffocation damage from blood loss, such as incurring it at a faster tickrate. Alternatively there could be something done about their bones. Being bugs, they have exoskeletons, so they lack internal bones. Maybe they should be immune to broken bones or lack bones altogether since I'd assume fixing the surface damage is the same thing as fixing their bones. Either idea would mean kida could take more damage without having to worry about seeking surgical aid as much compared to other races. It could be like slime people being able to regrow severed limbs, in that kida can regenerate damaged organs or aren't impeded by broken bones, which could let them walk off injuries that would keep other species stuck in medbay, provided they did not lose too much blood before being patched up. Overall, I just want to see these guys get something more, since few other races are as impeded by their downsides as kida are in normal mundane gameplay. Even this idea may not be enough, I'm afraid, since not everyone is going to get into dangerous situations where damage resistances would matter, whereas the lack of glasses impacts the player at all times in most roles. I don't know how difficult it would be to code something like this either, as far as I know it could be anywhere from effortless to impossible, but I want to hope for the best.
  5. Would not even an emergency welding tool be acceptable? I don't know if its stats would be different, but I am assuming it's less dangerous than a regular welding tool. Maybe some kind of special "safety welder" that has a low fuel capacity, can't be used for construction/deconstruction, and does insignificant damage would be fine. I would imagine that'd what you would give an IPC anyway, a tool that they cannot really hurt themselves or others with since its purpose would be purely healing themselves. Or just give them a single pack of nanite paste, as suggested.
  6. I think both alternatives A and B, combined with toning down (but not removing) IPC damage weaknesses would work out fine. It would at least help amateur roboticists fix them so that they actually are easy to fix, provided RnD bothers to give them and medbay nanopaste.
  7. I said the spacesuit would be for the detective.
  8. I really don't think the detective needs a hardsuit. The HoS can just get him a spacesuit from EVA if things are that bad. Could move the sec hardsuits from the secure armory to the other armory though, and throw in some more; there's extra space there. Yes, this really frustrates me as well. It's also where the radiation suits are kept, so if a radstorm happens you have to beg the CMO to open it for you in the very short timeframe before the radiation hits. Meanwhile pretty much anyone can sprint into regular storage and steal a bunch of medkits and sprint out before anyone can stop them. Medical storage in general is cluttered and weird.
  9. I think there's plenty of hardsuits on the station already, if you could just order hardsuits, EVA would be pretty pointless. Engineering has enough hardsuits, Security could use maybe two more at most, even Medical has a couple of hardsuits (that almost never get used because only the CMO can open that room and he never does).
  10. Even currently, the only thing IA could do is tell Security to arrest you. That would require them somehow finding out about it before Security does. I have arrested quasi-greytiders for trying to build AIs without authorization and they did try to argue it wasn't against Space Law or SoP even though it absolutely is. It feels like when I play a round and something happens that actually makes me want to talk to IA, they're never around. Clown robbed my very important shit, I want to file a complaint, no IAA. Security silently tased me and dragged me into the brig and stripped me naked over nothing, no IA. Someone keeps poisoning all the food or there is no food, no IA. The real trouble of IA is that there's little reason to go to them instead of a head of staff. The IAA will just end up going to that head of staff themselves. I suppose the idea is that you unload your problem on them and they take care of it while you get back to work but most people will find it faster and more expedient to just do it themselves.
  11. The problem with IA is people want their problems solved ASAP so they can go back to doing whatever they were doing before, not engage in a 15-minute interview while filling out paperwork because the clown stole your ID or Cargo is wasting its points on pizza or Security harmbatoned you a couple times. Same reason most people don't roleplay in Medbay, they only go in if they have a problem and they want it fixed immediately so they can leave immediately. As it stands, IA's only relevance is nitpicking at everyone, especially Security, and even then they're irrelevant when there's a Magistrate on board to nitpick Security for them, and with actual authority on top of it If there's an actual major problem with the crew, IA can't really do anything but tell Security, and chances are everyone else has already told them.
  12. Grays having a unique physique is neat. But there's too many damn clothes in the game to resprite for them, so I wouldn't mind losing that flavor in favor of being able to wear things without looking messed up.
  13. Humans need to be the baseline to which everything is measured. If the other races are creeping up it would be better to nerf them back down.
  14. I don't think there's anything anyone could tell you to be better at antag roles. You can only learn them by doing, which takes a long time because when you mess up as antag, you die, better luck next time whenever that may be. The best you can do to prepare is to learn about all the tools you have at your disposal and how you can apply them to your goals. So all you can do is read the wiki, keep trying, and hope you figure it out for yourself.
  15. I think being able to decapitate people with your bare hands does matter.
  16. Immune to all poisons, most diseases that they'll ever encounter, minor darksight, claws, and a speed boost, in exchange for being slightly more fragile than a human being? That really does not sound right to me, the karma-locked races have lesser benefits than all that. Heck, most of the karma-locked races feel like they have decent strengths but awful weaknesses that kill my interest in playing them, but that's off-topic. As for Vulps, at least give them the Tajs' vulnerability to heat, as negligible a weakness as it is. The two species are probably going to be exactly the same no matter what because nothing makes them biologically distinct from each other. The only drawback I can think of for these three species (considering there's very little "alien" about them) is that their nutriment bars drain at an increased rate due to less developed and nuanced digestive tracts, being mostly carnivorous and thus requiring more food to compensate. Not that I actually know anything about biology and could be completely wrong about how that works, but it's the only thing I got. Of the vanilla races, diona are the only ones who are actually unique aliens and not just a human with claws who can see in the dark.
  17. I think this game is better when it is freeform for the crew, so the idea of giving them objectives to distract them from their jobs/plans or give assistants more reasons to be jackasses is unnecessary. They should be doing the jobs they signed up for anyway, and ordinary crewmembers should be allowed to set their own goals for the round. Even the Station Goals, I think, are pretty dumb and pointless, not to mention repetitive and unrewarding. Leave objectives to antagonists, but if you want more variety, I'd say create more objectives for antagonists to do: steal money, transport sensitive goods, steal lesser items like hardsuits, weapons, ID cards, etc. If you want to be complex about it, you could divide antags between "major" traitors who assassinate and steal high-value items; and "minor" traitors who handle less dangerous matters, like corporate espionage, theft, smuggling, and so on. Then you could set them up proportionately, like if there are 4 major traitors, you could have then 1 or 2 minor traitors, preferably with lesser resources since they wouldn't need the better gear to accomplish their mission. It could be like a difference between Hard Mode and Easy Mode, I suppose, though I'm not sure if players should be given a choice in which to be.
  18. I'm not sure dividing up jobs is going to help in the long run, and I am against more karmajobs, especially when the Magistrate position already exists. I'd rather side with earlier ideas of removing the lawyer/defender titles and let IAA be exclusively IAA. Doing their job well should yield the same results as a lawyer would anyway: ensuring Security is behaving in accordance to Space Law and SOP, but without an overtone of being an obnoxious argumentative "crusader for justice." They are the defenders of the crew but only when Security is overstepping its bounds and abusing the rights of said crew, and any action taken by an IAA in defense of the crew should remain within the bounds of Space Law itself. If they're acting otherwise, arrest and fire them. Or just ahelp it.
  19. Then it wouldn't really be Revolution anymore. Rev's is characterized by being a rolling snowball of chaos and violence. If you take that away, what would be left? A workers' strike?
  20. That's fair, and definitely taking a certain mindset too far. A guy who checks every single memorized nook and cranny of the station just in case he finds a tator or cult there is going too far. Security force-feeding everyone holy water at the merest suspicion of a cult is going too far. Arresting a guy for having a multitool and a gas mask is going too far. And it goes both ways, it's entirely possible for antags to go too far as well, like with the "telecrystal pooling" strategy and other things discussed in this thread. There are no rewards, or real win/lose scenarios. But as antag, I still try to go for the greentext, because I want to prove I can actually accomplish it. I'm better with direction instead of being left to do my own thing. As Security, if antags get greentext, I feel like it's because I didn't perform well enough to notice all the thefts and murders going on nor catch the guys committing them. I do try to worry about keeping the crew safe more than hunting down that one guy running around in the maintenance halls, but that guy tends to pop out of maint and murder people anyway. I don't play either role very much, personally. Security and Antagonist tend to be too stressful for me, for all these discussed reasons. They're the roles where if you screw up even a little bit, you will die and disappoint people.
  21. Vampires are still crew-chomping predators and/or Syndicate agents. Greytiders are jerks, but usually not blood-drinking murderers with an explicit objective to damage the station and harm the crew. Just because they're not obligated to be murderboney doesn't mean they come with kind intentions. And if they did, well, I'd consider that the same thing as a "friendly wizard." In one of my few rounds as security, we actually did brig a vampire after he killed a crewmember. Later on I had to rescue the warden from him using his vampire powers in an attempt to escape the brig, at which point the HoS killed him, and him and the other heads all lambasted us for being dumb enough to brig a vampire. The only reason we brigged that vampire was because he was caught so early we weren't even aware he was a vampire until he busted out the superpowers later in the brig to attack the warden. Vampires come with dangerous stunning abilities by default, containing even a base-level vampire is risky. I'm glad the secvendor has muzzles but there's still risks involved that make them significantly more threatening than a normal human traitor. By the time Security manages to capture one, there's no telling what abilities they may already have until they're demonstrated. I don't want to be the guy who brigs what I think is a low-level vampire until he suddenly mists into the armory. This isn't an argument about "dat sweet red text," it's about the crew's safety, and Security's own safety in dealing with a blood-sucking monster. Plus some antags ARE expected to be killed on discovery, and most vampires are only discovered to be vampires when they're already murdering the crew, which usually leads to a kill-on-sight order even for mortal traitors. If the round is boring and uneventful for most of the crew, I'd sooner say that's the antags' fault for letting it be as such, not Security's for stopping the threat to the station. That's not powergaming, that's their role. They can powergame their role, but you can't fault them for doing their job. But maybe I'm just biased because the vampire rounds I've been involved in always turned out to be bloody crises involving powerplays like Sleeping Carp Vampires. I don't play Security often because I struggle to deal with issues like these, so I don't think I'm well-suited to the role. By this logic, we should be brigging the lings too. And the actual xenomorphs. And wizards, and terror spiders, and the blob. The vampires already work for their competitors, if NT wants vampires they can go hire them themselves and not expect the security force, whom they hire explicitly to protect the crew from these things, to keep these teleporting ultra strong entities under lock and key. And even if the crew is that expendable (which they probably are), the station itself still isn't. Because if it was all really that worthless, there would be no ERTs or evacuation shuttle, they'd just let it burn when a problem came up. It may be a dystopian hyper-capitalist future, but I still don't think NT is as stupid and insane as Weyland-Yutani. Maybe just insane, but not stupidly insane.
  22. I do not believe Nanotrasen considers "may eat its fellow crewmembers" to be an acceptable "workplace disability," regardless of how similar it is to the employee it used to be. And considering my experiences with vampire antags, just because they don't have to murderbone, doesn't mean they won't. They will. They almost always will. Some of them are more dangerous than the changelings even. They eat and brainwash the crew, they have uncontrollable supernatural powers, they kill whoever tries to stop them; I'm really not seeing much of a difference compared to the other bad guys other than a vampire is technically more of a person. I cannot imagine a soulless bureaucratic Nanotrasen pencil-pusher looking at this predator of human beings and deciding "Yes, this is worth keeping on the payroll."
  23. The Colonial Marines server does this, to make Marines more vulnerable to the Xenos. Pulling is essentially the same thing as grabbing, you have to have a free hand and it slows you down. It also encourages the medics to actually use the roller beds, which would be nice to have here if only so that there'd be less ridiculously-long trails of blood criss-crossing the entirety of the station. I do have to agree that being able to pull people all over the station with no penalty is pretty wacky. Especially since I've seen traitors abuse this to use human shields with no slow-down, or create "tag-teams" with other traitors so one can focus on shooting security while the other focuses on running. It's pretty bullshit, I won't lie. And I agree with what imsxz is saying about Rev. Rev encourages Shitcurity on other servers, even when it's not Rev mode, purely out of the rampant paranoia it causes. Security either dies, or goes full deathsquad just to survive. I'd assume most competent security players are too afraid of being bwoinked and banned for harmbatoning a guy a couple of times, there's definitely no way I'd grab a shotgun and start blasting crewmember antags just because they'll probably ahelp it and argue how Shitcurity I am. I mean, I was told you can't execute vampires for being vampires. According to the wiki, a vampire is a corpse possessed by a demon from beyond the void, and executing it is against Space Law? Conversion modes where most of the station can turn into antags is also generally poor for roleplay purposes, another reason I don't think Rev fits well on Paradise. At least cult is subtle for most of the round if they're capable, but shadowlings can really get out of control fast before you even notice the problem. I've seen enough complaints that the server has fallen to the low-RP end of the scale already, something like Rev would reinforce that.
  24. Pretty much this. At least the QM has some psuedo-authority considering the guy who CAN fire his underlings is literally across the hallway from the Cargo Bay. The chain of command does not need to be further complicated; the QM is not a head, he is just a managerial role meant to watch over both the Cargo Techs and the Miners to ensure that the CTs don't waste all the points on pizza and the Miners don't run off and die in the first 15 minutes of the round (or at least inform the HoP when they do so he can hire new ones).
  25. I'm pretty sure you're right. I'm just saying that when everyone always has that hunger bar at a nice full blue, the chef may as well throw himself into his own gibber, because no one is going to pay him any mind anymore. At least the botanists get to play around with drugs and mushrooms when they don't have to grow food.
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