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Cazdon

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Everything posted by Cazdon

  1. Good it up. Keep work. Actually I like hanging out with Shu'kaza because their usually good to go along with whatever antics I can come up with. As Mime once, I mimed murdering him and stuffing him into a cyborg. I gave Shu a cardborg outfit, and then swiped 'an invisible emag' over him. Gave Shu some lazer guns and he roleplayed it out quite well, pewing at anyone I pointed at while saying 'Beep boop, perish!' And stuff like that. Fun player!
  2. Hmm, what would Zeke's tools of choice be as an Agent?
  3. The Skipjack Trade Shack is a good time, I like finding exotic items from either the gateway or from space travel and giving it to Kar-Ski to put on display. I get the feeling that one day an IAA will come by and spit out "You've got a license for that?"
  4. Figure I'll jump in this thread with a screen cap from some time ago, when Necaladun did a fun Armalis event, and even gave the Skipjack to some Vox. Nobody saw the Armalis in disgrace, nobody but ghosts.
  5. I knew J'eff was an anime all along.
  6. Be robotcist. Hijack botanist has been releasing syndie-bees for the last 10 minutes. Know this. Open the shutters anyway. Open the windoor anyway. Get attacked by a single bee. Decide to run away, straight into the main bee infested hallway. Get added on to the massive pile of bee-stung corpses Still one of the most hilarious hijacks I've seen. I think the guy killed like 50% of the station or something crazy until sec managed to take him down.
  7. Ah HECK! I didn't know you were such a great artist too! Cecilia Flemming is one of my favorite characters in general, and seeing all this amazing artwork is really cool! There's even a wonderful drawing of Torque, so thank you!
  8. Fairly useful for those familiar with Nukie-side Nuke Ops, but unfamiliar with Nukie-side War Ops. (Me) I would say... I was expecting a bit on how to act once you have the disk. Same plan as getting to the disk I assume? Shoot those that try to stop you and keep moving?
  9. Har har. Honestly though most of the time you'll be facing off against Sec with disablers and tasers, so the 1.5x damage isn't going to come up until Security goes lethal, and Plasmamen can now wear the powerful cult robes like the shielded robe and flagellants robe. Also considering they do not bleed, Plasmamen are in a weird situation where they can cut themselves open for drawing runes, but never actually bleed from it. Besides, real robust players don't get hit, right?
  10. Hello! Any feedback or edits you think I should have to this guide would be very much appreciated. I wrote this out of a bit frustration. A lot of new cultists wind up sitting around doing nothing, overwhelmed with the new complex mechanics dumped on them mid-round. This is targeted towards those people, hence the title. If you have anything else to add, or a good way to condense this even more, please feel free to say so.
  11. Either you're in this situation, or someone you know is currently in this situation outlined in the title. I've seen it often enough that I wanted to make a super short, step-by-step guide to try and help these new players. Let's waste no more time. Step 0: If you ABSOLUTELY NEVER WANT TO LEARN CULT EVER AHelp, and ask to have your role offered to ghosts. Yeah it sucks that you've been suddenly pulled from the round, but if you have no interest in playing cult whatsoever, you should at least let someone from DChat have fun. Step 1: PICK UP THE TOME. If you're lucky, you've just been teleported to a fancy cult base, slammed on a rune and made a cultist. If you're unlucky you've been slammed on a rune hidden in plain sight and turned into a cultist. Either way, take a look around. You should see a tome like one of these... GRAB IT! It's your most important item. Even if you think it belongs to someone else, it doesn't. It's yours. They can make another if they have to. Step 2: COMMUNICATE. You've been given access to a powerful, magic radio. Say hello! But be careful! Non-cultists can hear you whisper, don't talk when you're near them. Ask what needs doing, and what's been done. The cult will need more members. Maybe you're robust, and want to snatch other players yourself. Maybe you just want to help the cult in general. Either way, you need to communicate with your fellow acolytes. Now that you have an objective... Step 3: DRAW A RUNE. Use the tome in your hands, and choose to scribe a rune. You should see a big intimidating list. There's a LOT of options here. For just starting out, you want to know 3 RUNES, we'll start with Teleport Rune. If you're in a base there should already be a teleport rune, its how you got here after all. You can click on these while standing on them, to teleport to any other Teleport Runes. Pretty much everyone should be placing these in secret areas on station. These often get found out by security so keep placing new ones. The next rune you should worry about when starting out is The Rite of Enlightenment. This rune is how people are turned into cultists. The important thing to notice the rune requires TWO cultists to activate. Meaning, if you want to cult someone, you're going to need a buddy. Likewise, if you see a fellow acolyte dragging a non-believer onto a rune, stand next to the rune. Just keep your eyes open. Step 3.5: THE RITE OF BINDING - The 3rd and final rune you should worry about is The Rite of Binding rune. Rite of Binding lets you create Talismans from paper. By placing a piece of paper onto a Rite of Binding, you can create any of the Talismans shown above. Outside the tome, Talismans are the most commonly used, and useful of the cult items, so learn how to make them! Find paper bins, click and drag them onto your sprite, throw down a rune in a secure location and get to writing! Now what Talismans are good to make...? Step 4: GET SOME TALISMANS! Every cultist should be carrying at least a few Talismans on them. They are very strong, and your main tools for reacting to situations, as drawing runes is too slow in many cases. There are 3 Talismans you should make and keep on you pretty much all the time. Talisman of teleport. Talisman of stunning. Talisman of shackling. A very basic cult load-out. The stun and cuff talismans are a cultists bread-and-butter for getting new members, and capturing security officers. The teleport talisman is great for a quick escape if you see a security coming. These are only the basics! There's a lot more Talismans to be played with. Step 5: LEARN MORE! Ask questions of your fellow cultists. Use the MHelp feature. Read the wiki. Cult has a TON of options available to them. I made this guide to detail the absolute basics so a fresh, mid-round cultists knows the bare-bones. The vast amount of options for cultists is completely overwhelming to new members. Every robust cultist has been in that same situation, so don't feel embarrassed or frustrated about it. Learn to convert other cultists Try out some of the fancier cult items like Unholy Water or a Veil Shifter. Try out some of the more utility runes like Rite of Spectral Manifestation (DChat's favorite) and Rite of Joined Souls to rescue fellow cultists from security. Look into more Talismans like the Talisman of Arming and the Talisman of Construction It will take a few cult rounds, but if you keep at it, you can one day become ROBUST and put on an amazing show for the observers.
  12. I think there's something to be said about the 'ready-to-go' nature of some lavaland loot here. Some of these items are extremely lethal, and miners that know what they're doing can get them fairly early with a bit of luck. Compaired to security or robotics, there's no SOP loosely holding back miners from just packing high lethal force as soon as they are able. Or at least if there is, it's not enforced in the slightest.
  13. Are you telling me there's someone that wouldn't want their own personal, ride-able, E-Sword machine?
  14. Bleeee! Drakeven is a great artist and a great player! It's not often you find someone super friendly and super talented. Give them a heap of praise! *nod
  15. https://github.com/tgstation/tgstation/pull/23440 Easily my favorite feature on TG is the ability for crew to ride on cyborgs. I want to try and port this feature myself, but considering it was added to TG over 2 years ago, it begged the question as to if this was already attempted. I'm making this post to gauge staff and player feelings on the subject. If people don't like it, or it can't/won't be approved for balance or for being too LRP or whatever the case is, I'd like to know before trying to port this feature. Thank you for your time!
  16. While I don't have anything to say regarding notes, I am somewhat upset by the change to no longer discuss bans on the discord, period. I understand the reasoning, however. Is there a place for discussing bans? I read through the appeals regularly to try and catch the many grey areas and edge cases that come up. I find it useful to discuss what behavior might be against the rules and using examples was often a way I formed my opinions.
  17. With the clarification last month regarding Riot Foam Darts as C-Class contraband, I spent a bit of time thinking about an item no traitor ever buys, the Foam Force Riot Pistol. What makes this item special is that currently out of all of the Foam Force and Donksoft "weaponry" only this little pistol is labeled as contraband. It's only C-Class contraband, but contraband none the less. While I understand that this is the only foam force weapon that can be acquired via a traitor's uplink, when all of it's bigger brothers are filled with regular foam darts, they're non-contraband, and I believe the same should apply here. As it stands now, having a toy pistol full of foam darts can get you thrown in the slammer yet having a massive LMG full of foam darts is perfectly acceptable. Obviously either one with Riot Darts in them should be considered contraband. More formally, I would like to see the Foam Force Riot Pistol, or any Foam Force weaponry, show as non-contraband in Space Law. It's the Riot Dart Ammo that's dangerous, as the toy gun can be filled with harmless foam darts. I figured making a post here was the best way to bring attention to this. Thanks for taking the time to listen to me blab about a traitor item no one ever buys!
  18. Hi there! I always like seeing you cause my actual first name is also Joe, so I'm always rootin' for ya! Glad to have you around!
  19. Hello, I hope whenever you are reading this that your day has gone well. I plan on writing a long post, detaling my reasons, and as such I'll leave a TL;DR at the bottom for anyone that just wants the gist of it. With that out of the way, let's get into it. Disclaimer As the title says, I'm proposing what seems like an extreme buff to a race that already enjoys a plethora of immunity's to some of the game's most lethal hazards. IPC's do not need to breathe, and suffer no oxygen damage, thus making them immune to many dangerous gases like N20 and C02. IPC's suffer no toxin damage. IPC's are immune to all diseases. IPC's are immune to radiation. IPC's cannot be infected by White Terrors, or Facehuggers. IPC's are immune to pain. IPC's cannot suffer eye damage from welders, freeing up an eye or helmet slot. IPC's are extremely easy to repair and perform surgery on, needing only general tools that can be found all over the station, as opposed to the specialized tools and chemicals. IPC's can regain blood by chugging oil, bypassing the complexities of restoring blood in organics. IPC's cannot decay when being dead for long periods of time, and are just as easy to fix if the body was recovered in 5 minutes, or 40 minutes. Finally, IPC's can restore hunger from just about anywhere on the station from an APC, and do not have to find time to visit the kitchen like many other species. It probably sounds ungrateful or even greedy that on top of all of these amazing benefits, I would ask for another immunity on top of all of this, and a pretty big one at that. By now it should be no secret that I am extremely biased in favor of IPC's, doubly so if you recognized the name Torque. I wanted to lay out all of the benefits I enjoy every round as an IPC player, and make it clear that I do not take those benefits for granted. IPC's get to shrug off some of the most chaos inducing events on the station, like massive viral outbreaks or radiation storms. IPC's have the extreme conveniences of built in welding goggles, as well as never having to breathe, the later of which I've gotten so used to, that several times OOC I forgot that my organic friends need internals before going EVA and have almost gotten them killed in the process. Yet perhaps the greatest boon to IPC's is their extremely easy to fix nature, with the most extreme example I can think of is coming back to life after 40 minutes of being webbed up in a terror spider nest that eventually got cleared out. All of these benefits make IPC's extremely fun to play on a mechanical level, and these conveniences have genuinely made me shy away from choosing other races. I say all of this to be open about the fact that I am extremely IPC biased. I will try my best to be fair about the whole situation, but this is ultimately the perspective of someone who has played IPC for 350+ hours, and it would be arrogant and dishonest to say I'm being 100% objective in my arguments, though I will try my best. Let's get into it. Lore While I believe the arguments regarding the Lore are the least convincing on either side of the argument, I still think they are worth mentioning, just to be complete. I haven't quite seen an 'official' explanation as to why IPC's are vulnerable to space but Cyborgs, Maintenance Drones, and even pAI's are immune. I understand that the chassis part of IPC is made on the cheap, and readily replaceable, leading to the extreme ease at which they can be destroyed. Yet the even cheaper Maintenance Drones and pAI's are completely immune to the hazard of low pressure and temperatures of space, and it leads to IPC's being space vulnerable being very awkward and immersion breaking. I don't know a lot about real world conditions in space, but seeing as how Satellites can have extremely thin antennas that work just fine in space, it feels odd and unrealistic that a machine would be slowly destroyed by lack of pressure. Not that the real world should have any true impact on our game with koi that swim through space and mice that can speak every language in the universe. Now one could argue that considering the IPC's were originally designed to be what is essentially a slave race, with the disposable nature of a cyborg yet without laws restricting their creative thought, that the original creators designed them to be space vulnerable intentionally. Giving the IPC's a full strength Cyborg body would be too dangerous without laws, so they could have made a chassis that was intentionally easy to destroy, and one that could not escape into space to flee the subjugation. It would make sense to intentionally construct a chassis that cannot maintain itself in space to keep them in line. However, once the IPC's achieved freedom and independence, why would they keep this intentional defect in themselves? Why would they not build a more hazard proof chassis for themselves? And if we're talking IRC's in the 'modern day' when the game takes place, there would be no logical reason to keep the IRC's space vulnerable, as they are mechanically slaved to their masters. They would not need to be a fail-safe anymore, and lack of a space-proof IRC means you have a useless robot if you need anything done in EVA. Ultimately, I don't see a good 'In Lore' reason as to why IPC's start to 'die' in space. As far as IC interactions go, I either gloss over the fact completely like with SSD or Bugs happening, or chalk it up to 'the will of the space gods.' Neither is a very satisfying answer as to why IPC's need to have Hardsuits for space travel. However, as I said I believe this is the least compelling argument in favor of either side. As far as I am aware, the lore is written to compliment the mechanics and rules in game, as opposed to lore being written, and then game mechanics being adjusted to fit that lore. I also don't see what's stopping the lore from being changed to better suit new mechanics or what have you. I could be wrong, I've only scratched the surface of the lore anyhow. So let's get into the real meat and bones of the argument. Mechanics and Balance Finding a place to start here is quite difficult, as there's a lot of mechanics, and a lot of roles for a player to take. So many in fact that I cannot speak to experience with a large amount of them despite the 350+ hours I have invested into IPC. Since there's so many factor's I'll start where I see myself using theoretical IPC space immunity, and trying my best to justify that. Most of that 350 hours has been spent in the engineering department, a department with no trouble accessing EVA gear. I believe my playstyle would stand the most to benefit from this buff. For both IC reasons and mechanical reasons, I like to not where a hardsuit, and instead opt for a hazard vest when there's no current EVA activity needed to be done. IC this is for the 'engineer look' of the hazard vest, and mechanically it is for the speed. The hardsuit cuts into your movement speed by a lot, making it something I don't wear when I can afford not to, for IC and OOC reasons. Yet I find most engineers opt to grab a hardsuit at round start, and never take it off for the entire round. This is mostly due to nature of engineering, as breaches can happen at a moments notice, and always being ready to quickly enter depressurizing areas is a huge benefit to have, and worth the speed penalty to many people. So the obvious question is why should IPC's get both the speed from a lack of a hardsuit, AND the space immunity of a hardsuit? I believe it comes down to why someone would pick a human or another organic race over IPC. IPC's along with, I believe, Diona's and Slime People, are the races that do not experience New Crit. Now I'm no expert on New Crit, but my understand of it is that races with New Crit do not immediately lose consciousness upon reach 0 HP, and through a series of Dice Rolls, progress through stages of Shock and Cardiac Arrest. They may slip in and out of consciousness based on the roll of the dice, but can be conscious up until around a total of -200 HP is reached. I could be very wrong about the specifics here, as I said I'm no expert, but I believe I have the gist of the idea down. Now IPC's, Diona's, and Slime People all lose consciousness when they reach 0 hp, and must be helped by a second party to survive going into critical condition. Since I don't know New Crit well enough to gauge on average how long people can stay conscious, let's just assume our theoretical human loses consciousness at -100 HP, and our real IPC loses consciousness at 0HP. On top of that, our IPC takes 1.5x the damage from Brute and Burn damage sources, arguably the most common two types of damage in the game. This put the 'effective health' or the amount of damage you need to do to incapacitate a IPC at 66.7 damage, comparing that to the effective health of human, nearing around 200 HP on what I believe is a conservative estimate, there's an extreme imbalance in durability. However, I actually believe this is extremely appropriate, and even good to keep moving forward. IPC's by their design mechanically, are not meant to be fighters at all. I don't agree with desires to have their durability buffed. IPC's are meant to have the durability of a wet cornflake. They can be punched to death, and it has happened to me and this complete lack of durability is part of the IPC's identity mechanically. IPC's make for nice and easy antagonist targets too, due to the easy access many antagonists have to EMP. An inconspicuous flashlight that's only 2 TC for traitors. An AoE Shriek for changlings that leaves no chance of escape. Cultists that can present a slip of paper that instantly kills the IPCs. Let's not even mention Revenants. Even barring EMPs, the before mentioned 66.7 effective health means that even without an EMP it's gonna be a really easy kill. I sincerely believe this is a core part of the IPC identity. They are NOT fighters. In exchange for the extreme ease of being robusted, IPC's are given that myriad of benefits I mentioned at the start of this essay. They are the single most convenient race to play. IPC's don't need to worry about welding goggles. IPC's don't need to worry about diseases. IPC's can 'eat' from almost anywhere on station. Etc. So why on top these should Space Immunity be added? It would be extremely mechanically fitting to the specialization of the IPC, which is their high amounts of utility. IPC's are made to shine for the duties of the crew. Considering IPCs can avoid so many of the problems that organic crew members get afflicted with, they end up being much more efficient at getting tasks done. Stopping and eating takes almost no time for an IPC where as organics have to make a whole trip to the kitchen. Disease outbreak? Organic crew members should get to medbay when they can, IPC's carry on. Etc. I believe adding space immunity on top of this would extremely fitting to the IPC's 'hyper convenience' toolset. Space proof IPC's would be a huge boon of convenience for themselves but also for other crew members. An IPC engineer means one less highly valuable hardsuit is taken from the limited supply, and a faster response time to fixing breaches. An IPC paramedic can immediately respond to a spaced body without having to report back to their office to put on a hardsuit. A bored IPC civillian can just space themselves and go on an adventure. This is of course for the average IPC, what about Security or Antagonist IPCs? To be perfectly honest I do not know how this would effect security IPCs. I have never played one, mostly due to the fact they are not meant for direct combat, which security would see a lot of. I think maybe space-immunity would make Security IPC slightly less of a meme, and offer a bit more of a specialization for security teams. I don't think it would be overpowered, its just too easy to kill an IPC to have them following you into space being a huge deal, I imagine. Again however, I have no experience here. Antaging however I do have some experience with, and I must say, it would make an IPC antag a bit more of a threat, considering they would be able to move around at full speed on station and immediately bail out like a Vox if they needed. Though an Ion rifle shot ends an IPC antag so I sincerely don't think it would be a problem. If someone does think it would be overpowered by any means, please feel free to say why. I don't believe it would be at all, and I'd say at worst we could give the feature a test run and if it's too overpowered, then adjustments can be made. Ultimately, I believe space-proof IPCs would be an extremely appropriate buff to the toasters. As far as I'm aware, when the New Crit feature was introduced, IPCs, Dionas, and Slime People received no changes while the other races received, 2 to 3 times the effective health of the Old Crit races. I have not played either Diona or Slime People, and I cannot speak for what changes might work for those races, and I wished to keep this purposed change as 1 dimensional as possible. I personally believe it would be most fitting to buff IPCs at what they are already good at, as opposed to trying to figure out an entirely new system that somehow keeps them on par with New Crit races. A buff to the utility of a race meant for high amounts of utility. TL;DR I believe IPC's should not be vulnerable to space. Not only does it not make any sense in the lore, it would make for an effective and appropriate buff to IPCs. The races that operate under New Crit have 2 to 3 times the effective health of an IPC. Rather than try to fix the lack of durability that is iconic to IPCs I purpose that IPCs should instead be buffed to become space-proof. I believe this would not effect the overall balance of combat and antagonists, but rather serve as another utility for IPCs, a utility that fits well with the overall high amount of conveniences IPC already trades for the ease at which they die. Code Due to my extreme bias I mentioned before, I would like this feature so much that I went in and coded it myself and made a Pull Request even. Here it is. https://github.com/ParadiseSS13/Paradise/pull/11672 Thank you so much for taking the time to read all the way through if you did, I spent the whole day trying to get my thoughts into words and communicating them properly. I hope I did a good enough job. You all have a fantastic day.
  20. Been playing for about 2 months now, as Torque if you've seen me around. Decided I should finally get more involved and made a forum account. Hello!
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