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procdrone

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Posts posted by procdrone

  1. Well to be fair, it took me almost a year to unlock vox. 

    All I can suggest you, try to enjoy the game flow as it is without kinsies. Getting into karma gathering mindset is not one bit enjoyable. I was there. 
    (also if you are so desperate to roleplay voxxy, you can always ask for smutagen transformation.) 

    Yes. trying to game the karma system will only get you blacklisted from it. 

    Karma system might not be ideal, but I don't think its inherently wrong either. Newcomers rarely catch enough eyes to accumulate karma which is correct, but if you become a person that community can recognise you will have it much easier.

    Spoiler

    Then why bother restricting these minor roles behind the Karma system if they are so inconsequential?

     

    To have bonus things not everyone has access to and need to be unlocked? My remark to reworks was rather a displeased note to say I don't like them, but that is not the subject of this conversation.

    Good luck in being recognised!

    As for checklists, I dont agree. Karma is not about "you did your job you deserve a reward", because the system doesn't allow progression unlocks (you unlock ability for playing heads/command just for playtime), they are extras, RP roles and Unique bonus races.

    So it says that Paradise doesn't let you in to shiny extra bonus stuff before you're part of the recognised community and get recognised by community with karma.

  2. I agree with you, totally.

    It offers troublemakers that can legitimately (no self antag rule breaking) break law and not be EoCs. 

    For example, I would add some objectives that would make them repeatedly in trouble, for example, planting some item/paper/wallpaper in each department or head office which could result in break in charges to several places.

     

    But yes, we totally need antags that aren't instant Perma/KoS when caught/confirmed.

    • Like 2
  3. Gangs / Hooligans could serve a similiar purpouse, without being inherently syndicate. 

    But otherwise its a solid idea and I like it. Make it for example mid round and spawn, if they haven't spawned round start, and let them spawn regardless of round type. 

  4. I just want to chime in.
     

    Spoiler

    It Restricts Rule-Abiding Players

    Another issue I have with the Karma system is that it arbitrarily prevents people who follow the rules and play the game properly from playing jobs and species. Someone told me that they've been playing on the server for two years, but still haven't unlocked everything with the Karma system. This seems incredibly unfair. There is absolutely no reason to restrict someone who has been on the server for years, followed the rules, and played the game consistently from playing any jobs or species that they want.

    I remember a very very VERY similar discord conversation where said person said they haven't unlocked anything yes. but that wasn't due to lack of Karma, it was something along the lines of they were not interested in doing so.

    KARMA unlocks are really optional. They aren't required for normal game flow. And there is a LARGE variety (imagine vulp costing karma to unlock, half of the server would go mad) of races that you can play. And with the upcoming rework to races they wont even be that different from no karma races.

    Its a reward from the community, you don't really "deserve" "earn" or "should receive" karma. You just get it. Or not. Personally, I find meme characters cringey and never give any karma towards them as they appear like they were made just to attract attention in order to get karma. (but yeah i get it. sometimes they gain a lot of popularity.)

    If you just do your job and don't utter a word, have no character and nobody knows you, no wonder nobody ever rewards you karma. Playtime has nothing to do with it - join community of the server, and once people start to know and like your characters you wont have much issue with getting Karma. 

    I wouldn't think I deserve any Karma and yet i somehow managed to unlock almost all jobs (part for magistrate), and IPC & Vox. And all of it just by interacting with people. Both in game, here or on discord.

     

    I don't really see a problem with the Karma system, and definitely dont think it needs fixing.

     

  5. 23 hours ago, davidchan said:

    Death timer doesn't matter. Cloning exists. And like cloning, after 20+ minutes of being dead the player may not be interested in returning to the round if they are still there.

    IPCs are no easier to repair than any organic is to heal. In fact, it takes much more effort to heal IPCs than it does to heal organics even without considerations for things like NewCrit.

    BS You say? Oh I argue strongly. Welders heal 15 damage max and a cable coil heals 3 per length with a max of 24 burn heals, compare to brute and burn kits healing 25 each. Chemistry patches can heal much more than this, with styptic, silver sulf and synthflesh all capable of healing 100+ damage across the entire body instantly.

    But welders and cabling are common! They say, but round start a very generous estimate puts there to be maybe 10-15 complete sets of tools in public access, with 30+ assistants in a round if you don't grab them immediately they won't be available to an IPC hoping to repair themselves after the first 5 minutes of a round. But Cargo and Science can make more tools! And Medical and Science can make more healing patches. Far easier and without reliance on Mining to do a thing. Botany can make healing plants and anything with nutrition will heal the organic that eats, so the Chef's food, the donuts in security to the junk food in vendors will all heal an organic based upon how much nutrition, protein and vitamins are in the plant.

    But IPC surgery can be done anywhere! So can organic surgery. IPC limbs break faster and break from more sources. Burns don't break organic limbs, but IPCs need surgery after eating a few lasers. Going into crit doesn't cause an organic's ribcage to suddenly implode. But an IPC takes constant brute while in crit across their whole body, meaning a single person trying to repair 200~ damage may find themselves repairing over 400 because of how asinine the repair goes. IPCs also bleed from less damage dealt to them compared to organics, and do not regenerate their oil blood at all, where as organics can regenerate blood from food, saline and iron intake. 

    TL;DR Easy to Damage, Easy to Repair is a myth. Only the easy to damage part is true. In every other sense organics have advantage when it comes to reliable means to heal and return to a round if their body can be found. If IPC buffs were nearly as potent as people made them out to be, how come nobody uses Prosthetic limbs, which are available to literally everyone and carry all the same pros and cons as IPC self repair. Because IPC healing is inconvenient at best and a time and effort time sink in its worst cases where the tools available to heal robotic crew are laughably underpowered compared to anything a competent medical bay can accomplish.

    You make a very bad example. you only compare IPCs to Humans. We have quite few unclonable races, which machine people, include to. 

    None of the unclonable races have same ease of revival like machine people do. Imagine finding a vox after 30 minutes. that will be fun to revive with all limbs septic and organs dead.

    This is what I meant with the death timer. IPC bodies do not rot or expire. They can be fixed in robotics after ANY amount of time.

    Also, you mention limbs. Yes. IPC limbs act like "broken" after certain damage, but you forget to mention that you can easily fix that damage on spot. While everyone else needs to visit medbay for bone repair, or IB repair, which takes few lengthy operations.

    Want more? Okay. In 9 out of 10 situations robotics have their own lathe stacked with resources. Access to base materials to fix an IPC is staggeringly easy. Metal is the most common resource available and often in abundance. 

    Tools can be easily found in multitudes of toolboxes, tool vendors, and work areas. Almost every engineer and half the station haves cables and welders on hand. Good luck trying to fix someones IB far from medbay. You say ghetto surgery? Yeah. Good luck with the procents, you can actually leave your patient in a worse state than they started with.

    Not to mention, any IPC player is likely to have tools for repair on themselves. Healing materials for organics are not that commonplace. Pleading that a tider took "all" the tools is a poor argument, really. And untrue.

    IPCs are straightforward to repair and quite easy at it. Stop saying its not. I am repairing IPCs, I know it is easy.  Stop being biased.

    As for the EMP. you would go better off making a different argument.

    "EMP is too strong." Its like emag, it has so many things you can do with it. EMP lockers to make em open, airlocks to crowbar them open, almost all items and station equipment can be easily flipped with an EMP. For example, you could easily EMP that officer trying to arrest you. Now his radio is dead, his taser our of juice, his flash out of juice, and he only have the harmbaton.

    I can agree though, Shutting off IPCs with an easily affordable flashlight might be too much and could be up to debate. It certainly feels unfair. But thats it. Do not make IPCs resistant to EMP. make EMP less effective from the flashlight. Leave EMP implants and grenades alone - maybe the said flashlight could use a little nerf? Since you love to use it as an argument so much. 

    Just as a closing note. IPCs are a very unique race. In all aspects. And its their unique quirk. They die easy. Fragile papersheets losing limbs left and right. not fit for combat. If you play them anyway but ignore the downsides, maybe try another race? If you really need to be synthetic, a reminder, borgs are more resistant to EMP.

    Its just like advocating that Vox should start with breathing implants because oxygen is toxic. We just have different quirks for races and that is all. deal with it, or not. Humans are absolutely average.

    And someone noticed. This is SS13. This is not a pvp game where everything has  to be perfectly balanced for combat. Its RP game. 

  6. IPCs are very easy to repair, have no death timer (so you can revive them after a long time being dead).

    Such change, I feel is not necessary, given how easy is to fix a machine person, compared to an organic.

  7. Cresimov is okay, you just need to remember that you are not a dumb machine, but an intelligent AI, capable of complex thoughts and imagination.

     

    It just takes extra lenghts, because you have to explain your reasoning to the crew each time you reject their dumb orders. Thats a hassle.

    • Like 2
  8. Adding telescience jammers sound like a solution to me. Antag would have to go to extra lenght to disable said jammers to do any harm, and while doing so, could be found out and caught.

    • Like 1
  9. I had an idea something along these lines.

    A different role : Cadet/Navy Trainees. 

    They arrive to the station mindshielded, and excluded from antag pools. while having no responsibilities or additional access, they could go to HoP office and get assigned to different departments to learn their operation. 

    This way, graytide that want to be graytide remains graytide, and people that actually want to learn by practice could apply for jobs without the usual paranoia "he could be a tator".

    //EDIT
    I just notices its a thread from 2017. Im really sorry for the necro

    • honk 1
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