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NoWolfie

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Posts posted by NoWolfie

  1. I really would like to see Constable role. I'm scared to try security, because there is so much to know, the responisiblity is huge, risk of ruining fun for other players is huge, also incompetence will be present, which will annoy veteran sec players. It just seems like too much of stuff to worry about, to the point it's not fun, not even considering antag threats.

    With that role i can be shit while noone expects anything of me which would be amazing to get feel for security department.

    As for hooligans, seems like amazing idea so people can actually do something fun once in a while without being afraid of getting bwoinked

  2. =======WorldGen
    Roguelike dungeons (For places to go in)
    Biomes O Plenty (More biomes)
    Twilight Forest 
    Natura (Berries and stuff)

    =======Industry
    IC2
    Buildcraft
    Mekanism (If machines seem to be too op, disable all the stuff, but leave universal cables turned on)
    Immersive Engineering 
    Forestry (Bees, trees, configurable backpacks)
    Tinkers Construct 

    =======Decorations and aesthetics
    Littletiles (You can make custom furniture and stuff in there, highly optimized)
     

    Spoiler

     


    Hats
    MrCrayfish's Furniture mod or Decocraft (Which looks nicer but RAM heavy)
    Bibliocraft (Decorations and other stuff)
    Chisel (More skins for blocks, allows more fancy, eats up alot of RAM though)
    Tough As Nails but with everything except for seasons removed, so we can have ingame changing seasons, which is fancy

    =======Magic
    Botania (Plant magic)
    Something else, idk i don't do magic

    =======Food
    SpiceOfLife (So we will be forced to eat different stuff each time since we got harvestcraft)
    Pam's harvestcraft
    Applecore (Shows nutrition values on foods and on gui)

    =======QoL
    Better Builder's Wands (Quicker building dirthouses)
    WAILA (Shows information about blocks/mobs/luqids you're looking at)
    Minemenu (Nice customizable radial menu which will be useful for amount of mods there will be in this pack)
    Backpack mod
    NEI (Is a must)
    Chest transporter (Move chests)

    =======Misc
    Bloodmoon (For extra *scream)
    Morpheus (Vote sleeping or something)
    Archimedes' Ships
    Ironchest (Storage)
    Openblocks (Adds bunch of random stuff)
    Extrautils (Adds bunch of random stuff)

    =======Optimization
    Betterfps (optimization)
    Optifine (more optimization)
    Fastcraft (even more optimization)
    Inventory Tweaks
    No more recipe confilct(Because alot of mods)

  3. Uhhh, i didn't know that this topic would get so much attention, and since i'm posting here for first time, i'm not sure what to do with this suggestion next. Wait for maintainer's attention, or admin attention? Or both?

    Scared and confused. I mean, if i could code, i'd try making something already, but since i can't, my efficiency ends here, on an idea, i'm afraid. Hoping someone will notice this thread after a while *shrugs

  4. 14 hours ago, MarsMond said:

    There also would be the problem of the radio, if you would need to see an ID to link the voice to a person

    You don't need to see id to link the voice to a person, characters already start with knowledge of their role, and since people talking in radio are identified by their id, same rules apply. So if that somebody was screaming as cargo tech, QM and other tech could see that this is "unknown as cargo tech", others would hear stolen tech's voice. If that guy was actually cargo tech, then it would sound just like it sounds now.
    In examples i pointed out people seeing ids, as to select whether person would see who masked as somebody else, or just unknown (meaning no id equipped at all)
    As about masked, id-less assistants, maybe radio would still print their job if said assistant isn't using syndicate voice changer? Not sure how to fix this to be honest, suggestions are always welcome.

    14 hours ago, MarsMond said:

    One problem i would have with that, is that it mechanically enforces your characters knowledge. We do have people who are in relationships with others on the station, and suddenly, you can't seem to connect their voice to them because they are in another department?

    Could we add few entries in character's creation menu for exceptions?
    Two people writing in fields of their own character name of other character and at some point in time, there would be check whether these two characters in each other lists, if true, they are adding each others to list of known voices.

    So Player1 with character named Bill who would be medical doctor, writes in field "Andrew"
    Player2 with character called Andrew who will be civillian, writes in field "Bill"
    At some point in time (first time hearing each other?), game checks for matching names in character's "memories" and adds them to exception list.
    Then:
    Bill has knowledge of Medbay personnel + Andrew
    Andrew has no knowledge of voices (since is civillian) besides for Bill

    Also there should be a limit of entries in this list to avoid abusing system by putting too much of people into the list. Maybe 1 permanent entry and about 6 entires but only 3 random of them getting added to list in beginning of each round? For left out people, include rp reasons such as "Sounding different today", "Been a while", "My audio receiving module is glitching today", etc.

  5. 16 hours ago, Thamuel said:

    Additionally, I think the HoP shouldn't be able to know all civilians as that seems quite powerful and unrealistic while the janitor knowing everyone's voice is also overly powerful.

    8 hours ago, Pckables said:

    I'm on the fence about the Janitors knowing all the voices of the crew. I've seen enough Janitors go validhunting with beartraps already, I'd rather not give them anymore fuel.

    Its still a concept, we could go without Janitors knowing all the voices just fine, i guess someone may want to balance that aspect out.

    8 hours ago, Pckables said:

    The issue I see with this is coding. How is familiarity determined?
    Say we have 3 engineers at round start, obviously they are familiar with each other and recognize their voices. What about Engineer #4 that comes on the shuttle later? What if then we get Engineer #5 who job transferred from Cargo?
    Is familiarity coded into the players when they enter the game? What's the deciding factor?

    I believe there is variable for each character of their occupaton from their arrival on station, i guess it could be referred to that.
    Since Engineer #4 would be late to shift, he already knows people from his department and will know their voices, while they will know his voice as well.
    Engineer #5 will have knowledge of voices same as cargo technician.

    We could go without VRD at all, i thought of it just to balance out the new sneaking abilities, maybe just give one only to HOS and one to detective?

  6.          I always found it kind of strange of how every person on the ship knows voice and face of every other crewmember. While fixing it completely seems impossible to implement properly, i suggest changing how people hear masked crewmembers with stolen ids.

    In next examples let's us X as original identity, Y as stolen identity

    ========
    Example1:
    Scientist stole engineer's id and is now walking around masked. He speaks something, every person sees his phrase as "X as Y says:", even assistant which just arrived on station and never seen or heard neither X or Y guy. Scientist gets in trouble.
    How i see it work with new system:
    Scientist stole engineer's id and is now walking around masked. He walks into a bar in with bunch of people sitting there, doing bar stuff. Scientist orders drink and since nobody in a bar neither is from science or engineering departments, they see his phrase as "Y says:" If there was another scientist in bar, he would see impersonator's speech as "X as Y says:" since he remembers the voice and is able to see stolen id.
    ========
    Example2: Guy from engineering is a syndicate agent with QM assasination mission. He steals identity of cargo technician, and moves into a room with another technician and CE which is there for paperwork/ordering BSE parts/etc. Syndicate agent asks that cargo technician about location of QM, and both CE and that cargo tech percieve that guy differently.
    Since Y works in cargo, cargo technician knows how people in his department sound like, and he hears agent as "Unknown as Y says:"
    CE knows his people, and sees stolen id, which agent is wearing and recognizes him by voice and hears him as "X as Y says:"
    ========
            So with new system, how you hear masked person changes depending if you are:
    In same department as impersonator, you will hear "X as Y says:" since you remember voice of your colleagues, and see his id, you understand who is it.
    In same department as impersonator's target, you will hear "Unknown as Y says:" since you remember voice of your colleagues, and you understand that this is someone else using your colleague's id.
    Security with voice recognition device (from now on VRD) in your pocket , device will constantly correlate speakers's voices around you to their equipped id's data. If inconsistencies are found, device begins to *beep*.
    Neither in same department as X or Y, you will hear impersonator as "Y says:"

    Implying that arriving people are late for work, this system should work on them as well.
    ========
    Then:
    Captains would know voice of every head of department, voice of NT rep, their blueshield

    Heads would know voices of each others plus NT rep and blueshield.
    Heads would know voices of people in their departments.
    HOP would know voices of every civillian role plus people from service department

    Since janitors are silent eyes of station, they would know voices of every crewmember on station.
    Same applies to mime.
    Chief knows voice of IAA.

    Everyone would know annoying voice of clown.
    Everyone knows voice of their department's head as well as captain's voice.

    Noone except for HOP will recognize voices of civillians, making sneaking easier for them for drawback of having no access, and not knowing any voices.
    Civillians don't know any voices beside for captain's and hop's (maybe add bartender to this list)
    ========
    About VRD(voice recognition device) i mentioned earlier:
    In order for security forces to be still a threat for impersonators, i want them to have some kind of device, simular to universal voice recorder in size and design, but different by function.
    What it does is it will constantly record samples of people speaking around device owner, correlate voice to id card equipped, and if there is something wrong it will *beep* loudly. 
    (Maybe add function of adding problematic sample to little storage, which will be shown during transcript print with fluff information from id card and problematic statement itself, but i think that would be op, since it will make stolen id unusable, due to security knowing that it've been stolen.)
    EMP's will break VRD's completely, making them always ignore problematic speakers, and beep randomly anytime someone talks around it.
     
    I imagine detective having one as well, which will have its own skin, and will work against syndicate voice changers too.
    In turn, syndicate voice changers won't trigger usual VRD's, and will get ability to chameleon into different types of masks, and for badassery, change into blood-red cigar.
    ========
    I hope i won't screw up images.

    Ex1.png

    Ex2.png

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