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Corocan

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Posts posted by Corocan

  1. 2 minutes ago, Fursamie said:

    An AI in the traditional sense wouldn't really care.

    I'd argue it's the only thing they'd care about. From just about every lawset, pretty much any type of antag works against that. Crewsimov? They're pretty much the only people on the station that cause crew harm. Corporate? They're pretty much the only people on the station that'll sabotage the ship, steal/damage valuable equipment, or cause crew to have to be replaced. The other lawsets are fairly obvious in terms of their relationship with antags (usually).

    5 minutes ago, Fursamie said:

    Science, from what I have learned, should not be giving out AEGs or anything of the sort just for extra security. If maybe two or one were chucked into the secure armoury, that's fine. But giving them to officers for patrol? They would win almost any kind of fight- not to mention it's recharging.

    So this is debatable because like I previously mentioned, every department gets upgrades. The thing about AEGs, though, is that they're locked behind a box that only the Warden or HoS should be opening. Since AEGs fall under the 'Laser or Energy gun' rule, they're not to be distributed unless it's blue or red, which would infer there's an active threat on the station and completely justify the use of AEGs.

    As far as 'win almost any kind of fight', I don't think that's accurate because the AEG doesn't lend you a massive advantage. It's mostly a convenience thing because the HoS could arm security with their tasers and their laser rifles as two separate weapons OR just make them all one for ease of access. The recharge factor is actually so slow that most "robust" security officers carry two AEGs because the power draw on the AEG is so massive that usually you'll blow through your entire cell at least once before a firefight is over.

    14 minutes ago, Fursamie said:

    It indeed is Antag vs Player and a lot of antags have the "win" mentality but that doesn't mean security is justified to have it as well.

    But you seldom hear about people complaining that "these antags only play to win". In fact, if you see antags playing with a "play to win" mentality (ie powergaming, which for the record, I think is a dumb concept), most of the time you'll actually hear people praising how "robust" they are. Majority of the time though, the post game frustrations with security are more often just antags who had their round cut short because a security officer managed to outplay them. You'll hear security officers ring a similar tune after having their rounds cut short by an antag. It goes both ways.

    21 minutes ago, Fursamie said:

    Too many people make the mistake of treating their life in this game as it is IRL - if you die, it means you will never come back. No, there is cloning, ERTs, player controlled pets, mice and just loads more of stuff.

    So generally when you die as security, your gear gets stripped off your body and your body gets spaced. If you didn't prescan, sorry, you're done. ERT turnout is usually abysmal, if it even gets called. Player controlled pets are dependent upon whether there's a functional xenobio. I have no idea who actually enjoys playing mice save for the vore fetishist that rushes to the nearest Unathi (jokes). Regardless, the point is, there's a natural disappointment when you die, whether it's security, antag, or just regular crew. That disappointment of death is what makes the satisfaction of success actually enjoyable. It's a natural part of the game that is unavoidable and, honestly, to desire it otherwise is too idealistic.

    29 minutes ago, Fursamie said:

    Killed by an antag on an ebow shotgun double esword combo rampage? Not cool. Killed because you witnessed them hiding a body? Fine. Getting confined in one of the most mundane areas of security and the station as a whole because someone decided to add extra airlocks near permabrig and got caught because of it? Not fun.

    And this is the crux of the problem. Sometimes only one party gets to have fun. You can't have a situation where both parties have fun all the time. It's just too idealistic. Especially on a server with 80+ people sometimes. You lose some, you win some. Since you make the point of how the antag with an ebow, shotgun, double esword combo isn't very intuitive and powergamey, I'd argue that emag rushing perma could also be considered unintuitive and powergamery. Making additional airlocks, however, is smart and punishes unimaginative actions.

    Additionally, since you suggested some alternatives to dealing with death, if entered into permabrig, you could: request exile, request borging, request execution, or plan ahead to escape permabrig (which could be fun as well).

    • Like 1
  2. 1 hour ago, Fursamie said:

    Validhunting AIs are the bane of my existence and whenever I confront one as an antag I just want to fucking smash a hole in my computer/NES/iPad/Nintendo switch. They get a pass if they're RoboCop and a frown of dissatisfaction if theyre corporate. Any other laws besides tator/overtaken/shitter laws are a total no in my book. They are omnipresent basically and can track you like a rabid dog. These guys seem to ignore every other channel but security..

    Debatable whether or not AI can really be 'validhunters' in the traditional sense. I don't see any problem with the AI giving security assistance as long as they remain within their lawset (eg, not shocking doors if crewsimov). There's plenty of ways around AI no matter what antag you are. As an antag, you just have to decide if you're going to naturally outsmart the AI or if you're going to get the appropriate abilities/equipment to get around them.

    1 hour ago, Fursamie said:

    Now, I'm not talking about your average decent security officer who tries to do his job - I'm talking about Mr. HeyChaplainGetUsTankzOfHolyWaterJustInCase, Mrs. ScientistsMassProduceAEGSForUsJustInCase and we can't forget Professor EngineersPleaseReinforceSecurityMaintAndEntrancesJustInCase. All actual things said by actual fucking players. These people are not looking to make sure everyone including themselves have fun. They have a "win" mentality. They have to beat "them ANTAGS." Not fun at parties for sure.

    So the holy water one is weird and I don't like it but I don't generally see a lot of Wardens/HoS request a tank unless there's some at least half-decent evidence of those kinds of antags being on the station. As for the other points (AEG and Reinforcing), science is always upgrading other departments completely regardless of demand (machine upgrades, giving powertools to engineering, giving medical IMS's, giving chemistry bluespace beakers, etc.). Engineering is pretty much given free reign to make alterations to the station as they deem appropriate, cameras being a big one.

    And at the end of the day, Antag is a player-versus-player dimension of the game. That's the fun of it. I can imagine it'd be considerably less fun if you were given objectives with no real formidable opposition. And in speaking of 'having a win' mentality, most antags tend to have the same exact mentality. If I play in the security department, I'm going to take every advantage I can get because, odds are, if I die, that's the end of my round. Whereas with antags, security tends to have to exercise more restraint and antags are generally given multiple opportunities to bounce back in the event they're outmatched (eg, breaking out of permabrig, breaking out processing, misting, shadow walking, combat stims, screetching, etc.) and not to mention the right-to-lethal guidelines security has to follow.

    1 hour ago, Fursamie said:

    Engineers can really make just about anything a hell hole for antags. Like, but not limited to

    1:Making cameras in maintenance

    2: Making high security areas like the CQs and bridge's cameras motion trackable

    3: Remove sustenance vendors from perma because "the prisoners might get k-k-k-knives!!"

    Maintenance cameras can be annoying, but since someone has to go through the effort of installing them, I'd argue it's worth it. I don't think I've ever seen instances of 2 and 3 before, but 2 is easily countered by just walking. 3 is agreeably dumb because you're removing a prisoner's food source for fear of plastic knives

    1 hour ago, Fursamie said:

    In short: Vulp are OP and should be nerfed by getting non contagious GBS when eating chocolate.

    make vulp colorblind like they're supposed to be, you cowards.

    33 minutes ago, Kryson said:

    One phenomenon I've noticed is sec officers removing the security locker from the sec checkpoint at the start of every shift "to keep it safe".

    ree my free loot

    34 minutes ago, Kryson said:

    Also i saw a diona nymph validhunt a shadowling yesterday, it managed to save a vox mid thrall by repeatedly biting the sling.

    So I see a lot of nymph do some really questionable shit and I've never played one but I am curious what rules they're given when they're created. Is it like a sentient pet deal or are they autonomous?

  3. Well first we gotta define 'stealth ops'.

    Presumably, the objective of a stealth operation is to secure the disk, arm the nuke, and escape without alerting the crew. I don't think I've ever actually seen this go down. The crew almost always gets alerted there's nukies on the station but, like you mentioned, it's far too late. A legitimate stealth op isn't a bad thing, the thing I think most people really hate are Blitz Ops, which is what most 'stealth ops' tend to devolve into because someone, naturally, gets caught so it just turns into four or five bloodsuits storming the woefully unprepared bridge and murderizing anyone in sight right before arming the nuke and escaping.

     

    I think a better option would be to severely limit the equipment that nukies can purchase without declaring war. Maybe only limit it to things that would be genuinely useful for a stealth operation and open up the more devastating equipment for those that actually declare war. This way, even if nukies decide to do a blitz op, they're not as heavily armed for a full scale blitz and have to deal with the fallout of a security team that is actually readily equipped to deal with them.

  4. 7 minutes ago, ZN23X said:

    Even if you heal all of your burn and brute damage you can still be slowed by the pain of broken bones and internal injuries. Its not just crit that slows you down.

    With a pill of 10u at a metabolism of 0.1u per cycle if you've got enough broken bones and bloodloss to put you at a severe enough speed disadvantage due to pain, unless you've got a pillbottle full of them or you're retreating for surgery, I don't think it would be a notable advantage in a fight.

     

    Edit; I will concede on the broken bones argument but only really if the broken bone is a foot.

  5. 6 minutes ago, ZN23X said:

    If you don't think its useful in its current form on Para then you don't play combat roles too frequently, or have yet to discover how amazing it is when you are beaten to hell and can pop one of these to prevent yourself from moving around at a snails pace temporarily.

    Why bother with painkillers when you can use patches with instant metabolism rates that'll take you out of crit, thus fixing the pain. The way salicylic acid is right now is practically a ghetto med when compared to everything else that comes in a standard First Aid Kit. The only reason I'd ever use a salicylic acid pill is if I literally have nothing else left that can heal me.

    It would actually work even better as a combat med if we implemented it the way that /tg/ does.

  6. The way Salicylic Acid works on /tg/ and Paradise is different, though.

    Salicylic acid on Paradise has more function as a lite painkiller while healing some really minor brute damage, whereas on /tg/ it doesn't really provide any pain killer properties and works more as an emergency med for when the brute damage is really bad. If you use it when you're just lightly bruised, it doesn't heal as much. It's kind of like calomel or perfluorodecalin; you only use it when you're in an extreme condition.

    tl;dr Salicylic Acid on Paradise is functionally different, not identical, from /tg/'s Salicylic Acid.

    That being said, I think it'd actually be better to make salicylic acid function like /tg/'s version and, if that was done, it'd only be right to include oxandrolone as it functions in /tg/. Reason being, the way salicylic acid is, it never gets used and is generally considered an inferior medicine to say, saline-glucose, in every way. I think it'd see more use if it functioned like /tg/'s version.

  7. On 9/13/2018 at 11:48 AM, Allfd said:

    the mechanics that go along with being fat are not exactly medium RP.

    what do you mean obese people don't explode when they eat a mint

    Nah but seriously obesity is the appendix of disabilities:

    On 9/13/2018 at 4:40 PM, tzo said:

    I'm not pushing for its removal, but if it was removed, I'd not miss it at all.

     

  8. 5 hours ago, Breenland said:
    • Vox: Spare emergency capacity voxxygen tank, spare mask, epipen.
      That'd be fine.
    • Plasmaman: Spare emergency capacity plasma tank, epipen. Unfortunately here, I've not got set idea on to handle spares for them. Perhaps a spare suit that, and their suits only fit plasmamen (if they don't already), or a ticket that can be redeemed for a new suit.
      A better idea would be to allow some sort of way to make or maybe order new suits from cargo. This same idea could be applied to Vox for their masks and tanks.
    • Drask: Standard emergency kit, but with the air supercooled.
      Bit unbalanced considering the healing effect cooled air has for drask. If we start including healing items in the emergency kits for Drask it'd only be fair to include a brute patch and burn patch with every other emergency kit.
    • IPC: Replace the air tank and mask with an emergency welder and set of cable coils. The epipen can remain, as it is valuable if trying to assist others as well.
      Same reason above.

     

  9. Honestly, there should be more penalties to using some of the Shadowling's abilities, especially lategame ones. It's a good incentive to prevent people from willingly chucking themselves into maints because they know their round could end due to the Shadowling requiring more bodies to fuel the machine.

  10. On 8/26/2018 at 7:39 PM, Benjaminfallout said:

    When people are using PDA bombs you don't need to turn off your messenger just the ringer.

    This has failed me before and I stand by the fact it's a syndicate myth spread to get people to let themselves be blown up.

  11. 37 minutes ago, ZN23X said:

    Fried chicken is always an option.

    Wheeze.jpg

    holy fuck this made me laugh more than it should have

    no but please can we stop the kinsies meme i'm tired of getting buli by roving vox gangs

    30 minutes ago, McRamon said:

    Well, i think, we should remove the powergaming part of voxes by removing space immune

    Honestly, I think this is why we see so much Vox anyways. That and the fact that one of the biggest drawbacks of being a Vox, the reliance on Nitrogen, isn't even that big of a problem. Vox can survive waaaaaaay longer off their Nitrogen than any other race can survive off oxygen. At this point, the only real negative of being a vox is you have to talk like that.

  12. 50 minutes ago, farie82 said:

    The idea is great yet it won't stop the crew from wanting borers in their head.

     

    11 minutes ago, McRamon said:

    Well, much like cult or slings, or even vampire and his metafriend - some people just want to be converted, even if ICly you become a slave. They just want to be antags.

    Add an objective to people who were deconverted, dethralled or deborered - "Objective n# - you have experienced the free will once again. It was a nightmare for you when you were a thrall/cultist/had borer. You must ensure it doesnt happen to you again."

    And that's the unfortunate part about cult/sling/vampirethrall is that you can't really stop this from happening because often times there's not really enough substantial evidence to prove that people are getting caught intentionally. The only real incentive is to make it more painful to be an antag than to be a regular crew member. Forcing players to partake in objectives that might go against their IC wishes is probably the safest bet to make the Borers a legitimate threat rather than a neigh infinite source of free drugs and power game. I know that a lot of the player base treats willing borer participants with much disdain and I think it's well deserved since from an IC perspective they shouldn't want this brain slug in their heads and the very notion of vomiting out the offspring of said brain slug should revolt them, but it doesn't.

     

    In conclusion, I think the addition of an objective to sort of give the borer a legitimate goal that sets them against the crew is a good idea, however, this alone will be enough for the crewmember to desire to remove the head slug, so I think that keeping or removing the ability to Take Control wouldn't really sway anyone one way or the other. I think that it would actually be to the borer's benefit, as it should be in this relationship, to keep the Take Control ability. Great suggestion!

  13. 1 hour ago, Allfd said:

    I also don't know that converting the Chaplin from an RP role to a PvP one is a direction that would be good to move in.  Further Vampires are not KOS.  Making them kill on sight adds another antag class into the PvP realm, and another game mode into PvP.

    I agree with this concern and would like to point out I never said that the Chaplain should have the god given right to kill the Vampires. Even if the Vampires are Vampires, they're still protected by Space Law and shouldn't be killed without good reason from Space Law. Even from an IC perspective, it makes perfect sense for them to be adversaries. Furthermore, the Chaplain has no obligation, even, to engage in any form of combat with the Vampire and may remain a strictly roleplay role if they choose.

     

    I understand the concerns with making this an official change, but, in my mind, the Chaplain would operate with the same exact RoE that Security is required to work with. I think Necaladun's suggestion is an excellent middle ground for this idea and requires no real change in the rule set, so I'm going to go ahead and request this thread be locked since there's a viable alternative I never really considered available.

     

    Thanks for your input everyone!

  14. 15 hours ago, ZN23X said:

    This change would cause experienced vamps to make sure they make more of a point to eliminate the chaplain due to them being a larger threat, and it would make inexperienced vamps lives even harder.

    You say that as though experienced vampires would have no problem disposing of the Chaplain, but later say that inexperienced vampires will get crushed by one. The Chaplain's immune to most of the Vampire's abilities, so it's not really about being an experienced or inexperienced vampire, but being an experienced or inexperienced player, so I don't think your notion that this puts new vampires at an unfair disadvantage holds any water.

    As for the inexperienced vamps lives becoming harder, that's what happens when you're new at something. You're not going to be good at it right off the bat. Artificially making the crew's lives harder by forcing Chaplains to be specifically prohibited doesn't change this fact one iota. If you're a bad vampire, you're going to get caught or die and that's just how it is. That player will very likely have another opportunity to antag again someday and they will learn to adapt their play style to get around these elements. Antagonists already have a large selection of tools at their disposal to help them combat the crew's efforts and it's their jobs to use these to the best of their abilities to complete their objectives.

    Chaplains are already targeted by cult on cult rounds and they very often survive regardless of this fact (In fact, they're targeted for just doing what they do already). I hate to be the bearer of bad news, but the Antagonists' job is to be an antagonist. Sometimes that involves killing a player and keeping them out of the round. In fact, most antagonists have objectives specifically dedicated to assassinating players already so I don't think your claim that it'll ruin the Chaplain's round, in an unfair way, makes any sense either.

    15 hours ago, McRamon said:

    I dont like when experts nullify newbies tator round experience.

    14 hours ago, Fursamie said:

    Ending newbie vamp rounds

    Nobody likes getting dunked on, but that's all about the learning experience. SS13 is a cooperative game, but for the antag's case, they are against the crew which means they are competing against the various elements dedicated to thwarting their efforts. Antags have a lot of good tools at their disposal and more relaxed rule sets to complete their objectives. They'll learn to get better, as everyone does, I promise.

     

    16 hours ago, McRamon said:

    What if, what if we do not allow chaplains to do that on a daily basis, since chaplain should not even have combat experience, but instead we add 45 karma locked custom chaplain title which would be inquisitor and mechanically would be the same as normal chaplain, but also would mean chaplain has combat experience and his side mission would be also purging the unclean.

    Well, firstly, I don't think that if this rule gets relaxed that we'll see combat Chaplains as a regular thing. There's also nothing forcing the Chaplain to do anything in the first place, merely creating room for the possibility. Additionally, I don't think a karma locked role is going to prevent any of the things you're afraid of as we still see stuff like Redshields. IC Command should be the ones regulating, and punishing if need be, the actions of the little Van Helsing.

  15. 2 hours ago, tzo said:

    Sec Officers:

    • Many exist - This is varied and depends on how many people sign up for security on roundstart.
    • More can be sent by centcom if you increase job slots - Also depends on how many people sign up for the role.
    • More can be hired from crew, and the extras can do the job just as well - This is extremely risky to do and is generally unconventional due to the possibility a manifest hire could be EoC, which is why you won't see it very often unless security is desperate enough for an ERT but CC can't send one.
    • Many copies of their gear exist, and more can be obtained - A fair point but security's gear pales in comparison to the Chaplain's gear's effects.

     

    With Chaplains:

    • Only one exists - Yes, this is a natural risk in using the Chaplain. They're an extremely valuable asset and if you lose it then tough luck buttercup.
    • You cannot increase job slots to hire more if that one is permanently lost - See above.
    • You cannot hire them from crew either, because while you can give them the job title, the job title does NOT confer chaplain powers - See above. x2
    • Only one copy of their gear exists, some of their gear becomes unremovable once equipped, and getting replacements for their gear is difficult
    • Practically, chaplains likely have special knowledge of how to use holy water that the average sec officer does not have

     

    Given the great disparity above, it simply does not make sense for the chaplain to be wandering the station during cult/vampire rounds.

    They should stay in sec, blessing water tanks, administering doses of holy water, and helping protect the brig.

    Wandering the station on a vampire/cult round isn't necessarily what I had in mind, nor is it something Chaplains are prevented from doing if they so wish. Chaplains are however specifically bared from participating in the capture or destruction of vampires, which makes no sense given their in-game functionality that suggests they were meant for more than a "bless this holy tank now never leave the brig" role.

    Yes, they might be able to help on the front lines, but:

    • They're effectively impossible to replace short of admin intervention, and your anti-cult/vampire efforts will be severely hurt without them, so... can you really afford to risk losing them? A dead chaplain is a blow against the crew, sure, but it's not a death blow. Utilizing a Chaplain as an effective support role for security against vampires is worth it, in my opinion, but should ultimately be left to Command's discretion. Chaplains shouldn't be prohibited by server rules to participate assuming all the proper channels are adhered to (Going through Captain, Head of Security, proper adhering to space law, etc.)
    • They're quite likely to be a target of the vampires/cult. So... they may need to stay in secure areas for their own safety. So are security but they're still utilized to go about the station. And once again, this is more of a strategic decision to keep the Chaplain safe (Which is still a valid strategy!) and not really a discussion on why it's prohibited by server rules.
    • If they're killed, and sec doesn't realize it, a fake replacement chaplain can do an insane amount of damage, for example, by providing fake holy water that enables vampires/cultists to avoid being identified, or even escape. If a Cultist/Vampire can appropriately impersonate the Chaplain, then Security either isn't paying attention OR they've gone through great lengths to properly mask their identity, both of which are just facets of the game and allowing the Chaplain to assist Security directly has no real bearing on that, as it could happen on ANY round.

     

    For all of these reasons, chaplains shouldn't be going full crusader during cult/vampire rounds.

    I've already discussed exactly what I had in mind when suggesting this idea (Which is not "going full crusader"), so I'll just go ahead and quote the original excerpt from the first post:

    11 hours ago, Corocan said:

    So to wrap this up, I'm not saying that Chaplains, upon realizing it's a vampire round, should be allowed to don their crusader armor, grab some beads and a sword and go to town hacking apart anyone who's bumbling about maintenance. What I am saying, is that, similarly to cult rounds, they should be allowed to supplement security in matters strictly pertaining to the apprehension (or extermination) of vampires. If you don't want this to be the case, remove these functions from Chaplain because they're clearly indicative that it should be.

     

    If they want to help, they should be staying in the brig, assisting with prisoners, while sec watches their back.

    That's completely contrary to the Warden's job description, which is to deal with the prisoners. Anyone can do this, but the Chaplain's special abilities are unique to them and serve no advantage to the crew by being forced to be wasted in processing.

    Going rambo as chaplain in these round types can really cripple the station's ability to respond to threats.

    I completely agree actually, but assuming the proper channels are adhered to and Command makes the decision to allow this, it shouldn't be a bannable offense.

    If you die... that's it. You probably won't get replaced, and nobody else can do your job.

    I'm not entirely sure what you mean by this, as anyone can do anything the Chaplain does in your standard run of the mill Vampire/Cult round? What they cannot do, however, is be immune to Cult magics/Vampire abilities, which is entirely moot if you're dead set on keeping the Chaplain as far away from the fight as possible.

    The only big reason to leave the brig as chaplain during confirmed cult/vampire rounds is to use your book to erase cult runes.

    Anyone can do this with Soap. The only real difference is the Chaplain can break any Talisman of Veiling/Disguising used to hide runes somewhere.

    That can be a major help, and is worth doing... but you should probably take at least one sec officer with you when you do so.

    Precisely. The Chaplain is too vital to just let loose on the station with a taser and a badge. Not only is this a waste, but it's a major liability, like you mentioned above. They should partner with security and assist on patrols or on reports of occult activity, NOT sit in the chapel and respond to every report like a vigilante.

     

    In summary, everything you've mentioned above has been more so on why a Chaplain's involvement could be a bad idea ICly if handled by the wrong people, but not so much on why it's necessary to be a server rule, which is more so the topic of debate.

     

     

     

    2 hours ago, bryanayalalugo said:

    With cult, chaplains are somewhat essentially, as they can provide quick access to holy water and be able to remove runes, if they have the null rod that is.

    With vampires, while the chaplain is immune to their powers, chaplain isn't really essential in most cases, besides providing holy water for testing.

    This is not an essential function of the chaplain, but more so one of convenience, as any one can make holy water.

     

    2 hours ago, bryanayalalugo said:

    And with chaplains, roundstart vampires, which are usually very weak, are even weaker against the chaplains who not only are immune to vampire powers, but also have access to a weapon. In a lot of cases, chaplains would simply default to murder, the vampire in question cremated/left for dead, and the chaplain resulting uncharged for being a murderous vigilante (or complaining a lot if the rare occurrence of them being charged with murder).

    I'd argue roundstart vampires are not weak, as it's not uncommon to see a fully powered vampire within 15-20 minutes of roundstart. Additionally, if a vampire gets caught that early, it's very likely security won't have a problem apprehending them

    I can understand your fear of the potential murderbone, however, this is why I've suggested that the Chaplains have to go through security and even then they're still subject to Space Law. Besides, we already see security executing and cremating underpowered vampires all. the. time. so this fear isn't something that's specific to a Chaplain, anyways.

     

     

    1 hour ago, ZN23X said:

    We already have a problem with vampires being meta and disposing of the chaplain early to make it difficult to get holy water. Making the chaplain even more of a threat will make this worse.

    That's not really meta, that's just a good idea because it'll hamper Security's efforts in the future. I feel like that's akin to saying it's meta to try and kill the Blueshield if the Captain is your target, or something.

     

    1 hour ago, ZN23X said:

    Also never seen a chaplain fighting against cultists. They might get caught in the thick of things while trying to get rid of runes but I'm pretty sure a chaplain actively fighting cultists is valid hunting as well.

    That's debatable, as it usually depends on whether or not security has been decimated and the Chaplain is the only real person who can turn the tide against the cult. Personally, I've seen situations where the Chaplain has taken up a sword against the Cult's constructs or aided Security in raids against a cult base on several occasions, though usually it's in the name of destroying runes or cult artifacts, but similar logic could be applied to Vampires if the staff would just allow it in an official capacity.

  16. 12 minutes ago, Fursamie said:

    I think why it's almost taboo to fight vampires as a chaplain is because most of their powers which most of the time they desperately need doesn't work on the chaplain/works to a lesser extent on the chaplain.

    Well, in all honestly, the Vampire's abilities are quite strong against anyone who isn't the Chaplain, so I feel like having one person who can nullify your abilities is a fair trade for a free stun, screech, jaunting, and xray. Additionally, conventional methods of fighting the Chaplain still exist. The Chaplain's immunity to these abilities doesn't tilt the favor in one way or the other; it merely levels the playing field.

     

    12 minutes ago, Fursamie said:

    AND, you're REQUIRED to have the chaplain bless a watertank or something to deconvert cultists, but you don't really need the chaplain to catch a vampire and then throw them in perma.

    The same is true of cultists, actually. You don't need the Chaplain to beat the cult, but it certainly helps a hell of a lot if you do. As for the holy water, Chemistry can make holy water with just some wine and mercury, neither of which are at all hard to get. The only reason the Chaplain gets tasked with the holy water is they can bless an entire tank very quickly, which will typically be enough to supply for an entire round.

     

  17. So this suggestion is here to complete one objective and that's to explore the unique relationship that the Chaplain role has with the vampire antagonists.

    Officially, Chaplains are not allowed to engage in any form of direct combat with vampires. It's considered validhunting and is generally looked down upon by staff. Some would even go as far to say that the Chaplain's overstepping their boundaries by getting involved in the affairs of any vampires period but I'll address why I think that's a massive misunderstanding and a general waste of the role.

    Let's begin:

    1. The Chaplain could be a fighting role if the round demands it.

    We very often see the Chaplain used in cult rounds in a combative capacity. It's not uncommon (in fact one could argue it's almost mandatory) for the Chaplain to be used as an invaluable asset by security to assist in capturing, deconverting, and combating cultists. I see no reason why it should be any different for Chaplains on a vampire round. This role seems to be molded by a combination of creativity from the player and how that player reacts to the round. As a result, the Chaplain's duties are wide and versatile and should be allowed to extend to Vampire hunting if security allows it.

    2. The Chaplain's SPECIAL.

    Similarly to the clown's ability to speak in comic sans or the Mime's ability to create walls, some roles have completely unique and inborn abilities at round start that are designed to facilitate and expand upon their special role on the station. Chaplain probably has the best inborn abilities. On top of being a conduit for the GODS the chaplain is naturally immune to the vampires' abilities (glare, bites, etc.), similarly to how they're immune to Cult magics and conversions, which is why they're so heavily sought after during cult rounds. Why is this not the same for vampire rounds, more specifically why is it not allowed?

    3. The Chaplain is specifically equip to deal with Vampires.

    So hearkening back to my last point, the Chaplain has specific abilities that make them immune to the vampire's abilities. They also spawn with items that vampires are specifically weak to. Examples being:

    e8fcb1fae9040dc644b1706f21ad350e.png

    8281cb9bea05bdbf7aa408522c117c84.png

    As well as holy water, which vampires are deadly weak to, which Chaplains spawn with a flask of and also the ability to make more out of any regular water.

    These are invaluable counters to vampires and they're specifically made to help deal with vampires so why is it not ok for security to employ Chaplains to assist in hunting a vampire?

     

    So to wrap this up, I'm not saying that Chaplains, upon realizing it's a vampire round, should be allowed to don their crusader armor, grab some beads and a sword and go to town hacking apart anyone who's bumbling about maintenance. What I am saying, is that, similarly to cult rounds, they should be allowed to supplement security in matters strictly pertaining to the apprehension (or extermination) of vampires. If you don't want this to be the case, remove these functions from Chaplain because they're clearly indicative that it should be.

     

    I'm personally looking for more of an administrative mindset to this, but I am curious what the playerbase thinks as well. From what I gather, there's no concrete consensus on this issue, so I'd like to take this opportunity to bring it into the light so we can maybe get that concrete consensus in an open, public discussion. Thanks for taking the time to read this.

    • Like 1
  18. On 6/5/2018 at 8:09 PM, Shadeykins said:

    People don't typically fail their trial period because we're notoriously careful/picky about how we vote on these applications in the first place; if you're interviewing and hand-picking from the candidates who apply (via a staff-wide vote), it should come as no surprise that the vast majority of them pass their trial period.

    Why not do what /tg/ does and open any trial admins to 'public forum' discussions before going onto becoming game admins. Otherwise the trial period seems redundant, as you've pointed out.

  19. On 5/13/2018 at 3:02 AM, DrewTuber said:

    If you've ever wondered what Blake Ewing, that fucking atmos tech that flooded the station with plasma is doing,

    huffing glue, but this is actually pretty cool.

     

    i saw this get promo'd a month ago and i was wondering if it was going to be good. what's your take on it? its on my list of vr games to get if i decide to buckle down and save for a headset.

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