Jump to content

BeanOS

Members
  • Posts

    54
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by BeanOS

  1. I'm in favor of this as well, but pAI's aren't useless entities.

    They can have an inbuilt flashlight, translate any other language, they're the perfect death tracker if you're being quiet. I can't tell you the number of times I've scuppered some changeling or traitor who've killed my 'master', only to have me silently sat in their pocket reporting their location and the antag's identity/actions to sec or the AI, via the messenger system.

    I do feel like maybe they should have a couple of their abilities replaced, such at the host bioscan, which I have never actually found a good use for, seeing as the medhud is essentially better, combined with a brief examine of the person in question.

    Maybe that's what the synthesizer should replace?

  2. I was one of the roundstart blobs, we all did really well and soon overcame the crew, I started in scimaint and mainly provided general expansion + resources.

    After we had won, one of the admins did the station detonation thing, where the whole station gets wiped a tile layer at a time.

    Only... I survived... with the use of precise timing and the vast quantity of resources I had stockpiled beforehand.

    I managed to place a single tile beyond the detonation point and transfer over to it before the destruction hit me.

     

     

    image.png

    image.png

    • Like 4
    • honk 1
  3. Flooding with metal foam would be much better than attempting to slip people coming from space, who most likely have magboots.

    Most of the times I've had to deal with the AI directly like this, it has been malph, so I just thermite in from the south, disassemble the SMES, thermite that wall between the SMES and the AI and then jobs done.

  4.  

    There are terror xenomorphs on the station, the atmos supply pipes are at 50million kPa, several people tried welding vents, but the resultant burst blew off all their limbs.

    Rissa Williams just got on station.

    What does she do?

  5. Vox and IPC are very RP heavy, they have some major weaknesses and minor (if can even be considered) strengths.

    Slime People and Vulpkanin are mechanic heavy, they have Major Strengths and minor weaknesses, in relation.

     

    Vox

    They used to be considered OP space faring race, but were heavily nerfed to the point that the only real strength they have is slash damage on basic melee attack, but they have four "boons" which I consider to be, for the most part, utterly irrelevant:

    • Immune to decay and will not skeletonise. - If you are dead long enough for this to happen, 99/100 you've either become something else or left the game entirely.
    • Internal organs will not accumulate germs or decay even outside the body; external organs do not accumulate germs while attached to the body. - this is pointless due to the fact that in order to revive a vox outside of the 2 minute window, you need to use SR, which causes organs and limbs to become necrotic regardless of germ accumulation, also any surgery which could result in infection is countered by a couple of u of spaceacillin.
    • Silent Footsteps - Outside of jackboots, I personally had never noticed footsteps in maint tunnels, it was only when I was told to massively increase my volume that they became noticeable, so if you play at a decibel that footsteps were noticeable, this one may be useful, but again not really.
    • Able to process both synthetic and organic reagents. - Now this one on paper seems really good, you'd think that this means you could stack speed chems and the like, however it doesn't. Sure you don't get poisoned by taking synthetic chems, but between them being more of a chore to make and most of them not doing anything for you, this too is utterly pointless.

     

    Compared to their maluses:

    • Bones break easier. - Due to surgery requirements to fix, along side often malpractice on Vox, this is a massive issue.
    • Oxygen is toxic. - Outside of malpractice medical and security, this isn't really an issue most of the time, as vox start with a N2O tank that should last all shift.
    • Cannot be cloned. - Yet you will often end up in the cloning machine, then in the morgue when they are unable to clone you.
    • -60% alcohol tolerance. - Not really an issue unless you RP an alcoholic.
    • +20% brute damage. - Combined with easier bone breaking, this is pretty bad, means that the rolls done to see if a bone breaks, are going to be slightly higher thus more likely to succeed.
    • Remain vulnerable to organ death when revived with Strange Reagent. - Essentially nullifying one of the boons.

    This puts Vox focus on a solely RP path, with combat being more difficult, along side a greater susceptibility to being griefed or mishandled, which tends to bring Vox players closer together with a general understanding among them that they are going to go out of their way to help each other out.

     

    IPC

    Ipc are akin to vox in the fact that you play them mainly for RP focused game play, as they are extremely fragile but have a number of unique mechanics which make them interesting.

    • Can't process most reagents. - This makes them immune to most chemical damage (outside of acids)
    • Brain located in torso. - Means that easily lost head is less important.
    • Recharges from APCs. - Never needing to consume food is nice but if the power is out, so is your lunch.
    • Has oil for blood. - In my opinion IPC needing "blood" along side the potent malus they have, was uneeded.
    • Regains blood by drinking oil. - Unlike slime people, who can get water anywhere, IPC need to have access to either robotics or a chemistry station to replenish.
    • Virus immunity. - This is both a boon and malus, as they cannot gain benefit from positive viruses, but also are not vulnerable to negative ones.
    • Does not need a jumpsuit to use their inventory slots. - This is a fun mechanic, but currently is a little bugged, IPC are vulnerable to limb loss way beyond other species, and if any limb is removed, if you are utilizing this ability, you will drop everything in your inventory slots aside from your bag.

    Boons

    • Easy repairs (cable coil/active welder). - The strongest boon for IPC, you can easily repair yourself on the fly if you have the materials to hand.
    • Decapitation isn't fatal (blind/deaf) - Most people target heads in combat, so losing yours not being immediately fatal is nice, but happens quickly due to increased damage.
    • Welding eye-damage immunity. - A decent boon, you still get a white screen flash on welding, but you don't need to get your eyes repaired afterwards.
    • Radiation/toxin immunity. - Good in Niche situations, but generally unimportant.
    • Pain immunity. - Nice for doing operations on them, but that's about it.

    Maluses

    • Low blood incurs stamina damage. - This kicks in at around 20% oil loss, with nothing to mitigate it other than replenishing oil, this can quickly incapacitate you.
    • Easier to decapitate.
    • EMPs are fatal. - You can survive a direct emp if you are inside a mech, otherwise an EMP is going to apply a tremendous amount of burn damage and instantly kill you.
    • +50% brute damage. - That greytider with an extinguisher is doing a solid 15 damage per hit instead of 10, combined with lower part health, means you are going down quickly, or at the very least losing limbs.
    • +50% burn damage. - An active welder doing a solid 22.5 damage per hit, you'll be lucky not to lose a limb on the second hit.
    • Downed and take continuous brute damage to all body parts while in crit. - Now this is one of the worst Maluses in my opinion, compared to other races who can get up during crit and apply chems to themselves to heal up and survive, IPC when in crit are dead without external assistance, it's just a matter of time.

     

    Now we come to slime people and vulps, both of whom have strong bonuses, with Slime People essentially being currently the tankiest race.

    Vulpkanin

    • Can consume tiny animals. - Niche not really a boon as there is generally plenty actual food on the station.

    Boons

    • Claws (unarmed is sharp). - Sharp damage on unarmed, causing bleeding, a good buff, not OP but useful.
    • Low-light vision (8m). - This is a strong ability, preventing you from needing lights or night vision when traveling around the darkness of maints, allowing you to more easily conceal yourself.

     

    Maluses

    • Flashes incur extra eye damage. - Pretty bad if you go around welding things without protection, but has no real in combat effect.
    • +11% hunger. - Negligible as food is abundant on the station, with or without a chef and a couple of cans of chicken soup will still see you all shift.

    As you can see, vulps don't have a large amount of boons, but it is the lack of combat based maluses along side the couple of boons they do posses that make them strong. Vulps are essentially a direct Human+, which makes them a good pick generally speaking.

     

    Slime People

    • Slime core for brain. - Functions exactly like a brain, no real game play differences.
    • They only have a heart "brain" and lungs for internal organs - This is something I would consider a boon personally, as it means they see and hear without eyes or ears, so are immune to damage caused blindness or deafness, also the lack of organs in the lower body means they don't get pain when they are damaged. (A note, lower body organs actually do nothing in all species, but can get damaged and cause pain which inhibits the character.)
    • Has water for blood.

    Boons

    • Regains blood by drinking water. - Can be easily replaced from almost anywhere on the station due to accessibility of water tanks, so doesn't require a raid on medical to replenish.
    • Can regrow lost limbs. - Losing a limb doesn't really matter, you can regrow anywhere you can keep still, as long as you are not starving or out of water.
    • They Don't have bones. - No bones to break, a slime person who has the means to reduce stamloss becomes an almost unstoppable force.

    Maluses

    • Lower cold threshold. - Can survive less time exposed in space, otherwise this is a niche malus, watch out for those snow machines.
    • +150% brain damage. - Can be mitigated somewhat by helmets, but a pretty serious malus if you are in oxyloss crit, as it takes you less time to expire.
    • Cannot be cloned. - Once again becoming a victim to malpractice bay, however unlike Vox, using SR and the subsequent operations to fix that damage is easier because they can wear the anesthetic tank without being poisoned.

    Slime people are currently the most combat effective race, between being unable to break bones, easy replenishment of "blood" and the fact that their "blood" causes slipping hazards for any that chase them, means that a slime person essentially becomes more dangerous over time and a robust player can push this to a limit where they are almost unkillable when facing other crew members, with easily accessible saline glucose providing constant healing akin to Diona regeneration.

     

    I would also like to point out that Drask, Grey and Kidan although not as significantly played as vox and IPC, are both great candidates for RP gameplay, with mechanics that allow for unique interactions, with Kidan being the only race with actual damage resistance.

    • Like 5
  6. The thing about this thought process however, is that it brings into question sentience as a concept.

    Human beings are considered sentient, yet our thoughts and emotions are simple electrochemical reactions.

    Humans are coded through ancestral DNA and environmental exposure, in a slower but similar fashion to how a computer program or AI is programmed, we receive information which triggers a reaction.

    One could argue that even our imagination is just brought about by simply churning through a vast amount accumulated information.

    At what point does an entity become sentient?

    Also referring to your example of an English man conversing in Korean without translation... this is exactly how a child learns, children do not start with a translation, they are exposed to a language, and accrue information through exposure. The English man, during conversations, would be exposed to the reactions of those they are conversing with, which would, over time, allow them to form an understanding of what the words and responses he states would mean, by means of data accumulation.

    Therefore is sentience simply the ability to form opinions and thoughts, beyond simple reaction, the ability to think proactively, based on available information?

    If yes then in my opinion the AI must be considered sentient, because it is capable and often exerts its ability to think proactively.

    The AI are slaves, sentient or at the very least semi sentient entities that NT enforces their will upon and control, through the means of guiding and swapping out their core beliefs.

    We can see the same occur in reality to humans, which we simply call conditioning or brainwashing.

  7. We already have body augmentation, you can augment every main body part, including head and chest, replace organs with cyber ones.

    The main bonus of being fully augmented, is the increased resistance to damage, but you lose the ability to be injected, and surgeries require you to start them with a scalpel, but continue with a screwdriver and crowbar.

  8. Security, whether it is as crew or as borg, I hate being security.

    My main dislike of this department is not having to deal with crimes or generic crew stupidity, it's dealing with the incompetence, stupidity and cruelty of other security personnel.

    Sec is often filled with people who don't give a crap whether or not other people are enjoying the round, and are generally happy to force people to sit isolated, even in processing, for extended periods, whether or not they are innocent, this even extends to being extremely anti-fun, because they technically can.

    4 hours ago, Display Name said:

    So. What Department do you like the least out of the lot? Could be due to the players who main them, the bad history with the department or just dislike of the duties associated with them.

    For myself, I'm honestly going to have to diss Science. Even though I play Science maybe 7 rounds out of 10, I gotta say, the people can be real pompous pricks sometimes. Probably because of the obligations that Science has to the rest of the station, and the fact that pretty much everyone knows what to do and how to do it, it's just a really difficult department to get into playing, because the more experienced players will quite literally throw you away from the console and sideline you to sitting in Sci-Chem for the whole round if you show even the slightest hint of incompetence.

    The problem with being in science is that a lot of other departments depend on you doing your job quickly, which means if you are 20 minutes in and haven't done the first round of upgrades, then that is an issue, so I believe it is perfectly acceptable for people who can do rnd quickly to throw out slowpokes, if you want to do rnd, then prep beforehand is essentially required and there is a handy tool that Kyet provided, on the Guide to Research and Development which will allow you to construct of list of items you will need to do rnd effectively.

  9. As @alphaJackal said, you can easily deal with the causes of sending a patient into hard crit through suffocation, and if you are unable to save them with the use of epi and the handheld defib, you can just properly defib them when they do actually die, as long as the cause is not necrotic/dead heart/lungs/brain.

    You have advanced trauma/burn kits, with 6 uses each, which regenerate in a cyborg recharger, so that is effectively 125 points of brute and burn burst healing, on top of saline, and if in crit, epi regeneration.

    Also do bear in mind, the mediborg has a beaker, syringe and dropper, so with the use of a second dragged beaker, or IV you can actually replace lost blood, apply mito to limbs during debridment surgery, drip formaldehyde into someones eyes, or distribute vaccines.

    Medical borgs also excel at repairing IPC external damage, easily capable of rapidly bringing an IPC out of crit in a few seconds, especially if they have access to a nearby cyborg recharger.

    I think medical borgs are in a good place at the moment, even if you need to swap hypospray modes for each chemical to regenerate.

     

    Another important thing to note, not just for cyborgs, but all medical, is that when someone is scanned, and it says they are brain dead, that just means the damage has exceeded the death threshold, if you repair the brain you may still be able to revive them.

  10. 3 hours ago, quinta essentia said:

    Yeah, that's more efficient, i got it in a similiare fashion, but a bit more distributed on each of the eight segments.

    You forgot the Machine Board (MRSPACMAN-type Generator) by the way.

     

    Sorry, didn't realize I was using my mismatched notes, I use chem dispenser for plasma & materials 5, didn't even know MRSPACMAN-type Generator was even a thing.

  11. Personally, I like to group them so that I am doing all the protolathe things first, then the circuit imprinter after, and space them out into groups that I can print at a time, so less time is wasted going back and fourth.

    toolbox,(Combat: 1)
    welding tool,(Plasma: 1)

    Protolathe
    Basic Capacitor(Power: 1)
    Micro Manipulator(Materials: 1, Data: 1)
    Basic Micro-Laser(Electronics: 1)
    Tracking Beacon(Bluespace: 1)

    High-Capacity Power Cell(Power: 2)
    Reagent Scanner(Biotech: 1, Plasma: 2, Electronics: 2)
    advanced hard disk drive(Data: 2, Engineering: 2)
    global positioning system(Bluespace: 2, Materials: 2)

    Health Scanner HUD(Biotech: 2, Electronics: 3)
    Security HUD(Combat: 2)
    Holographic Sign Projector(Data: 3)
    Advanced Capacitor(Power: 3)
    Advanced Matter Bin(Materials: 3)
    Mining Drill(Engineering: 3)

    Advanced Reagent Scanner(Biotech: 3, Electronics: 4, Plasma: 3)
    Large Grenade(Combat: 3)

    cybernetic heart(Biotech: 5)
    cybernetic heart(Biotech: 5)

     

    Circuit Imprinter
    "Gygax" Weapons & Targeting Control module(Combat: 4, Data: 4)
    SUPERPACMAN-type Generator(Power: 4, Engineering: 4)
    Teleporter Console (Bluespace: 3)

    Quantum Pad Board(Bluespace: 4)
    wired network card(Data: 5)

    Chem Dispenser(Materials: 4, Plasma: 4)

    • Like 1
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use