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Biffthegreat

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Posts posted by Biffthegreat

  1. Mimes who use paper.....

    5 hours ago, JovanM said:

    (for example, how do you mime to a Bartender that you would like a Gargle Blaster cocktail, but it is easy to draw it).

    Hushie points to the drinks dispenser and holds up two fingers, and then reverts to one,

    Hushie holds up his hand as though holding a bottle and slowly unscrews the lid, pouring some into the lid

    Hushie tips the lid back and swirls the liquid around in his mouth and appears to be spitting it out

    Hushie holds up his second finger slowly pointing at the drinks machine

    Hushie draws and invisible gun, firing it a number of times at the drinks dispenser

     

    (if they still don't get it)

     

    Hushie sighs deeply and holds up both hands

    In his right hand Hushie forms a backwards G and in his left he forms a B

    Hushie flaps one arm and silently clucks to himself whilst pulling on an invisible tail

     

    Mimes are supposed to mime - they aren't mute but have made a dedicated choice to focus on their craft - miming and performing. Drawing is not much better than talking and (unless it is an emergency) a mime should not draw. 

     

    • Like 1
    • Thanks 2
  2. Automatically restricting access to maint on red might be problematic.

    Sure, SOP says people should stay in department - but that is just standard operating procedure.

    There are many code-red situations where maint access is useful to the station and its crew. For example:

    Blob - where crew can use maint to get to it.

    Spiders - where crew can use maint to get away from them.

    Nuke ops - if a bomb goes off in (say) medbay, maint allows crew to escape.

     

    Surely in an emergency more access would be available - so you can escape danger. The problem is that this is a game and sometimes shitty people want their characters to "get into danger" so they can be cult or thrall.

     

    And yet, where it is problematic (Cult/Shadowling) with people almost self-antagging can be solved by decent security or command leadership; either sweeping maint in pairs, making proper use of stop & search or asking AI to bolt down sections.

     

    Limiting maint access would severely hamper antags - especially clings/vampires. Could experienced players get around this using eva/gateway/outposts etc - of course. But it would limit the experience for inexperienced antags. It would also make sling/cult laughably easy to stop. 

  3. Unlucky.

     

    I was the blueshield there, you did get quite unlucky because I was just chilling out on the bridge and CE was pretty terrible (no engine at 1 h 45 mins) and hadn't bothered to get a death alarm and was a nightmare to track down, part of me didn't even really want to find him to be frank. 

    So went down to engineering to find CE checking every locker (its a chore to search for bodies properly) and wow, he was lying dead right in the open next to storage, not even hidden in a locker or anything.

    I did an autopsy on him - nothing. I remember "pellet" being the main cause of death... Revived him and he shopped you specifically, although he seemed to think the holoparasite was a cyborg? Guess he did at least one thing right. 

     

    Next time take the head, they can be stored in toilets (crowbar), disposal chute's(disabled) or your bag till you can cremate it. Chainsaw hand will remove heads if applied repeatedly.

  4. The problem here is the lack of distinction between Kidan and these mothbeasts.

     

    In the PR the closing comment best summed it up with two key points: (1) it is little more than a resprite and (2) there is no subspecies system within the game currently.

     

    The problem is that it is little more than a resprite and it does not make sense. For me two additional gameplay problems appear:

     

    (A) Why should a moth receive less brute damage? This makes no sense - if anything, moths (like vox) should receive more brute damage.

    (B) Why should the sharp modifier be applied to the attacks of a moth? 

     

    Intuitively, some of the burn negatives should be carried over too, which isn't the case for Kidan in general.

     

    Not to mention the "flying in zero G provided atmos" would be borderline impossible to implement due to various pressures and so on and so on. If such a mothbeast were to become a thing - even sharing Kidan heritage and the :4 language, perhaps the wings should be purely aesthetic - at least until a reasonable method of implementation is suggested.

     

    I like other species, but this one seems bogus. If it was watered down to be a visual overhaul with some transplants of brute weakness/ fire weakness which already exist I can see it working and being a good Karma sink whilst retaining the :4 language then why not, but I see little reason effort should be thrown this way and don't understand how this would be a good idea. 

     

    Must be instant killed by pest spray and suffer reverse magnititis to all lights at all times. 

    • Like 1
  5. 1 hour ago, Fursamie said:

    My point was that because of the lenience on whether you could, say, kill that AFK warden coming to check on you and hold the station hostage while you arm up on the Armoury or not leads to confusion. “Is this too far” would be a question players ask when PM’d by admins on their antaggy behavior. There is no clear answer. One may think it’s ridiculous and the other may think nothing was wrong /because/ of the leeway given on a Convict’s antaggy behavior.

    But Convicts - who DO have IC justification will beg to differ, as most (if not all) would believe that they’re special BECAUSE they have IC justification.

    As far as I understand it...

    Killing anyone SSD/AFK would be against the rules.

    Killing the warden as a perma prisoner (unless an antag) would be against the rules.

    Slipping the warden, stealing their ID and escaping wouldn't be. 

     

    Consider the following (possible) convicts:

    Convicted for distributing pacifist literature

    Convicted for running black market sales of soap

    Convicted for stealing station equipment

    Convicted for industrial espionage

     

    None of these would have an IC justification for any violence beyond slipping the warden and running off. Perhaps tazing/cuffing them. They would have no more IC reason to commit violence than any other member of crew who is brigged/permad, and if the role cost a reasonable amount of Karma, people wouldn't abuse it (twice).

     

  6. Nuke op. 

    War was declared.

    Got the usual, chainsaw, sarin grenades, implants, shielded suit and emps.

    BUT someone set up the teleporter.

    Now because I wasn't going through space and teleported in with the others I wasn't paying attention to internals like you normally do with airlocks and stuff, you know, motor memory etc. Normally internals are on because space and stuff, never forgot that, but, teleported in and didn't turn them on.

    Sarin grenades.

    Sarin.

    Dead.

    • clown 1
  7. I don't see how people would take this and be "antaggy" about it because the rules still apply to them just as they do to other roles.

    Just because someone's a convict doesn't mean they turn into a bloodthirsty killer if they break out. 

     

    What I'd like to see is this role being used early/mid-round as an event. You know how we get ERT shuttles, why can't we get a shuttle full of convicts (for some nonsense reason) to bring dead people back into a round. That would give the chance to test out how terrible or funny convicts are without having to do the heavy lifting in terms of altering code and before asking people to spend karma (not that it is hard to get) on them.

     

    Also, 5 karma is far too little for a role which might attract shittiness, that's like one or two good rounds. Something like 20 or so isn't hard to get but would be enough to make people not want to have wasted on a jobban. 

  8. Better as an event on a busy shift.

    That way all you need is an order from Central to "fill these roles" rather than any coding or serious labour in implementing. 

     

    I was going to say that it would make a good station goal, but it would be too hard to check and there is the problem Aletmange raised about  that "it would cause (antag target) crew to be unreachable.

     

    As an event special antags could be installed manually with any number of made up taskssuch as "installing syndicate radios to listen in to the gateway base" or "plant a syndicate teleport beacon on the base (for nuke ops to tele in through)" and so on and so on. 

    Or if we are bored of syndicates, splat some wizards down in there, or better yet... MORPHS!!!

    It could also make sure an appropriate gateway target was set - spiders being most funny.

  9. A list of (most) weapons &  their damages:

     

    I died in the gateway so I thought I'd do this. Did you ever wonder which was better in combat - a spade or a shovel. Well one is better at range, the other at melee.

    Below an almost complete list of weapons for those who care. 

     

    LISTED BY Name - Melee Damage - Ranged Damage - Modifiers
     

    Misc

    Ashtray 0, 3

    Ashtray – Bronze, 0, 10

    Ashtray – Glass, 0, 6

    Baseball Bat 10, 12, Knockback

    Buckler 10, 5 (30% block)

    Cardboard Tube 1, 1

    Cane, 5, 7

    Candy sword, 15, 10

    Cash: 1 

    Cigarette: 4 burn

    Chainsaw (Diy): 13, 13, Engaged - 21 Sharp

    Classic Baton, 12

    Claymore - 40, 10, sharp 50 block

    Extinguisher: 10, 10 

    Extinguisher - Mini: 3, 2

    Flamethrower: 3, 10

    Garrote: 2-3 Oxy plus stun/silence

    Glass Shard, 5, 10

    Guitar / eguitar, 10

    Harpoon 20, 15, sharp

    Harmonica, 5

    Holosign Projecter: 5/7

    Icepick, 15, 10

    Katana - 40, 10 sharp 50 block

    Lighter, 5 Burn, 4 Brute

    Light , 3, 5

    Match, 3, 0 Burn

    Phone, 3, 2

    Picket Sign, 5

    Plasma Shard, 8, 15

    Pneumatic Cannon, 5

    Soaps, 0,0 cleanspeed 50. Homemade cleanspeed 45, Delux 40, Syndi 10.

    Stool, 10, 10

    Spear, 10, 20, Wielded - 18

    Stunprod, 3, 5

    Tank 5, 10

    Toolbox, 10, 10

    Whetstone, add 4 damage to sharp. Capped at 30.

    Wirerod 9, 10

    Violin, 10

    Antags

    Alien

    Claws: 15 

    Blob

    Blob Spore 2/4 melee dmg (lower/upper body)

    Blob Zombie 10/15

    Blobbernaut 20/20 + 60 ox

    Cult

    Cultblade 30/10 sharp

    Morph

    Basic attack 20

    Slaughter Demon

    Basic attack 30

    Wizard

    Broom, 3, 5

    Scrying Orb, 7, 15

    Staff: 3, 5

    Veil Render 15, 10

    Syndicate

    Artistic Toolbox, 5, 10, gains 4+4 per kill. Will heal owner. 

    Batterer, 0, 5

    Bee Briefcase: 10 

    Chainsaw 15, 15, Wielded - 40. 35 Arm pen. Sharp. Knockdown.

    Chameleon Projector, 0, 5

    Energy Shield, 3, 3, (50% block for melee, bullets and lazer. 30% block for bombs.  0% energy/bio/rad)

    Energy Sword. 3, 3, 30 weilded  (50% blockchance) sharp

    Energy Sword - Dual, 3, 5, 34 wielded (75% block) sharp

    Powerfist, 12, 10 (variable settings)

    Powersink, 0,5

    Radiation Lazer, 3, 3 (Irradiates / Paralyses after a few seconds)

    Safety Scissors, 18 (special attack with help intent, 18 brute 30 oxy)

    Sleeping Carp, wrist wrench +5 & stun

    Sleeping Carp, back kick weaken

    Sleeping Carp, stomach kick, losebreath, stun

    Sleeping Carp, head kick, 20+stun

    Sleeping Carp, elbow drop, 50

    Throwing Star 2, 20, sharp 100% Embed

    Toolbox - Syndicate 15, 18 silent

    Job Equipment

    Barber

    Scissors, 5 sharp

    Botany

    Cultivator 5, 7

    Hatchet 12, 15

    Scythe 13, 5 – 20armour pen

    Captain

    Chain of Command, 10, 7

    Rapier, 15, 10, 50% block, 75% penetration, sharp

    Cargo/Mining

    Mineral sheet 5, 5

    Pickaxe, 15, 10 improved pickaxes such as Jackhammer or diamond axe are no different

    Shovel, 8, 4

    Spade, 5, 7

    Vending Restock Unit: 7, 10

    Chaplain Weapons

    Null Rod: 15, 10

    Godhand: 15, 0 burn (No disarm)

    Staff: 5, 5 50 blockchance

    Claymore & other swords: 15,10 sharp, 30 blockchance

    Scythe, 15, 10, sharp, 35 penetration

    Hammer, 15, 10

    Chainsaw Hand, 15, 0 sharp (no disarm)

    Clown knife, 15, 10, sharp, honks

    Whip, 15, 10

    Fedora, 0, 20

    Armblade, 15, 0 sharp (no disarm)

    Carp, 13

    Bostaff, 13, 13 40 blockchance

    Pitchfork 10, 15, Sharp

    Rosary, 0, 0, Prays (25% chance of heal 5 oxy, 5 tox, 5 brute, 5 fire) Nullifies vampire abilities

    Salt, 0, 0, Calls ghosts

    Bread, 0, 0 Silences

    Chef

    Butcher Cleaver, 15, 8 sharp

    Carrot Shiv, 8, 12

    Kitchen Utensil (fork, spoon, spork etc.) , 5, 0 (n.b., fork can eyestab)

    Knife 10, 10, sharp

    Meat Cleaver 25, 15

    Mould, 5, 5

    Rolling Pin, 8, 10

    Clown 

    Bikehorn 0, 3

    Engineering

    Crowbar, 5, 7

    Crowbar - red, 8

    Crowbar - Large, 12

    Crowbar - Cyborg - 10

    Crowbar - Power - 15 (has unique suicide)

    Rods 9-10

    Fireaxe, 5, 15, 24 when weilded

    Multitool, 5, 0

    Rcd 10, 10

    Screwdriver, 5, 5, Can eyestab

    Tile, 10 thrown

    Tile, Plastasteel, 6, 10

    Tile, light, 3, 5

    Welding tool 3, 5, 15 burn when engaged. 

    Wirecutters: 6 sharp

    Wrench, 5, 7

    IAA/Magistrate

    Briefcase, 8

    Gavel: 5, 6 

    Gavelblock: 2, 2 

    Tape Recorder, 2, 0

    Tape, 1, 0

    Janitor

    Bear trap, 0, 0, Trap damage 20

    Mop, 3, 5 (flammable)

    Mop - Advanced, 6, 8

    Medical

    Defib, 5, 6 

    Health Analyser 0, 3

    Mass Spectrometer, 0, 5

    Nanotrasen Representative

    Fancy Cane, 12 knockdown

    Security

    Bola, 0, 0, Weaken, Legcuffs

    Combat Knife, 20, 20

    Handcuffs 0,3

    Krav Maga – Legsweep 5 knockdown increased by harm intent 10-15 depending on state

    Krav Maga – Throat punch 10 Oxy increased by harm intent 10-15 depending on state

    Krav Maga – Neck Chop 5 silence increased by harm intent 10-15depending on state

    Tele baton, (extended), 10 knockdown

    Tele Shield, 3,3 (50% block for melee, bullets and lazer. 30% block for bombs.  0% energy/bio/rad)

    Riot Shield, 10, 5 (50% block for melee, bullets and lazer. 30% block for bombs.  0% energy/bio/rad)

    Seclite, 9

    Stun Baton 10, 7 stuns when powered

    Surgery

    Bone Setter, 8, 9

    Circular Saw, 15, 9 sharp

    Scalpel 10, 5 sharp

    Robotics

    These all have specific defensive stats and abilities not here listed

    Mecha 5, 0 modifiable

    Mecha, combat, 30, 0

    Mecha, durand, 40, 0

    Mecha, maurader, 45, 0

    Mecha, phason, 15, 0

    Drill (Mecha), 15, 0

    Clamp (Mecha), 20, 0

    Missile, 15 plus modifiers



     

    • Like 2
    • Thanks 1
  10. 4 hours ago, necaladun said:

    Even a tiny number of traitors would really mix this up. (Blob could do with that too, but that's for another time...). 

     

    This is 100% correct. 

    Having a small number 1-3 of traitors or other threats would spice up "Terror Spiders" as well as all the other messy game plays we have at the moment such as Blob or Nuke ops".

     

    Not only would it defuse trashy play such as giving everyone all access and throwing weapons out there it would give the few other antags opportunities whilst other crew were distracted and make sure departments still have to function at some level.

    • Like 2
  11. Be aware of race abilities and weaknesses:

     

    Instant - kill. 

    Diona: Weedkiller pretty much instantly kills Diona. (This is also why Diona sec is vulnerable because of the free weed-killer in perma)

    IPC take 50% more burn and brute damage and can be instant killed with EMP. EMP is almost always worth getting as a tator/changeling because of this. 

     

    Mild

    Vulps hate being flashed, it can blind them. 

    Vox take 20% more brute damage. Vox can also be killed with EMP. 

    Grey can be hurt mildly with water. 

    Drask and Tajara are hurt more by heat. 

    Unathi are vulnerable to cold.

    Skrell can't handle alcohol well. 

     

  12. You use talisman of stunning and preferably teleport the victim to somewhere safe where you can convert them. Off station is ideal. You make more talismans with the rune of binding. Lots more, and teleport too.

    Always hide your runes early on. Use concealment so they cannot be found. Hiding a rune under a table is not hiding it!

    The mime cannot call for help and is often a first easy catch. You can often persuade others to follow you to maint, or another place and then stun/teleport them. Incapacitated people (surgery is classic) are also free catches.

    You can hide talismans in clipboards (cover with normal paper) or folders. You can put arcane tomes in internals box or better a hazard vest. its not ideal, but it might fool 50% of officers.

    Deleting records so your blood can't be traced is great if you can do it. 

    Communication is key.

    I don't play engineering roles but I'm sure they could use vacuums effectively to knock people out or convert them. 

    Biggest problem I had last time I was a starter cultist was I became a fat cultie and couldn't wear my flagellents armour and this really slowed down teleporting people off station to convert. I ate too many donks when I was making talismans. Teaming up with 1 knowledgeable cultie is your best bet. Communicate!

  13. Problem with RP / non engineering objectives:

    Quote

    All current station goals can be completed on station, they do not require admin to do anything from what I know and provide something in return.

    The problem with non-engineering/science objectives is confirming whether or not they have been completed without admin checking. I.e., it can be automatically checked if they have been completed. This means that RP based objectives or ones which involve no specific construction can't easily be checked.

     

    Solution?

    Have it so command can call in a station inspector (like an ERT) to come and check that it has been completed. They can come on the ERT shuttle, observe whatever has been completed or done, read the reports / pictures and then head back to the ERT base. They can then press a button on a new computer back where they came from at ERT base  to confirm objectives complete. This way no admin involvement is required as it can be confirmed/denied in-character and it would give an extra role (or multiple roles) for those who have died to get back into the game.

    That way we could have silly non-engineering objectives. Some ideas:

    Possible objectives:

    (1) Put on a play to raise morale (HoP responsibility)

    (2) Organise a fun fair for tourists (Clown/Chef/Bar responsibility)

    (3) Build and populate a biodome (Biology/Engineering responsibility)

    (4) Establish a successful colony (Everyone's responsibility)

    (5) Implement a rehabilitation program and successfully rehabilitate three offenders (Security/HoP/Magistrate/HoD responsibility)

    (6) Hold a full station trial with jury (Security/HoP/Magistrate/Journalist responsibility)

    (7) Run an apprenticeship program in all departments so each has to hire and train a cadet in a new role (Everyone's responsibility)

    (8) Install toilets in each department (Shitty objective)

    (9) Replace Cloning with a pod-person programme (Botany/Genetics etc.)

    (10) Ensure the station is spotless and without any mess (impossible objective)

     

    Having inspectors would open the station up to bribes, or worse - what would happen if an EOC got one? Oh no!

    • Like 3
  14. 17 minutes ago, Mitchs98 said:

    I've had a few good experiences RPing with a morph. But I mean. 9/10 the morph doesn't RP and just runs around eating everyone they can. It's not really fun at all. They're kinda like a less powerful blood demon in regards to storing corpses forever.

    Not really that fun to play with unless the Morph does more than nom everything.

    Perhaps that is a problem with the rarity of a morph. People don't know what to do and then get violent.

     

    I've tried to "talk down" violent morphs before and persuade them not to just nom people but with little success.

     

    Having a survive/replicate objective like a borer might assuage that, I just think as an already implemented and coded "antag" there are loads of ways, from stealth to RP to violent that a morph could "win?" that I'd like to see a few more or it to become at least as common as borers.

     

    However - I don't see how the worst morph (i.e., NOM EVERYONE) is any worse than the best Blob (i.e., NOM EVERYONE). I think its more promising as a semi-antag.

     

  15. image.png.94dac7320ba50a5cc706555a18f8d055.png

     

    Morphs should be more common. They are more RP intensive than blob, swarmer, revenant. Reasoning:

     

    1 - Players do not often encounter morphs, many regulars have never seen one.

    2 - They are unique in their playstyle with ventcrawling and ability/motivation to engage crew.

    3 - They do not need to be violent or particularly antagonistic. They can be like borers in this regard.

    4 - They are unlikely to mess with players rounds and are a much more RP / Engaging role to play than other options for players removed from the round.

    5 - Who doesn't love a morph.

     

     

    Morph is most amusing quasi-antag.

     

     

    • Like 1
  16. 1 hour ago, Chronarch said:

    Quiddity: If taken literally, the definition is the "Whatness" of an object, or its essence

     

    A lovely word, meaning whatness but it isn't really the essence proper, that would be the haecceity. 

    A favourite word of mine would be pulchritudinous meaning splendidly dressed.  History buffs will approve of the etymology of pulchritudinous, after a very well dressed chap in the Roman period.

    • Like 1
  17. He wanted some paperwork for an application form, was very specific its not how I would have done it necessarily. He gave all the tabs.

    So I just posted it here for him.

     

    Apologies that it is a bit weird/spammy.

     

    I couldn't paper-work out a better way of giving him the form.

  18. I was asked to make a specific piece of paperwork. here it is. 

    [logo]



    [large]Application Form[/large]

    [small]Please complete this form in black ink[/small]

    Full Name: [field] 

    Sector: [field]
    Planet/Station: [field]
    City/Department: [field]
    Present Address: [field]
    Mailbox Number: [field]

    Species: [field]

    Age: [field]

    Gender: [field]

    Are you a citizen? If yes, what is your rank and branch
    of service?: [field]

    Current Employment: [field]

    Professional Qualifications: [field]

    Professional Skills: [field]

    Reason for Application: [field]

    Do you have any criminal convictions: [field]

    If you have answered yes to the above, please list your
    convictions: [field]

    [small]I declare that the information on this application
    form and any supplementary material I may have enclosed
    is to the best of my knowledge, accurate and true.
    [/small]

    Signature: [field]
     

  19. Sad to see this divide into two camps: "Do it yourself" VS "Put it as literal character objectives"

     

    Surely there is a compromise?

     

    Perhaps this could be an opportunity for the HoP?

     

    If the Civilian or Assistant is not able to think of their own task the HoP should assign something to them.

     

    Perhaps there could be a list of tasks (a book even) in the HoP office with tasks to do.

    (I am here inspired by my workplace which has a "to-do-list-book")

     

    If there was a book in HoP office assistants/civilians/buisnessmen could ask the Hop for a task.

    OR better yet - a vacancies waiting room (that useless one above HoP) with books or leaflets on various kinds of tasks available.

     

    Example tasks could include:

     

    Repair the old bar

    Provide the Chef with a Sushi Aquarium

    Repair the Diner

    Set up your own shop filtering disposal-ed rubbish and re-selling it

    Build a performance area / boxing ring in the bar

    Work as a fire warden and ensure all extinguishers are in place

    Start a DnD group

    Start a cards group

    Work as a medbay porter removing SSD characters and keeping the place tidy

    Visit prisoners and tell them about life on the outside to help their rehabilitation

    Open a private surgery in the abandoned surgery

    Build a lounge at escape for departing crew and stock it with drinks

    Assist the chef in keeping the kitchen clean

    Build a zoo with monkeys, wolps and the odd vox at escape

    Help the kitchen by using the food cart to deliver snacks across the station

    Help the chaplain by ensuring every department and especially every prison cell has a Bible/Holy Text

    Organize a blood donation drive for charity (medbay)

     

    etc etc.

     

    This would mean 

    1 - Tasks would be available to those who are not creative or who might just not think of something (lets be honest, sometimes we don't feel too creative)

    2 - HoP could be inventive in assigning non-critical tasks

     

    And it does nothing for those who:

    3 - come up with their own tasks - Just ask the HoP (if needed) for any (non ridiculous) access

     

    As an added bonus (for tator tots)

    4 - This would allow RP ways of completing tator objectives. Chef-killing Sushi-suppliers. Blood-driving vampires. Cmo mugging hospital porters. And so on.

     

    And a double bonus:

    5 - It would allow those who suggest new roles to "try it out".

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