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Fursamie

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Posts posted by Fursamie

  1. On 7/23/2019 at 10:17 AM, MysticLiger said:

    Soooo here we have the first three drawings I did of my own character, Phoebe. All were done in order from oldest to newest.93E45007-45F7-4897-B5EB-4F2BAEB0431E.thumb.png.987e4263ad97ffa1b91faf16e8141e5d.png

    I really like this art style, great work here!

    • Like 2
  2. 1 minute ago, FreeStylaLT said:

    It's there in the chamber! The image seems to be a bit bugged, unfortunately.

    If it's in the chamber, I have no quarrels with the remap, I love the new engineering , sci(?), and arrivals maintenance tunnels.

  3. 6 hours ago, FreeStylaLT said:

    Greetings! As you may or may not know, I have been working on an Engineering remap for the past couple of weeks. While it is functionally PR-ready, I felt like opening it up for additional feedback may be wise ahead of time. This is the full-view of the changes, courtesy of AffectedArc07's map image generator:

    102.png

     

    This remap is rather vast, extending from Arrivals, to Escape and down south into Engineering itself.

    The goal here is to give Engineering a more cohesive structure and spreading out all the equipment in it more sensibly, to dedicated supply rooms or otherwise. Another goal was to make both the SM from Fox's port and the Tesling engine possible to use.

    Beyond that, there were also some changes made to maint areas of the station, by adding a couple of new distinct areas, like a maint-garden and an abandoned robotics area.

    Things of note:

    • Arrivals' Auxiliary Storage has been moved to the public construction room in Engineering hallway
    • Mechanic has been moved to Escape
    • Arrival / Cargo / Engineering Maint-blocks have all been connected intl a half-ring. Consequently, Disposals has been moved deeper into maint.
    • While both engines can be used at once, at the moment only SM is prepared. There are no Tesla or Singularity beacons in this version, but that is likely to change by the time the PR is made.

    Please share your thoughts! It is an extensive remap, so I could have easily missed, forgotten or overlooked some important things.

    I'm not seeing a supermatter where there should be one in engineering, does it not show here or does cargo have to order it?

  4. 6 minutes ago, Dinarzad said:

    I'm not sure why so many people keeping taking this as "YOU WANT TO REMOVE THE EMPS!?!?!?!??!"

    That's not even vaguely what people have suggested or mentioned neither in this thread nor over the years and the very fact people keep saying that just misleads OTHER people so it becomes a deafening echo chamber of misinformation. It's like spooking ONE individual causes them to shout something that was in no way even involved in the initial suggestion which spooks the rest of the group and causes horrible stagnation.

    Nobody wants EMPs to no longer be a weakness. At all.
    What people do want is the vulnerability LESSENED down OR for other Vulnerabilities to be reduced.

    I see how it looks like that, my wording was poor - apologies. I just wanted EMPs to stay as lethal as they are, I didn't think it was suggested for it to be removed.

  5. 1 hour ago, Trubus said:

    Maybe don’t play as a toaster.

     It’s not like they can breath and avoid deadly diseases, easily repair minor injuries, don’t have to go far to “eat”, become victims to changelings or vampires, risk having infections or septic limbs, list goes on. 
     

    Each race will have their own pro and cons about something. EMPs actually effect my Vulp which I choose to have happen just like Players choose to play as a toaster...IPC.

    Echoing this, IPCs are immune to a lot of other things. Want to silently inject them with a sleepy pen? Forbidden. Want to release a deadly, manufactured virus and have them be patient 0? Forbidden. Want to suffocate them in a room or stuff a room theyre in with harmful gasses? Forbidden. EMPs should remain, not counting physical combat, the easiest way to counter IPCs because it's a bitch to kill one stealthily.

  6. 11 hours ago, Xyd said:

    Funky sketch art of Rsik and Asrair in one of their usual bar fights. Love this style of art. Pose is a bit strange but that's more to do with the artist's style.

     

    Rsik_Asrair_Fighting.thumb.png.4ee3b83c3ad841751d59934fa9a42567.png

    "Hey Rsik, you wanna head out for a game of murderball later tonight?"
    "Oh shit, sorry man, I would but I have a scheduled bar fight with Asrair. Maybe tomorrow?"

  7. On 6/27/2019 at 9:39 PM, TheSardele said:

    Suggestions as to how energy lethals could be made more effective

    • Have energy gun batteries be upgradeable: Simple one, if energy guns could have their batteries upgraded and therefore ammo capacity increased, people using them could actually sustain fire long enough to deal with a threat without having to carry several guns on themselves, and without the need to run to the nearest recharger after every fight.

     

    On Discordia, where miners charge you thousands for minerals, with research you can effectively make it so that your laser gun can go from getting a couple extra shots to making the gun recharge over time with better and better power cells, and I think such a system could work well in paradise - the only problem I see is that mining is more or less forced to work with Research and currency is useless + how scarily fast RnD can be maxxed / near complete making it less of a hassle to get these legendary power cells.

  8. 2 hours ago, IntentEldiablo said:

    because you wouldn't walk up to a police officer and give them shit would you?

    I understand that point of view but you just cannot apply it to paradise as a server. I could, as an assistant, break into science, and start working on toxins or xenobiology (mind you extremely dangerous research if put in the wrong hands both IC and OOC) and very few people would care(Source : Have done this before several times). The same goes for employees calling heads of staff curses and the like - if your boss did something stupid, you wouldn't call him a walking, talking pit of human feces, would you? No, but because of how roleplay is enforced here, you may on paradise - sometimes, with no IC repercussions(however a warning / ban may be coming your way if it isn't entirely IC).

    2 hours ago, Gaty said:

    Because sec is who deals with the shitters and the antags of the round.

    As well as every other department. I've seen shaft miners throw hissy fits when scientists aren't always at RnD regardless if it's completed or not, and I've seen scientists curse out miners for not getting all / a majority of the minerals 15 minutes in the round. Shitters are everywhere, and antags are naturally drawn to departments like atmospherics (technically engineering), science, and security for either the possible mayhem or gear that can generate from these departments. Some others like supply and service don't experience it too much, however if you've ever played QM or Bartender, you will be able to recall a story when after leaving unattended for less than a minute, you come back to find everyone's partying in your backroom / supply office.

  9. 3 hours ago, Medi said:

    I'm still advocating that we use the assets we have on hand to deal with the problem on the short hand while we wait for more code based solutions, as Kyet suggested, to become an actual thing.

     

    1. Allow IAA / NT Rep (in cases of Command) / and the Magistrate to investigate and recommend action against Harassment of Security as a SOP violation with the possible penalties of: Increased time on a separate sentence, garnished wages, demotion, etc. These are to be treated on a case by case basis and supported with facts. If Harassment of Security is a pressing issue and cannot be resolved locally, it can and should be sent to CC for further action as they deem necessary.

    If this is a procedure  that applies for everyone then I'd be fine with it, but /just/ security seems a little off, in my opinion, medical gets shit, science gets shit, service gets shit, supply gets shit, so why should security be special?

  10. 10 hours ago, magentaformula0 said:

     And maybe let us take their pistols even if you have to break immersion and put one in their pockets or something instead on in their hand. 

    Yeah its kind of dumb that after killing them you dont even get their gun, at least in the wild west you can loot their armour and weaponry.

  11. On 6/22/2019 at 1:29 PM, TheClosetMailman said:

    According to Bay, Aurora and the occasional CM, voxes are meant to be cannon fodder/amusement targets, and not highly respected members of spess ships or stations.

     

    Naturally, those fellas are cluwnes and heretics, as they've never owned a pet vox.

    Bold of you to assume the NT rep is respected.

    • Like 1
  12. 6 hours ago, Medi said:

    If they do that they will be injured, low medical supplies, and up against the rest of the flora and fauna.

    The stranded hermit, who I believe either has one medkit or no medkits has the opportunity to evade ashwalkers and hold themselves off for a good while against the mobs and megafauna on lavaland, if one side kills the other, by default they'll be better off because of the fact they are in numbers & they would presumably have more medical supplies.

    Take this with a grain of salt however, as its 4 in the morning right now and I may not be remembering events correctly.

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