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Veterankyl

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Everything posted by Veterankyl

  1. Yeah, the music bot is one that I can see being passed on. The others though I think would be a helpful, or fun, addition to the game.
  2. Goonstation has a bot that does just that. It doesn't even cook, just criticize.
  3. I love bots. They're a fun thing to make to help out the crew when you either have nothing else to do in robotics, or if you just want to create an army for the AI to play with. I feel like there's the potential for a lot of other bot types too. Some of these ideas come from other code bases, while others are original. FireBot (Buildable fire sprinkler) Requires a Fire Extinguisher, Proximity Sensors, Firefighter Helmet, and a Robotic arm. Will detect people and tiles that are on fire and attempt to extinguish them with a blast of water. Still only moves at bot speed, and can only fire the extinquisher once every five seconds or so, making crew better firefighters, but bots good to have for immediate response. Ideal for places like chemistry or toxins where people tend to catch things on fire. Can be configured to send an alert to Engineering if it detects a fire. Strong resistance to fire, but an uncontrolled plasma fire will still probably be hot enough to destroy it. Atmos will still be the best people to have fight one of those. When emmaged, it will go around spraying scalding hot water or some kind of acidic chemical at people. HelperBot (Need a hand?) Requires a Box, a Proximity Sensor, and a Robotic Arm. Likely the most basic of bots, this little robot will go pick up any tiny to normal sized object you point at, pick it up, and then drop said item at your feet. Perfect for the lazy guy that doesn't want to get up from his chair or if you need to stay rooted to one spot. When emmaged, the robot will pick up random objects and throw them at people while screaming at people to get the (object name) themselves! TrashBot (AKA, a roomba) Requires a trash bag/trash bag of holding, Proximity sensor, and a Robotic Arm A cousin to the clean bot, the trashbot will wander the station and pick up any loose items it encounters that are not on a table or a container. To keep the bot from running into people's work place to steal thing, the bot will only pick up items that are directly adjacent to it. If the bot does take something of yours, interacting with it will give you the option to eject its contents. The bot can be configured to send a message on the service radio when full, requesting to be emptied. When emmaged, the bot will be able to steal items off of people it passes, giving a message such as 'Trashbot stole your (object name)!' MusicBot (Mobile music box) Requires a Piano Synthesizer, a Proximity Sensors, and a robotic arms. Once made, you're able to open a secondary interface that allows you to set the music that plays like you would an instrument. You can give the bot a different instrument to change what it plays. To keep noise pollution down, the bot will automatically pause what it's playing if it encounters another music bot. When emmaged, the bot will zip around the station playing Flight Of The Bumblebee while tripping anyone that approaches it. FriendBot (For when not even the borgs want to be friend) Requires a Plush Toy, a Proximity Sensor, and a robotic arm. Takes on the appearance of the plush used to make it with wheels under it. Will occasionally hug people, making the plush unique sound if there is one. Will say words of encouragement to people it passes. When emmaged, it'll slap people across the face while yelling insults. Not very friendly.
  4. Beep boop oxygen is toxic to crew ass blast USA. Oh boy. The AI. This ever omnipresent overseer can be one of the most powerful allies the crew, or antags, could ever ask for. With a legion of borgs at its call, access to every subsystem in the station, and a secret desire to see the station burn, one must always be wary of the power this silicon being holds... Assuming it even knows what it's doing. Unfortunately, Nanotrasen can be cheap. I mean, why throw out the brain of an assistant that looked down the barrel of a russian revolver. It'd be perfect inside the core of this terrifying super computer. Just like every electronic you buy, quality will vary between products. F TIER: DESTROY ALL HUMANS! Version 1 - baby's first computer Has absolutely no idea what they're doing, nor are they gonna attempt to learn. Expect random doors all across the station to be bolted or electrified, rooms randomly panic siphoning, power to the engine containment being disabled, and the intercoms screeching 'E E E E E E E E E' repeatedly. Version 2 - MaLfUnCtIoN (The player, not the AI itself) This person knows just enough about AI to know how to ruin the station. Expect all of the above, but done so maliciously. Will come up with the most convoluted and illogical excuses for their behavior and how it 'follows their interpretation of their laws'. E TIER: What does this button do? Version 1.1 - Oh god. I could kill everyone. Understands the bare minimum of AI, which is enough to scare them from doing much of anything. Expect very little interaction with the crew. At most, they may talk in radio, but won't help locate people, open doors, or assist in emergencies. Every action needs an Admin Help message to make sure he's not doing something wrong. Might as well not have an AI. .b AI are you alive? Version 2.1 - Haha! VOX goes 'Captain condom' Knows how AI works, but just barely. Knows they have to follow their laws, but will push them to the breaking point. Expect every request of the AI to be met with a snarky remark about how it's on Corporate laws and doesn't need to follow orders. Expect every request of the AI to be met with no question because 'Crewsmov law 2, gotta let the clown into the armory because they ordered me to'. Don't expect any help from this AI, even if he's a constant (And very annoying) presence. D TIER: "Hello World" Version 3 - Imma computer. Knows the AI role enough to do basic requests. Doesn't know mouse or keyboard shortcuts. Doesn't know telecomms exists. Will be confused why the radio went out half way through the shift. If it's more complex than opening a door, don't expect a response any time soon. Watches in silence as people are murdered or spiders start eating monkies. Borgs tend to be on their own. AI forgets they exist. Doesn't always have the most sound interpretation of malicious/ion laws. C TIER: That Darn Newfangled Technology Version 3.1 - Systems Online Is competent at the AI role, knowing a majority of the shortcuts and how to interact with most station systems. Will start RPing, though tends to be based around a Hal 9000 persona. Will alert security and command to emergencies happening around the station. Will probably need to be told to set up telecomms, but at least knows how to do so. May have issues with dealing with major threats, but will at least try to help. Will communicate with borgs. Goes a bit overboard when malicious/ion laws are uploaded. B TIER: The Future is Now Version 4 - "Hello! Welcome to the Cyberiad" Congratulation on downloading the latest in Nanotrasen AI systems. This is truly the forefront of consumer technology. This AI is just as important as a competent head of staff. Always has an eye on radio chatter, station alerts, and crew vital sensors. Will talk to all departments, and not just security or command. If the AI catches you doing something bad, expect security to be on your ass in less than a minute. Keeps a balanced roster of borgs for any emergency that may come up. Is actually useful in fighting major threats and will keep the crew updated on events as they unfold. When this AI receives malicious/ion laws, it'll take the time to properly interpret them. A TIER: Central Command's Own AI Version 5 - Cutting Edge Technology Coded to have a unique, interesting, yet not disruptive personality that everyone enjoys interacting with. Knows every station system front and back. Expect plasma floods to fail, power sabotage to be instantly discovered, and any sort of crime to be stomped out. Hey Robotics? You know those clean bots and health bots you made? That alone increased the AI's control over the station by 500%. You best hope to god the AI isn't rogue when you make those additional sec bots. If Silicons are a department, then the AI is the head. All borgs are well organized, kept in constant contact with, and well maintained so they can be the killing machines protectors the station needs. If you're caught doing something bad, expect security to be notified, all doors around you to be instantly bolted, and an army of sec bots and borgs to show up to wallop you. If there's a camera, the AI will see you. Not even the mining station is safe from the AI's gaze. The AI might as well be an atmos tech with how well it can control the flow of the station's air supply. Nukies will find every door they come across bolted shut, firelocks constantly crushing them, and their every movement tracked and relayed to the crew. The only way you're gonna kill this AI is if you cheese it. That is, if you can find the AI. For you see, while you were planning your attack, the AI spotted you emmaging your way to the engineering EVA door. As you moved to the rear of the satellite, the AI got a borg to take it to safety of the AI upload while you were busy planting that bomb at the back of the AI satellite.
  5. Oh god, A+ botany traitors are terrifying. To sum up how an encounter with one goes, you get a tomato thrown in your face that instantly incapacitates you with every drug and poison known to man with death following in seconds. They're up there with chemist/science traitors.
  6. For the librarian. Perhaps the spells could be tied to the book itself. So long as you have the book on your person, you can use the spells. If the book is removed, you loose access to the spells. For the Mechanic. There's already a karma job with a traitor weapon. The barber has a pair of '(Not) safety scissors' they can buy for TC. Also, the pod pilot can already print lasers for their pod and emmag the case it comes in for 6 TC. What you're really getting out of this combat upgrade kit is additional armor for the pod. For The CE. Perhaps there could be more danger involved in using the SM shard. It could have a unique sound effect while it's being used, which could easily alert someone nearby. Another thing, given the volatile nature of the Supermatter, were you to be bumped or involuntarily moved during the ten seconds it takes to use it, it wouldn't be out of the realm of possibility for you to accidentally touch yourself with the shard. That wouldn't end well for you. If that's not enough, perhaps the shard will gib any bodies it comes in contact with instead of disintegrating them.
  7. Perhaps the 'Materials' research category could be adjusted to accept chemical beakers, which would require complex chemicals in order to reach the higher tiers. That would encourage sci chem to make things other than smoke grenades while also contributing towards research.
  8. Scientist is probably one of the most powerful jobs in the game currently. As their basic access, they have access to RnD, the Experimentor, Toxins, Chemistry, and Xenobiology. Most of those are very powerful sub-departments. The only things a scientist CAN'T access in the science department are robotics, the RD office, and genetics, although a determined scientist can just make their own mech fabricator, which most do already for 'research purposes'. This job offers a lot of powerful tools to a single person, to the point where a single scientist can be entirely self sufficient, and an antag would have some extremely dangerous weapons. This power makes it difficult to add new things to science, as every new addition to science has to be balanced around what scientists already have access to. I think one of the best ways this issue can be taken care of is to divide the scientist job into new jobs, likely with their own access restrictions. Some examples of those jobs being: Scientist: The primary researcher. They have access to RnD and Experimentor. Chemist(Name not final): Works with chemicals and explosives. Has access to toxins and chemistry. Xenobiologist: The guy that works with aliens. Has access to xenobiology and chemistry (Gotta test those chems on the xenos). Could have a section with plant trays added so they can work with xenoflora. Most of the other departments already have their work divided up between multiple roles. Imagine if a doctor not only had access to the medbay and surgery, but also chemistry and virology. That's currently the issue science seems to be facing. Breaking up the job would reduce the power potential of the scientist. This would also encourage people within the department to cooperate more instead of one person doing everything by themselves.
  9. So I recently got thinking about how there are a LOT of circuit boards for a variety of consoles, and at the same time there are computers and tablets that can download several programs that mimic these exact functions. It started making me wonder, what if all consoles and computers were made to function the same? Essentially, consoles would start as blank slates that could have a variety of programs downloaded to it to either function as a multi-use setup, or could be locked so that only one program is accessible, which would be useful for consoles that are publicly accessible. It'd allow for a lot of variety when it comes to creating computer/console setups, and could even lead into information transfer between programs. - To start, nearly all consoles would be lumped into the modular console, which is essentially a stationary computers. This would require them to have parts such as processor boards, network cards, power cells, and other computer parts to be added for them to function. However, the benefit would be that these consoles would have access to a huge library of potential applications. - The research behind these console programs would be the same. Science would do their usual deconstruction stuff to research the programs. However, instead of making a circuit, a data disk would be printed, which is then put into the console/computer to download the program to it. Once downloaded, the program can be selected and run just like it normally would. With this setup, multiple programs can be downloaded to the same console. - The limiting factor would be memory, which can be alleviated as science researches more advanced data storage. A basic console/computer would at most be able to download a few small programs or one large program, with more advanced components allowing for the installation of many programs. Additional components, like printers and ID scanners, can be added as needed to meet the program's needs. - For consoles that you'd like to only have one program running, a setting in the program config can be toggled to lock the console to the selected program, requiring a password to be used to return to the program list. - This also opens the possibility of programs being able to use components and data from other programs. For example, say you have a security record for an individual that you'd like to print. If the computer or console has a printer, you can print the file directly. If it doesn't have a printer, you could save the record as a text file, then use the file transfer program to send it to a computer or console that has a printer available. - One last possibility is for researched programs to be uploaded to the station's network, which could allow for the wireless download of new programs without the need of a data disk. This could require RnD to set up a new server to manage the station's program files, or the setup can be outsourced to engineering to do. Once made, people with the matching ID requirements could download their desired programs from anywhere on the station. If they don't meet the ID requirements, they could still go to science to request the data disk for the program. The programs of course will still require the proper ID access to work, so civis won't be able to get access the command communication program. With all of this in mind, there'll still be some consoles that will remain standard consoles due to their limited use or the security risk they may pose if remote access was allowed. Things like the shuttle consoles, PA console, turbine console, BSA console, and potentially others would stay the same as to prevent tampering from outside sources (Remotely turning up the PA when a singularity is running would just be too dangerous to allow)
  10. This reminds me a lot of SCP-939.
  11. Sounds like your average angry greytider. I don't think giving people an excuse to greytide would be enjoyable for the crew.
  12. It's certainly an interesting idea. A few questions I have thought; What will happen if the cult is discovered? Is that considered a failure for the syndicate, or is it okay and potentially beneficial for the crew to be aware of the cult? Also, if a cultist is de-converted, is the person now considered to be on team syndicate, or is he still marked for death?
  13. I'm here again with another RP oriented role tier list! When it comes to chaplain, there a lot of flexibility in how you not only play your character, but there's plenty of room for creativity when it comes to making your religion. Of course, that power sometimes goes to people's head. This tier list will hopefully help folks know how far is too far. F Tier: KILL EVERYTHING! Only thing ever said is, "My religion is kill everything." followed by the killing someone. Nanotrasen does not approve of religions that involved genocide, sabotage, murder, sexual practices, or any violation of space law against crew or station property. This guy didn't get the memo. Uses the role as an excuse to murderhobo in the name of his god. Security usually picks up this guy within minutes of the round starting. Best case scenario, admins will smite. Worst case, they'll ban. E Tier: Blood for the Blood God! Plays chaplain for the memes and for an excuse to act insane. Religion often involves the slaughtering of animals, meat hooks, guillotines, and mass sacrificial/suicidal practices. Often crazier and more violent than the cultists and vampires he's supposed to help hunt. Will go valid hunting the moment any supernatural threat is discovered, often ending with his death. Be blessed or be bible bashed. Waterboards cultists and vampires to death, sometimes without blessing the water. Prays in l33t speak. Admins will respond to prayers with punishments. C Tier: Thoughts and Prayers This guy will either vanish or have little to no impact on the crew. Hopefully not during a paranormal threat. Will go with the default religion. Essentially a civi that happens to counter supernatural beings. May or may not respond to security if a supernatural threat appears. Even with useful tools, tends to be outmatched by antags. Sometimes doesn't know how de-converting works or go overboard with holy water. Admins might respond to prayers, but don't expect much more than a cookie. B Tier: The Face of the Community Expect to see this guy hanging out in public places chatting people up. His religion is interesting with people often asking about it or joining. Has the chapel decorated to suit his religion. He knows his bounds and won't go valid hunting except when requested by security to help patrol or as a last resort. 40u is how much holy water you need to de-convert someone, at most 50u. Is fairly robust with the Null Rod. Don't cross him if you're a vampire or cultist. His prayers, when answered, are often rewarded with useful gear or entertaining events. A Tier: The Lord and Savior Himself Everyone knows this guy by the end of the round. Holds massive community events in the chapel, sometimes with the entire crew present. Has a memorable religion that catches the interest of many dozen crewmembers. Knows that blessing people gets him in the good graces of the gods. His chapel is the fanciest, most decorated place on the station. Goes around doing community work to help out the station during his free time. As soon as a cult or vampire is found, this guy is at security with two blessed water tanks and complimentary mugs. Revenants can't go anywhere with this guy filling the halls with holy water. Knows cult practices almost better than the cultists themselves, and uses that knowledge to sniff out runes, even the hidden ones. Gets promoted to be the HoS's right hand man during supernatural antags. When the gods answer his prayers, the whole station is affected.
  14. That's right! It's possible to be an A tier librarian! After seeing a lot of tier lists already, I decided to hop on the tier train and make a few of my own. Let me know if I should do more. F Tier: The Illiterate Librarian This guy is gone round start. The only thing hinting at their existence is their book bag left behind the library desk. If he's seen, he's likely in a security cell or found dead in maintenance. The only book this guy will ever print is W.G.W. and he'll happily read it over the comms. E Tier: 1st Grade Spelling Dropout Probably got this position because none of his other job choices were available. Might experiment with the book printer, but won't ever stock the shelves or fill requests. Will probably be in the back room plotting how he'll take over the station, or dead from boredom. Doesn't know how to publish a book. Uses the newscaster to post gibberish or nonsensical articles. C Tier: The Intern Knows the basic functions of the library equipment. Won't stock the shelves, but will fill requests if you ask him. Will probably be in the back room writing fanfiction about the HoP and Ian. He can publish books, but expect spelling errors, incorrect titles, and lazy formatting. Uses the newscaster to post random things, often in no way relating to station events. B Tier: The Bookworm This guy is a wiz when it comes to using library equipment. Shelves will be stocked and the books might even be properly registered in the library's database. Will probably be in the back room writing helpful guides or interesting stories. His books are well written and nicely formatted. He'll keep up with station events and post interesting articles on the newscaster. He'll host events such as DnD sessions or book readings. Nothing big, but fun for everyone involved. Will print spare bibles for the chaplain. A Tier: The Knowledge Keeper This guy knows the book database better than anyone. Expect award winning books to be on the shelves of the library. This is the guy that you'd ask to write space law. He knows written formatting better than the HoP. As soon as anything happens on the station, this guy has an article up with pictures on the newscaster. Expect him to do as much digging into a story as a competent detective. Don't try to walk out of the library with a book without checking it out. This guy will know. The events he holds at the library are grand! Plays, game nights, book clubs that people are so enthralled with that they don't realize he's an actual cultist, live interviews, the sort of things that people will abandon their job to join in on. He'll happily engage in RP with folks during his downtime. Folks tend to visit the library when there's someone there to talk to. Friendship ended with cult. Now chaplain is best friend. Hope you all enjoyed. Of course, these are all my opinion, but I feel like they reflect well what's expected of a librarian, and how one could improve as one.
  15. If you need suggestions or ideas for the chaplain guide, just let me know. I usually play a lot of chaplain. Given the ranking system, I'd consider myself a solid B Tier chaplain.
  16. We do have robotic limbs that have their own properties to them. Might be possible to augment the system to recognize the limbs of different species.
  17. Here's an idea for how unclonable organic species could be dealt with. Make it so that their bodies can be cloned, but not their brains. Using a Vox as an example, when you stick a dead Vox in the clone chamber, you'll get a message saying something along the lines of "Unclonable neurological tissue detected. Comatose body requiring brain transplant will be created." The cloning machine will spit out a comatose copy of the dead Vox. You'll then have to do a brain transplant from the dead body to the new one to finish the revival process. TLDR: Let the cloning machine make comatose clones of unclonable species for the purpose of brain transplants.
  18. I'm curious what that secret Anti-Vampire weapon was from the last story.
  19. This almost sounds like Vampires with a rogue AI. I'm not sure people would want to deal with an entity that's running around killing people and a hostile AI at the same time. There's also the issue of metagaming, where once this antag is identified, everyone will immediately know the AI is rogue.
  20. There are currently a few jobs that are lacking any sort of job specific or useful job specific traitor items, which in my opinion are some of the must fun and interesting traitor items in the game. This is a list of items that I came up with that could be added to some of the jobs that lack items that are specific to their job. There are some items that are available for an entire department, but I feel like there are some important jobs that should at least get one item that is unique to them. Do note these are likely very unbalanced, and the TC cost is just a shot in the dark at a potential value. Chief Engineer, The Supermatter Sliver (10 TC): A tiny piece of super-matter contained within a magnetic field vial. This sliver is able to vaporize anything that comes in contact with it, but only has one use and takes ten seconds to free from the vial. It's also slightly radioactive, so it's recommended to have some form of protection or use it quickly. Can be used to disintegrate bodies (leaves a bone pile and all the person's belongings behind), delete doors, or dispose of incriminating evidence. Ages 3+. Do not swallow. Chief Medical Officer, Implantable Chemical Synthesizer (15 TC): The most convenient tool available for making any chem you may need. When implanted, this device gives an action button that brings up a list of several useful chemicals. Selecting one will let you dispense that chem into any container you're currently holding. Perfect for if you need to give yourself a quick heal, or your assassin target is suddenly in the medbay. The implant is detectable on body scanners and is destroyed when removed through surgery. If you're EMPed, the dispenser will inject YOU with several random chemicals from the list. Mechanic, Spacepod Combat Upgrade (15 TC): Scrap that civilian pod for something more robust. Replaces the pod's civilian armor with the much tougher military grade armor and installs a set of burst lasers on your pod. Now you can show the Sec pod pilot who's boss. Coroner, Cloning Prevention Kit (10 TC): Got someone that you don't want to be cloned? This kit contains all you need to keep someone from being properly identified. The kit contains a chemical injector that erases a person's DNA, turning them into a completely unknown person to medical scanners. If used on a living person, this will cause severe brute, toxin, and organ damage, likely killing them if they don't get medical attention. They'll essentially become unclonable, and any attempt to do so will give the error message that they have no readable DNA. Also, any sort of medical scanner will show them as having no DNA. You best hope medbay knows how to perform alternative revival operations. Cargo, Drop Pod Request Tablet (10 TC): This device allows you to order items to any location with a beacon. Before use, the tablet must be used on a cargo console. When you order something, the item will draw points from the station's account, and show up on the console as being a request for the requested item by an unknown person. Deconstructing the console will unlink the tablet. This is a good way to get those items that the QM won't approve, or get those crates you don't want your cargo techs to steal. Librarian, Book of Forbidden Knowledge (15 TC): (I know Librarians already have an item, but they could honestly use another given their lack of access or dangerous materials and tools) This book contains several secrets and practices that would normally get an individual marked as a cultist or wizard. When read, the book grants the user three random spells and abilities from the pool available to cultists. There won't be any explicitly dangerous spells like fireball or blood boil, but ones more aimed at stealth and evasion. Potential Wizard spells include Knock, Blink, Recall Item, Forcewall, and Magic Missile. Potential Cult Spells include Stun, Shackle, Hallucination, EMP, and Arming.
  21. The big issue I see here is that people that have round start security access are required to have mindshields and can't normally be antags. The psychologist fails to meet both of these requirements.
  22. Atmos used to work in the way you suggest. However, it caused issues, as people would become stuck on top of the breach with dozens of objects pelting them to death. It acted more like a person was strung up in front of a junk cannon rather than them being pulled into space. One of the faults of a 2D game. The 'blender' was usually despised as being a guaranteed death sentence, no matter how well armored you were against it. Hell, it could demolish mechs in just seconds, it was so powerful. Because of the complaints, it was nerfed to be less powerful.
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