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Rythen

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Posts posted by Rythen

  1. In addition, camping perma would be extremely boring if you were just standing there watching it the whole time and I don't see people wanting to do that.  If they decided to camp it and be more active by roleplaying with prisoners then I think this actually wouldn't be an issue at all.

    But this position is going to have more duties than just being a perma guard.  With having to transport prisoners to medbay (since there won't be a brig bay), helping with brig upkeep, and doing basic first aid, I don't see them having time to just stay at perma the whole time.  If they did, they'd likely be neglecting other duties.

  2. I removed one of my previous posts because after thinking it thorough more I didn't agree with the arguments I was making.

    My only remaining concern with replacing physician with orderly would be that I don't feel like they have enough security equipment to effectively do prisoner transport or management and I think this should be the central job to what they do by taking some load off the warden. 

    I think they should have basic officer equipment and some very minimal first aid equipment.  If you think about it, the sec pod pilot was a fully fledged officer with a specific duty and a bit of extra equipment.  I think that's the sort of thing I'd want this to be, they'd have officer equipment but their duties would be centered around the brig rather than patrolling and it should likely be against their SoP to patrol using their equipment.

    However if they are transporting a prisoner, for example, I think they should be allowed to use their equipment to try and subdue the person in the moment but if the guy escapes into maintenance or something then they should call for backup and let officers re-apprehend so they can return to their duties.

    Given what I have in mind, my vision for them, I think, would be more suited to be called a Correctional Officer or something since an orderly still sounds medically focused to me.

  3. I personally like Brig Doctor the way it is currently and don't feel that it has a negative on the round really.  It's not a job that is filled all of the time and the times where it's filled I don't see a lot of problems with it.

    What IS intended?

    26 minutes ago, LightFire53 said:

    I mean, I personally enjoy the Brig Phys role, but I'm pretty sure I'm one of the few who play it as intended instead of using it to make a fully functional medbay to be a Security Medical Doctor. I'm also pretty sure that it would be easier to adjust rather than change the "culture/meta" that BP has become.

    What does "as intended" mean here?  The brig doctor guide page itself says this:

    Quote

    Since you lack some required components, you may go ask around the station for supplies. If you ask nicely, Medbay is likely to lend you one of their spare defibrillators, anesthetic tanks, or even a NanoMed Plus vendor. The chemist may provide medicine, Cargo can provide crates of supplies, and Engineering can build you operation tables, a body scanner (useful for checking for toolset implants!), and other medical machinery. Use that grace period at the start of the shift to turn your small ward into a working Medbay!

    To me it sounds like there's a mismatch between what some people think the role is intended to do and what the guide tells people they are intended to do.  If brig doctors aren't intended to upgrade their workstations with more tools then the guide should not suggest that they do so.  Having a guide that says "do X" but then having the thing that is "intended" being only a subset of X is just setting the brig doctor up for failure. 

    However, granted, I also don't see these brig bay setups as being as much of a problem as is being described.  Part of the fun for me when I play brig doctor is gathering all the things I need and setting up my work area the way I want.  I like that the starting equipment is minimal but that you can work with other departments to get other things you might need.

    I don't think just replacing brig doctor with orderly would in itself stop these upgrades and equipment acquisitions.  For it to do that I think there would also need to be SoP or server rules adjusted. Stopping these brig bay upgrades seems like a large part of the reason for this change so I think those SoP updates around preventing it would need to be included as part of the proposal.

     

    Medbay Treatment Stuff

    50 minutes ago, MattTheFicus said:

    Removing a possible vector of Antagonist/Security interaction is something I personally dislike a LOT. A Doctor, if they're slick enough, should be able to take advantage of their "trust" as a Doctor to do antagonistic behavior: hell, its part of the reason they're a Traitor to begin with.

    I feel like antags already have a lot of opportunities to take out security and in fact some antags do it so well that there are rules around ensuring they don't just kill security indiscriminately.  Medbay is also so exposed that I don't see it giving a ton of opportunities to antags anyways.  If antags have security officer as a target, waiting in medbay in the off chance they show up and are your patient also seems like a very unreliable strategy that I don't see many antags choosing to do.

    The only type of antag that I see benefiting a ton from this extra interaction is something like a hijacker who is taking out security indiscriminately, but even then they are going to need something that is bringing security to medbay in the first place so that they can be taken out.

    My main point here is that I don't feel like antags are missing out on much benefit even if security chooses to go to brig bay.  Most antags aren't just trying to take out security indiscriminately and if they are then they are likely a hijacker or being actively hunted and needing to defend themselves.  In the latter case they wouldn't be in medbay working as a doctor to take advantage anyways.

    In addition, I also don't see the "always go to brig bay" happen that often when I'm in security but this is just anecdotal.  If medbay is closer then I often see officers just go there, if they are injured while in the brig (or closer to the brig) then they might go to brig bay.  However, given how a brig doc isn't guaranteed to even be there, you might end up going to medbay anyways.

     

    Implant Stuff

    55 minutes ago, MattTheFicus said:

    Another issue with Brig Doc at the moment is they become an implant factory. They either remove every implant that comes in from a Traitor therefore removing any possibility of an antagonist sneaking in a storage implant or the like OR the give Security a free and safe place to get Combat Implants. If you want Combat Implants, go to Robotics (its not like they're doing anything better). If you want surgery done on an inmate, bring them to Medbay.

    I really don't see Brig Doc act as an implant factory very often.  I actually can't think of a time in the last month where I've seen them hand out a ton of implants to sec and if this is being done without a good reason then it already falls under powergaming.  In my opinion, officers who want to load up on implants for no reason are going to do it whether or not a brig doctor is doing it.  I would prefer the solution for this be that the HoS or captain is required to authorize combat implants if the threat warrants it.  This same sort of thing is being proposed with regards to mechs in a robotics SoP update and I'd love to see the same sort of thing happen around combat implants.

    With regards to implant checking, I feel that there are two categories of implant checking.  I don't feel that checking for things like toolset implants (which show up on scanners) to be much of an issue and I'm fine with brig doctors checking for these whenever security asks.  This check isn't invasive and there isn't a huge IC reason why anyone would want to NOT do it other than the OOC reason of giving an advantage to antags.

    Surgical implant checks on the other hand are invasive though and should be more of a case by case basis but current security SoP gives them the ability to do it on any confirmed EoC.  I don't think making these types of checks less convenient to do is the best way to stop them from being done.  Allowing all EoCs to be implant checked but requiring them to be taken to medbay would have the effect of giving antags an additional opportunity to escape and I think escaping perma already happens frequently enough and adds a lot of chaos to rounds that I don't think an additional opportunity is necessarily a positive.  

    • Like 1
  4. Interesting idea, however, we already have wanted bulletins that can be posted on newscasters with images of the suspect.  The wanted notice can only be done by security and makes an alert when one is posted.

    However, the newscaster wanted bulletins rarely get used.  I personally would prefer to see that system get improved over creating a new one.

    28 minutes ago, dravenTV said:

    So,I noticed that a large part of criminals  (even EoC!) can easly escape security just because the civilians dont know who the criminals are, and let them escape without even questioning them 

    Because of the server rules around validhunting, I don't think this is a problem really.  Wanted posters (in real life) generally have the purpose of encouraging people to help apprehend or provide information about criminals in exchange for monetary rewards.  I feel like adding these to the game would encourage valid hunting because of the way people already associate wanted posters with a "call to action".

  5. Agreed that this causes confusion because there's two completely different types of implants that are mechanically pretty different.

    I personally really like the idea of RND implants to be called augments because that's moreso what they feel like than implants.  When you get a toolset put into your arm, that's not just some small implant you are doing, that's augmenting your arm to have a bunch of tools inside.  Same with augmenting your eyes and such.

    The ones done via injector make sense as just being called "implant" since they are generally just something that could actually be done via a syringe.

    • Like 1
    • Thanks 1
  6. 2 minutes ago, destinycall said:

    I was assuming this problem is mostly caused by gold slime spawns, but does it also happen when xenobiology produces tons and tons of normal slimes?

    Yeah it can.  When mobs exist the server has to update their status every tick or whatever so for each mob that exists it has to do extra work.  The number of mobs by itself even if the spawning was spread out is still a problem.

    • Like 1
  7. 4 hours ago, MattTheFicus said:

    Jokes aside, a hard cap on either would be nice. Spam is bad, and 100 xenomobs isnt useful for literally anyone.

    Would the hard cap on xenomobs include corpses?  Like if someone is creating xenomobs to try and get some specific ones and are killing the ones they don't want, is that sufficient?  Or do corpses of the xenomobs also impact performance just as much?

    Perhaps if corpses are still a problem there could be a xenomob corpse grinder or something for getting rid of ones you didn't want?

    EDIT:
    Also Xenomob Corpse Grinder™ is now the name of my new death metal band.

  8. 3 hours ago, S34N said:

    The problem here is isometric view and 3/4ths view are totally incompatible.

    Just trying to understand all of this graphic nerd stuff. 

    I don't think I'm understanding the distinction here.  When I look up examples of isometric graphics and examples of 3/4s graphics (which seems to be synonymous with 2.5d according to wikipedia) they look the same to me.  Are we using the terms in a different way or something?

    Is there a post that describes the reasoning on updating all of our sprites to 3/4 rather than keeping the style we already have?

    EDIT:

    For anyone who was confused like me I think this shows it better and I think I understand now:

    https://opengameart.org/content/chapter-3-perspectives

  9. I think this is a case where I prefer to encourage security to adapt to antag tactics rather than just giving a "buff" to make an antag strategy less viable.

    What I mean is that if you, as security, are in a situation where you see antags using space to escape, they might get away with it the first time, maybe the second time as well because you haven't prepared for this.  However, once you see them doing this a couple of times it would be a smart move for the HoS to recommend a few officers to get airlock access and prepare themselves to deal with this.

    Doing it this way rewards security for thinking, planning ahead, and adapting to how antags are playing and also then encourages antags to not use the same tactics over and over if they see that security is adapting to their escape plans.  It also avoids "nerfing" an escape route for antags right from round start.

    Getting the access isn't necessarily about stopping the antag who already escaped into space, it's about adapting to the tactics to get them next time.

    • Like 1
  10. 8 minutes ago, Skysorrow said:

    New Minor Antag: The Shadow Mote

    Spawns above a vent. Vent Crawling little shadow-loving thing who's only goal is to not destroy...but disable all lights that it can. Basically go into rooms, turn off lights, remove bulbs, maybe even blow an APC out once in a while to really get those lights off for longer. Slowly takes damage in the light (pretty slowly) but regens in the dark.

    This.... actually sounds like something I'd enjoy playing.

  11. New game mode, Honk Crisis.  Everyone is implanted with a bomb that will go off if you don't honk at least once per minute.  To survive the round you must honk.

    New game mechanic: Teeth, everyone now has teeth as an internal organ.  Each individual tooth is numbered and tracked individually.  Teeth can be removed, replaced with fake teeth, etc.  Teeth degrade over time if you don't brush your teeth every 30 minutes.  A new Dentist job will be on the station who can replace teeth that get damaged from lack of brushing.  If you lose all your teeth you can only drink to regain hunger and also talk messed up.  Punching people in the mouth has a chance to knock out their teeth.

    • Like 2
    • honk 1
  12. I basically agree with everything said here.  I play a Drask as well and I'd honestly love to set up a little cold room freezer complete with snow but on the other hand I also wouldn't want the snow machines constantly put in the hallways like we see at Christmas time.  That part is fun during the holidays but I feel like the whole station being covered in snow would be strange.  I like the idea of them being used for particular areas though.

    • Like 3
  13. On 7/26/2021 at 1:38 AM, Woje said:

    Yeah not sure about always keeping people alive when they need surgery. If you got ample time to revive them and they're majorly fucked up, it is not infrequently better not to desperately struggle against death while their 3 IBs rapidly make it harder or impossible to do. Very much so a case by case basis thing.

    I personally go for a "stabilize then surgery" approach for a little bit of extra realism when I play doctor which is also the main reason for surgery in general rather than just dumping them in the cloner, in my opinion.  It just seems unrealistic to me to leave someone brain dead and operate on a dead body when you know that their organs would be taking more damage from lack of oxygen.

    From a game mechanics perspective you're absolutely right though and in some cases it'd be easier to just patch them up while dead and then revive them.

  14. Really like the suggested loadout part.  Even after playing for years I've only got nukie a handful of times and never know how to use my TC effectively with there being so many options.  Now that I look at your suggested loadout I realize that I always overlook things like healing items, adrenals, and no-slips and in hindsight it's obvious these would be important.

    Thanks for this and excited to keep seeing you add more details.

    • Like 1
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