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Rythen

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Everything posted by Rythen

  1. I really disagree that this would cause elitism unless there's something fundamental I'm misunderstanding about the suggestion. If it's just having a separate channel for each department and everyone is allowed to read and post in those channels then I fail to see how it would cause any elitism. I don't see this as being much different to games that have a separate forum topic or channels for RPG classes. It just organizes the discussion into one place and makes it easier for people to seek out and find discussions related to a department they are interested in. However, I do agree that there's a good chance they just add channel bloat and not get used. If they did get used though then I could see it being nice to have a specific place to go if you want to have a discussion around something engineering related or if you want to read through previous engineering related discussions. I personally wouldn't have an issue with trying it out like @BottomQuark mentioned. Worst case they don't get used or whatever and we remove them. If we were to try them then I wouldn't make it a strict requirement that if someone starts talking about engineering in the SS13 channel that they get told to go to the engineering channel. I think it should just be an optional type way of self-organizing discussions if people want to.
  2. I might be a bit confused, everyone is mentioning dots and have included a couple of screenshots of dots but on the webmap and image of changes in the PR I don't see any dots. Was it updated or something since those comments were made? Nevermind, had to click "after" on the layers in the map. I am not a huge fan of the dot textures either and echo the comments about it making it look like that non-slip rubber flooring rather than actual tiled floor. I also am not personally a fan of how some of the paint schemes for a tile merge some of the quadrants of the tile. I would prefer that it just always keep it as 4 separate tiles of the same size (exactly like how AA suggested in his post above) The segment thing is the bigger issue for me personally, I could live with the dots but I'm not a huge fan of them. I think I'd just prefer if the floors were just beveled like they are but with a flat texture on top. I wouldn't expect that floor tiles would have a ton of texture on them. I could see there being non-slip flooring as a paint scheme if you wanted that in particular areas.
  3. 1. Hijack objective already lets you go nuts with bombs. For this objective you already have the option to plant bombs in key locations of the station to try and force a shuttle call. 2. Bombs can already be used as a method of assassination if you choose to go that route, assuming that you try to avoid excessive collateral damage and such. In both of these cases bombs are one possible strategy you can take for accomplishing the goal you have but it isn't the only way of doing it. I personally prefer objectives that are a bit more open ended on how you can accomplish them. Additionally, I don't think there'd be a great way to actually detect that someone completed this objective code-wise.
  4. I personally like the idea of engineering borgs being able to have circuits on them. In particular I like the idea of a "circuit storage pouch" that was mentioned above. I think that, just like playing a physical engineer, it should require intentional preparation. A humanoid engineer can be unprepared if they don't fill a box with things they might need before heading to a job site. If a borg always was just printing or generating circuits then they would have a clear, unarguable advantage because they would ALWAYS be prepared without putting any effort in that the humanoid engineer has to put in. If, however (like was suggested), the borg instead has to also do the same type of preparation that a humanoid engineer would do and have to fill their own box of circuits, have a limited amount they can hold, etc. Then this doesn't give them any sort of advantage over regular engineers and there would still likely be just as many borgs who don't bother doing the prep as there are human engineers that don't bother with the prep. I think however that this circuit carrying case should be limited to "standard" boards like the following: APC board Airlock electronics board Air alarm board Fire alarm board (probably some other basics that I'm missing) This would mean that they can't (and shouldn't be able to) just stock up on every type of circuit board you can print in RnD just in case they need it. Those types of boards they can still carry one at a time in their gripper to install as needed but they can't have a huge stock of them hidden away inside them or anything. I see this more as a quality of life change rather than a buff. Engineer borgs are still limited in a lot of ways such as being unable to use plasteel, being unable to move things around with hands, etc. I don't think this change would make engineering borgs any BETTER than they are already, all it does is make it so they don't need to drag a silly locker around to accomplish the same thing that they already can.
  5. I think I'd be interested in doing some small SCP type events like this, however from your description, I feel like this one would be really difficult to actually do and am not entirely convinced it would pay off. This is huge so if the idea is to have a giant corgi it'd have to be constructed in space or something and I'm unsure how you could construct any sort of structure with an interior that still resembles a corgi in any way. The corgi sprite could just be made giant but this wouldn't allow you to have any sort of interior to potentially allow people to mess with it and seal off entrances. Do you have any specific ideas how you see this actually being done?
  6. Yeah I'd like them to be selectable for ERT personally.
  7. Yeah but I feel like you could still work around this use case by deconstructing and reconstructing the thing you need to move around however this obviously wouldn't work for things that can't be deconstructed so yeah I see your point. I think mainly this would be an issue if you wanted to try and set up some sort of power generation or something that involves emitters.
  8. Drones have a gripper to pick up things like circuit boards and put them into things. They also have all the basic building materials inside of them. What types of cases are you thinking of where they'd specifically need to be able to push or pull things or use other materials?
  9. We don't have that here but I personally also like this idea and I think it'd be nice to have the ability to spawn as a drone on that station through the ghost mob spawners menu or something.
  10. Can't be any greytiding if there are no players. *taps head*
  11. This is one thing I'd really love to see once we have a better economy system going and there being more reason for credits to exist. I think having the option to give a fine or brig time depending on situation and context would be really nice for both sides. There would be situations where you might still want to give brig time like if it's a repeat offender who you know is just going to continue being a crime lord even if you give him a fine but I feel like a lot of minor crimes, especially first offenses, would be great to just have a fine issued. I don't really think it'd work that well with the current economy though since credits are meaningless and the other intention of brig sentences is as a way of discouraging widespread minor criming by adding a consequence to it.
  12. Wow is this actually a thing? Had no idea.
  13. This is the only one I could see being fine to add without really having an impact on balance. Biological races already have an implant that reduces food consumption so letting IPCs charge less often seems like it'd be fine to me. That being said, it doesn't seem like the nutrient implants are used that often because you basically only need to eat once or twice in the shift anyways and for an IPC you can basically quickly charge anywhere without even having to find food. If this were added as a convenience thing similar to the nutrient implant though I personally wouldn't have any problem with it but it seems like it might be more effort than it's worth to add it. The other ones are just too strong and I agree with what Spark said about IPCs being more focused around a different RP experience than being "powerful". I think they accomplish feeling way different from biological races really well.
  14. I agree on the reactive armour on green thing, that sounds like a good change to me. I'm a bit more indifferent on their SoP stating they can be armed if the HoS approves it. I don't think I have a strong opinion on that staying or being removed. For what it's worth the HoP is also a civilian but is authorized to carry their gun for self defense even on green.
  15. It doesn't say harm to prevent greater future harm. It says: Immediate greater harm, as I interpret it, means something that is either happening right now or something that is about to happen. It doesn't mean something that is going to happen in the future or something that has been threatened to happen.
  16. Context is most important but assuming the exact scenario you've mentioned with no other information then if I was on crewsimov in this specific scenario I would be alerting security / command and doing whatever I could to protect myself non-lethally. Me causing harm should only be done to prevent immediate greater harm and not in order to defend myself so there's no reason to cause harm in this case. Me not existing to alert security to possible future threats is not immediate greater harm. It's possible harm that could happen in the future so it wouldn't be good reasoning for lethaling. If I actually had reasonable evidence to believe that they need to be stopped to prevent greater harm that is either currently happening or about to happen there could be a situation where I do lethal them, however that's not this situation. That situation might be if they are currently arming a nuclear device on your satellite or something. Even if they were to say to you "I'm here to kill you and then blow up this station" that's still not "immediate greater harm" unless you see them arming the nuke to carry out that threat. Immediate greater harm, I would interpret as something that is happening right now and not something that's being threatened or might happen in the future. In the end it comes down to the AI using judgement and following the spirit of their lawset. However, the exact scenario you mention is why it would generally a bad idea for command to leave an AI on crewsimov if they know there are active threats on board that are on the manifest. Crewsimov AIs are very easy to abuse, hell the traitor could just ask the AI to disable its turrets rather than even threatening it. An AI needs to follow orders as a higher priority than defending itself (unless the order would cause harm to crew, which disabling its own turrets in this specific situation with no other info would not cause any harm to other crew).
  17. Yeah I'm 90% sure Blueshield gives service hours.
  18. Yeah this really falls under rule 6 with playing antags responsibly. If you think a slime is going over the top with their actions then be sure to ahelp it and it can be addressed on a case by case basis. From my perspective, slimes shouldn't be attempting to destroy components of the engine to try and cause a delam. However, being that they are spawned by the engine, I do think it's expected that they may indirectly contribute to a delam by attacking engineers who are trying to repair it. That's part of why (in my opinion) they are an event that happens during delam just like the lightning and other anomalies that are meant to be a hindrance. However, as Rurik mentioned, if the problem is moreso that they are too fast and hard for engineers to deal with then maybe that needs to be considered as a balancing thing to reduce their effectiveness a bit? I haven't honestly spent a ton of time in engineering myself since the SM came out so I don't have a lot of first hand experience how strong they are or how difficult they are to deal with. I'm not sure if it already exists but it might be a good idea to add some text that appears when someone takes over a pyro slime to give them some sort of idea what they should and shouldn't do. In my opinion they should be behaving like a slime that's looking for easy sources of food and not seeking out high value targets and causing most damage possible.
  19. Maybe I'm misunderstanding but my understanding was that the proof of concept you see is running live on Paradise code and showing chat being directed to multiple windows. What makes it completely not viable without a full rework? Might be useful to see Tenheydes WIP code if they can share it? I can definitely see not wanting to include this if a full rework is already in progress though since it might just get replaced.
  20. One of the reasons I like the idea of tying this to Game Preferences rather than headsets is because then it opens the door for in the future expanding this chat routing for things that aren't just comms messages. This could be really useful for admins being able to route game logs to a specific window or having deadchat go to a specific window, etc. I'm not saying we need to have those capabilities initially but if this were implemented the game preferences route then the option would be there to expand the options that are available later for other purposes. Tying the preference to the headset limits it to only really work with "telecoms channels" and it's already a little weird with the fact that changeling hivemind and cult comms exist but arren't (and shouldn't be) tied to headset configuration.
  21. I really like the idea of this so far and as long as the "default" is still a single chat window for people who do not want to take advantage of this then I personally would love to see it happen. Also, I think if these settings are going to persist between rounds then the UI for configuration should be in the Game Preferences rather than something you configure mid-round on your headset itself. It isn't very intuitive to me that channels that I mute would be persisted between rounds.
  22. Yeah I've heard ideas thrown around for a reworked chat window that allows you to have different tabs for different things. If that were to happen I'd really love if it also allowed you to pop out chat tabs into their own window to have on a second monitor or something. Or even if they couldn't be popped out, just having the ability to see multiple tabs side by side would be really cool. I'm visualizing something similar to tabbed chat windows in MMOs where you can configure your UI to have multiple windows visible at the same time or to switch between tabs. A lot of this would need to just be a "safe default" and then allow the customization to be user configurable so that the "single chat window" option still works for people who prefer that. I've heard this talked about previously but I have no idea if anyone is currently working on such a feature. I'd love to see it happen though.
  23. This is a good point and I actually think the fact that someone is deciding to spend karma on the job actually makes them more likely to have looked into what they are unlocking vs. someone who randomly unlocked it by playing long enough.
  24. I moved this topic to the suggestions section for you. What department are you suggesting would be the time requirement for Blueshield? Possible departments: Security - Blueshield isn't security and while they have security equipment I feel like putting a security time requirement in front of them would give players the impression that they ARE an extension of security. Security is all about hunting down antagonists whereas Blueshield is just about ensuring heads are safe. Usually they ensure this by monitoring the heads, doing first aid, or stepping in to defend the command member until security arrives. Medical - You just need to be able to use basic first aid on people, this is pretty simple and doesn't require much medical department knowledge. Any advanced treatment or surgery shouldn't really be getting done by the Blueshield except in extreme emergencies but even then I'm fine with a Blueshield not being a medical expert RP-wise. Research, Service, Supply, Silicon - I think the reason these departments wouldn't make sense is self explanatory. Command time - If it were decided to go this route then I think this is what would make the most sense. Blueshield acts as both an advisor and a bodyguard so them being familiar with some of the command positions is relevant. Playing command also would give you exposure to other people who play Blueshield to get some familiarity with the role itself. Server time (non-departmental) - I don't think this makes sense really. If you play a cargo tech for X amount of hours you may not have even come across a Blueshield much. To Karma or Not: Personally, I feel that Blueshield and NTR are two jobs that are actually good candidates to remain as karma jobs. They are both RP-heavy jobs and both are jobs that are what I would consider "optional" to the station. My preference would personally be to keep them as karma jobs but if we were to move to a departmental time requirement then I think Command time would be the only departmental time that makes sense for them. Curious to hear thoughts from others.
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