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procdrone

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Posts posted by procdrone

  1. Lack of mention about cooperating with IAA to receive reports and request reviews of departments trouble me on this one.

    Captain doesn't necessarily needs to go to a department to check up on it if Internal Affairs is on board and the job can be delegated to them. Thats what they live for anyway.

    EDIT:
    @SchalkguyIn my personal opinion if all of the points listed by Kyet on reaching a head fail and they remain / continue being inaccesible, simply demote them and replace with an acting that is actually there.

    heads are there to be part of command and if they do all the work they could otherwise delegate... they can do that while not being a head.

    I can't recount the number of times RD locked himself in Xenobio making slimes while captain has issues reaching them for consulting law changes to AI and other AI/borg related emergencies. 

  2. If you care for paperwork, you propably can already prepare your own form. 

    If not, there are example paperwork you can use on the wiki. 

    Also feel free to use my two templates:

     

    [center][logo][/center]
    [hr][b][center][large]Head of Personel desk, NSS Cyberiad[/large][/b][/center]
    
    [small]From: [sign][/small]
    [small]To: [field][/small]
    [hr]
    [field]
    
    [small][b]Glory to NanoTrasen,[/b][/small]
    [small][b]Jim Bennet, Head of Personel onboard NSS Cyberiad[/b][small]

    and CC version:

     

    [center][logo][/center]
    [hr][b][center][large]NanoTrasen Representative desk, NSS Cyberiad[/large][/b][/center]
    
    [small]From: [sign][/small]
    [small]To: NAS Trurl, Epsilon Erdani[/small]
    [hr]
    [field]
    
    [small][b]Glory to NanoTrasen,[/b][/small]
    [small][b]Mira Sky, NT Representative onboard NSS Cyberiad[/b][small]

    Of course, you gotta replace whos desk it is, and name accordingly.

  3. This has been an issue from a long time, dead borgs only appear unpowered (which sprite wise is nearly invisible in itself), and if they're not facing downwards, its near impossible to notice from visual queues alone.

    Some sort of effect would be way to go.

  4. I've been playing a service borg quite often lately, and there are some pet peeves that annoyed me during that time, something, that, I think is within reason to add.

     

    Currently, service borg has a limited number of drinks available to his disposal. I'd say its a very limited amount compared to what bar machines can do, and often people ask me for drinks, im sadly unable to oblige given these limitations.

    I see no reason why not to (you'd say that would remove bartender significance. first, he has none already, second, service borgs are wildly uncommon and there is little power gained from having all the drinks available, third, janitors and janiborgs have exactly same situation and its not a problem for them)

    My idea is, to cut down on inventory clutter thats already large on service borg, to remove the drink items and instead add 2 items, the alcohol dispenser and soda dispenser. They would work exactly the same as bar machines, in exception they would not fill a beaker but dispense selected drinks - select which drink to dispense and click to dispense 5/10 units of that drink into clicked glass.

    Something like the current service RCD device that service borg already has, for glasses and snacks and stuff.

    It would be a good time to maybe even rework that device to have an UI, switching between that long list is also somewhat inconvenient.

    Maybe it would be even better to create one UI for all of it, just with different tabs. Service Items, Alcohol dispenser and Soda dispenser in one item? Whatever is more convenient to the coder.

    If thats not attainable simply adding the missing drink items to equipment would also work but would be a massive pain inventory managment wise.

    EDIT:

    I forgot to mention the case of upgrades. Bar machines can be upgraded using RnD components. The simple solution would be to add an upgrade module for the borg in robotics to unlock the extra drinks.

    • Like 1
  5. 15 hours ago, Butlerblock said:

    Honestly just ignore them until you get around to it. Best thing to do is always have uranium and a stockpile of metal on hand since that’s all that’s needed for VTEC. If a borg continues bugging you for other shit than VTEC than they don’t deserve it because none of the other upgrades are needed for any borg module except maybe miner.

    for a service borg ION thrusters could be vital, as they have no equipment that would allow them to change direction of drift. So if service borgs accidently gets spaced he is boned for life.

    But otherwise, complains with the AI seems like a highroad for a lowroad problem. Feels like an issue to work out with individual units. 

    Sure, asking is a good way to start.

  6. i just personally dont see people relying on brigphys very often it at all.

    its a mixed bag, you never know if the brig phys upgraded his bay or not. and most people with major injuries wont go to brigbay only to find out he has no supplies or equipment to help you. you die.

    Everyone just defaults to medbay due to the fact they are expected to be always prepared (also medbay antags intentionally killing off patients is also extremely rare)

    Most of the time i see brigphys doing work on someone is healing prisoners and installing implants to sec. maybe quick sleeper to inject healing and "off you go".

    I wont deny that the brigbay meta exists, of course it does. Meta exists with everything. (like robotics adding a protolathe and autolathe, engineering getting an autolathe, cargo adding conveyors, etc). People enjoy upgrading.

    The perhaps most important thing with brigphys is checking prisoners for implants - medbay is a very long way out, and usually sec doesn't have time to babysit treking through the whole station (and have clown and greytiders make issues all the way through), and then explain everything to a doctor (and then explain 5 more times because they're bald) and waiting for procedures to complete and come back.
     

    • Like 2
  7. On 5/5/2020 at 7:43 PM, nokko said:

    Librarian, Book of Forbidden Knowledge (15 TC): The problem I see here is that Wizard/Cult spells can't be removed from someone who uses this item. So, Sec may have to deal with a confirmed traitor... who keeps Blinking out of perma/execution, and can't be contained.

    Security has exact procedures how to deal with such situations. Uncontainable targets are to be killed rather than detained. So its really the Librarian choice if he wants to risk being an KoS.

    Before you say thats unfair there are other tator items that make you KoS, for example, Holoparasite. 

    The other way you could go around it is that spells are only possible when actively holding the book.

  8. On 5/18/2020 at 3:30 AM, Rurik said:

    If I wanted to throw it, I would have pressed r god damnit

    Nuh. Some explosives dont have a trigger long enough for you to press R (example cherrybombs). Game inputs are skreked and often dont catch on you pressing buttons. I dont want it blowing in my hands because my game tinylagged and didn't detect me trying to press R.

  9. On 3/12/2020 at 9:05 PM, E.I.G.H.T. said:

    I was talking about this before when it even came to mindshielding heads even midround during a cult round, and even then I refused it on principle as I find it very anti-antag and somewhat powergamey.

    I strongly disagree with this statement.

    Its perfectly reasonable for captain to expect his heads aren't part of a blood cult.

    That HoP isn't handing out all access to every cultist

    That CMO isn't making meme chems/viruses against crew/for cult

    That RD isn't making an army of mechs/bombs/armory of AeGs for the cult

    That CE is not sabotaging the station with power outages / making space bases / release n2 into the main atmo line.

     

    While ok, traitor people can do similiar things but the nature of things is traitors aren't very often cooperative with each other, and the scale of things is much much lower, than during team antags. Not to mention traitors aren't that openly traitory, when syndicate, while being a cultie they rarely keep a low profile.

    Their capabilities are truly disruptive and even one well placed cult head can overpower security (and whole crew) and give ungodly advantages to the whole cult.

    Not to mention its perfectly RP reasonable as well.

  10. Throwing death nettles will apply the deadly toxins they have upon impact. which makes it a very DEADLY telekinesis weapon. Of course injection protection can hamper your way. But its still a very deadly option!

     

  11. I think giving the IAA department under NT Rep would be more usefull.

    Every time NT Rep receives a complaint from the crew, he could send his "minions" to investigate said matters.

    Could do like Genetics right now is and share the department between two heads.
    SoP/complaints = NT Rep
    Lawyering/spesslaw=Magistrate

    • Like 1
  12. 22 hours ago, necaladun said:

    Emergency kits are really meant for space and vacuum (hence the oxy masks). The epipen is for short term stabilization, not healing. Cable coils and welders are very much outside the realm of that, and not really the main idea of the thread. They've been brought up before and rejected.

     

    Oil is interesting but I feel has some of the problems of being too long term. I'd much prefer perhaps another oil despenser thats not just the one in robotics or delivered from cargo. Preferably a small one, but robotics is really the only logical place. Maybe a random spawn in maint.

    Oil tank in primary tool storage? Seems like a logical place

    • Like 2
  13. not to mention that Cargo/Robotics/Science/Engineering exists and each of these department more than likely have an autolathe and will provide welders/cables when asked.

     

    Though a simple can of oil would be nice. As Oil is not that widely available.

    (only via Chemistry or Robotics)

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