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Posts
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Posts posted by Fursamie
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2 hours ago, ZN23X said:
"Vulpakin are magnificent beings...."
Tetra Vega whimsically states while twirling her hair seemingly lost in her thoughts.
I appreciate how OP made an extremely detailed and intricate post on how to make vulpkanin more realistic and you just have ZN in the corner silently mumbling about vulp.
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11 minutes ago, Furasian said:
>Oh boy oh boy Rollback!
Well a week has passed, and over time I've observed pretty much everything that everyone was explaining. Those who took up my offer to learn would quickly learn what I know and their survival rate would double. Those who didn't usually disappeared in maintenance.
BUT WITH ALL THIS IN MIND and all the points presented one question remains: How do we go forward in implementing this idea? We have a general idea on the loadout, but what should be the official final decision on a instructor's loadout? How shall we write the SOPs for the instructor? AAAAH SO MUCH CRAP TO STILL ESTABLISH
clown mask, they dont deserve the mercy of any other clothing
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4 hours ago, necaladun said:
3: - More complex medbay good. Vendors being able to replace chemistry bad. Less stuff in vendors but make stuff easier on chem?
Chemistry is a very powerful tool in the hands of the right people, I don't think it would be a good idea to make it "easier".
Cue traitor chemist with a chemical meth implant, black powder bombs, heparin, sarin and cyanide mix syringes in a rapid syringe gun -
20 hours ago, Landerlow said:
I'm a bit so/so about this suggestion.
Don't get me wrong, I would love to have a designated instructor. It should DEFINITELY be a karma job, no questions asked.However the thing is, in this game .. there is often not the /time/ to properly 'train' officers. And, to be honest, and this goes for current officers as well: The biggest issue often is C O M M U N I C A T I O N.
Communication, lack of map knowledge, lack of SOP knowledge. These are things an officer should read up on before actually taking the job, things the officer should keep in mind, things an officer should not have to be told a lot. It's only natural to communicate as often and as coherent as you can. Then again, it should also be common knowledge not to harmbaton everyone, but hey .. communication really is one of the biggest issues. And blueshields who interfere with security thinking they're redshields, but that's handled seperately.
To be fair, I think a lot of this could also be handed to IAA's. IAA's are there for the whole station, but let's face it, they focus most on security. It could be an idea to make an alt-title 'security instructor' for the IAA job. This gives them actual things to do, makes them helpful. I'm not sure a *complete* new role is needed for this. I think, with what we have currently, we could work something out.
Adding on to this, from personal experience I can say that security gets pretty stressful from either the 30min mark or the 1hr mark, what with 5 people being in processing for god knows why, with no notes, one of them is bleeding out, two are vox without their tanks, the other three arent cuffed and are trying to escape - security isnt very organized usually in normal rounds. This suggestion sounds well on paper, but the fact of the matter is that paradise rounds are not that slow paced (and with the 1k mark being hit everyday, it is even worse) to allow a role like this to function properly.
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Having a morgue in security, if added at all, should probably be with or extremely close to the brig phys, since it makes sense having the only trained doctor on the security team handle cadavers.
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Two horrible officers, I think they killed the CE.
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Hey guys, did you know uh... Nevermind, I forgot.
Hey guys, did you know uh... Nevermind, I forgot. -
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On 3/13/2019 at 4:51 PM, MrMagolor said:
Better idea: their meals will include figures like from the arcade.
Better better idea: Not just figures but fluff items in general like plushies, toy weapons, donk items, etc
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3 catgirls screaming, it's catman!
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8 admins asking if you have a moment.
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2 bros, chilling in the hottub...
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8 rangers with big irons on their hips.
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18 nods, from judges at the awoo competition.
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8 protests for HoP rights
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5 edits, made by a dumb author
The Issues with Vulpkanin (They Make No Sense)
in Wiki Development
Posted
Adding onto this, I think everything (or mostly everything) sci-fi in SS13 has the same excuse. Portals? Bluespace. Bluespace? We found it. Nanotrasen? Plasma. Plasma? Space... And you could go on and on, because almost everything in this game is nonsensical and whacky with little explanation. Why does a company have a team of essentially terrorists to kill their employees and destroy their assets if "it's too far gone"? Because. Why are assistants, bartenders, cooks, etc on a research station? Because. Why are we still here? Just to suffer.