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Nakhi

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Posts posted by Nakhi

  1.  

    I figure it's better to just put all of these together into one thread, and using a table of contents linking to the individual posts. Better than making a dozen different single threads, no? Of course just relinking to existing ones, for the sake of not reposting them. Others will be filled in over time in here.

     

    Contents:

    - Luca A. Trovato: Vulpkanin, 43 years old, Retired, NT Representative

    - Azukhannja Tulrikvah: Tajaran, 23 years old, Active, Detective

    - Mirtulzartajr Tulrikvah: Tajaran, 23 years old, Active, Mechanic

    - Seekikoreshskak Lass: Unathi, 35 years old, Active, Stupid Brute Blueshield

    - LucAI Mk. III: IPC, Active, Miner

    - Greyson Nash: Grey, 50 years old, Active

     

  2. I think most people know me by now, but actually making one of these because I can't remember if I ever had. So yeah, hi people. Took a bit if a break due to work, but I may be coming back in the near future (i.e. tonight) depending on when I end the day.

  3.  

    Where DO you get duct tape actually? Cause I'm liking this.

     

    I think Cargo probably has a few rolls laying around the disposals room. I think there's one in the dorms on the Needlessly Large Table. Primary tool storage has at least one I think. They're alll around, just usually ignored since they serve little practical purpose. Though it's worth testing that, since you can use them to put tape on pieces of paper to stick them to walls and windows and such, if you can photocopy your ass and use it to cover the walls.

     

    Still though, they're around. I think it's just labeled as "tape roll" or something like that. Looks like duct tape.

     

  4.  

    Fine, whatever, no fun allowed, whaatever.

     

    Nevermind I guess. Since something as harmless as a fucking pet isn't allowed I don't think I'll suggest any more fun things since it's just gonna get shot down for some fucking idiotic reason.

     

    Jesus. People have proposed these things for years now, and the response is basically always the same; the pets are a novelty item for heads of staff. Giving every role a pet makes it just another thing, instead of the amusing novelty that it is/should be.

     

    Suggestion: Dont get all mad over being rejected when many people have proposed these, and it almost always loses any momentum/discussion, or is outright rejected for the reason listed above. Honestly, we don't need too many pets, because that gives more chances for dicks to play as Ian or other pets and be dicks.

     

    And when you yourself said, in that first link:

    All pets are annoying and useless.

     

  5.  

    Luca goes back to Mars where she proceeds to drink herself into a blackout every night after revising her resignation letter for when she finally decides to quit NT for good. After all, the stress isn't worth it, and the alcohol lets her pretend that nothing happened in the end.

     

    Azuk meanwhile is working on a degree in something I haven't decided on.

     

  6. Goon decided to not be too uptight about the code; they'really going to make it public and then fix the kinks in that release before going closed again. Or at least that's what I understood.

  7.  

    What is gooncode? I've heard it a few times, usually negatively, though I can only remember it in reference to gooncode chemicals. Whatever that discussion was, it was not a good one. I can't even recall seeing a station called Goon Station on the Byond list.

     

    Could you explain to us non-coders what exactly gooncode is?

     

    Gooncode is the closed-source code used by the LLJK servers #1 to #5 I think. In having played Goon a couple times just to give it a try, I have to say it's a very feature heavy codebase, possibly to make up for the fact it's much more casual and far less RP oriented. I can't say anything bad about it though; it was actually fun and hilarious in some ways because I had no idea what anything did (and still don't).

     

    The reason it's called gooncode is because it (and I am sure someone will correct me, since I'm probably wrong) is because the playerbase initially came from Somethingawful.com and were known as "goons". Or something like that.

     

    What are your thoughts, now that it's been leaked?

     

    I actually had no idea that it was leaked, but I think the best course of action is to not pillage it. While I'd sure as hell love to see the pod stuff brought over since it looked pretty good, they wanted it to be closed source for a reason and that should be respected.

     

  8.  

    It'd need more rework than just being a "new ERT character" slot

    We would have all human, randomized names ones, what would be different is that you could select your preferred ERT assignment, and the equipment that goes with that.

     

    Oh yeah, certainly not saying it's bad or shouldn't happen just that I think it was roughly proposed once. I just also think if there'd be the extra work to do something like that with an ERT, they should be a bit more common so that coding doesn't go to waste

     

    Otherwise it does seem to more or less address the EAT equipment suggestion while keeping with the modification to streamline it.

     

  9.  

    Well how about this

     

    We add an "ERT character" creator

     

    Basically you can create your "ERT" character, give them hairstyle, gender etc, this should be limited to just choosing a hairstyle, color of hair, skin eyes etc, and gender. ERT's are always human and I'd like for them to remain that way, but this would at least make ERT's faster to deploy.

     

    With this we could add preferred "job" (Medic, commander etc), and of course load out.

     

    Inb4 mixed squad of security, medics, and engineers... all with L6s.

     

    But yeah, I distinctly remember something like this getting pitched at one point when ERTs were more common (almost every round) and it was rejected for... being snowflakey probably? Then again it didn't get much discussion.

     

    As for an actual weapons vendor, I can sort of agree with the sentiment it'd slow response times, as well as giving the teams a chance to equip heavier weaponry if, say, a serious threat is on station and Central sends an Amber team with their paper mache armor and pop guns.

     

  10. The way I see it though is that suggesting it as a permanent thing is really kind of silly. The whole thing is really meant to be a gimmick. If you wanted anything of the sort, I think it'd be better suited as an event honestly.

  11.  

    It just didn't feel right and I kind of annoyed myself within the first minute.

     

    So that was you that did S.A.R.G.E. at the start of the one round? I at least got a chuckle at it. "All right you shitstains", then I immediately went, "Language." I could only imagine what the rest of the round would have been like with that.

     

  12.  

    I'll try to keep this one short. Having played the original version of Nations, back when it was capture the flag, I can say that the current version is far superior. It's not perfect, as we can probably agree, but the CTF version was pure murderbone, through and through. There were no limitations, it wasn't really ideal for RP. You had people fortify their departments and prepare for total war. In this version, Security had the initial upper hand because of guns. Science wouldn't get materials so they ultimately never got the best equipment. Cargo could order what they wanted. The Blueshield could blitz every department other than Atmosia within 10 minutes and take every flag (I did it a few times). That Nations was treated as a headache and hated by almost every player that was involved with it. It just ended up being unfun.

     

    So I am rather happy with the new version. It encourages roleplay and cooperation without a defined, mechanically forced reason to support another department. My only dislike about it is how there's shitters that do try to force fighting and cause problems just because they can. And I dislike Science being effectively autonomous if they so choose. Ultimately though it's a far better system than it was, so I can't actually complain. The only thing I'd like is some sort of objectives per department to give reason behind conflict, instead of "lol I'm bored, let's go on a mech rampage".

     

  13.  

    Having spent zero minutes in the permabrig and regular brig, but having played security, I can think of a few things that would improve it. But I see a few problems I see with the mapping. I know you said it's a terrible remap, but it's a decent enough basis to at least add some critique.

     

    - For the botany area, there's no seed vendor. Can't grow if you can't seed.

    - The all windows cells are... well, ultimately a bit odd. I also don't see the grilles under them, but I assume it's implied given the wiring. From a security standpoint, it is still relatively secure.

    - For clarification; is that disposals pipe meant for security send items into the perma brig, without having to expose themselves to danger? I approve of this if that's the case. Means less danger if someone is preparing to spring a trap in perma and they ask for X to come on in for something.

     

    On the note of needing more, there comes a line between "punishment" and "enjoyable". I don't see the point of, say a basketball court, when usually there will only ever be one person in the permabrig at best. The Captain usually likes doing executions instead of permabriggings if they catch an antag. And Security always urges for the death penalty for any capital crime (even if it's one of the "less severe" ones like Attempted Murder, or, only once, Sexual Assault). So, I doubt the court is needed, but maybe an arcade machine. Ultimately you may have one person on the botany, another one or two on the arcade machines, and whoever else just doing their own thing. There's ultimately no reason to go too overboard.

     

    I can see the problems with the self-borging thing. That requires the Captain or Magistrate to approve a forced cyborging. If you're in the permabrig for, let's say, a capital crime, then it should have been sentenced prior instead of done after the fact. If you're in for a stacking of normal charges, it feels like just a way to get out of the permabrig. I feel like, for those people that get put in the permabrig for just being a shitter toward Security, to be able to get borged like that, would turn around and metagrudge the people that arrested them. I am sure the staff would jump on it. Ultimately if they want to get borged, it should be done the legal means with paperwork and going to Robotics.

     

    The latter issue is the same with the idea of being able to be removed from the round and respawn. Respawn is disabled by default to prevent metagrudging and gaming in that form. However, adding a cryo pod or two to Perma could accomplish basically the same thing, and have more utility. In going to cryo, if you SSD, you get removed from the round and the slot re-opened for anyone that may join later. Plus it'd make more sense from a realism sense to have them moved to a "long term incarceration storage" or something like that, instead of just jumping in and getting a free execution without approval from Captain/Magistrate.

     

    Ultimately, some of the ideas are good. But Perma won't be used as much no matter what changes get made. That's why a few little things are better for the time being instead of a major overhaul. I do hope that some things would be considered by staff, as plausible, or at least point out any issues with any of this. I know I have heard before from someone that the idea isn't to make the brig fun.

     

  14.  

    I actually think the perma brig on the other map (boxstation?) has this. A common area, plus a botany area with Ambrosia seeds too. Because if you're in perma, fuck it, grow some weed.

     

    But at least with the station we have, I personally think this would at least alleviate some of the inevitable boredom that comes with being locked up in the permabrig. Yes, it can be argued that if you're there, you don't deserve to have fun, but that's partmof an argument that'd cause problems for Security, when these bored people attempt a breakout.

     

    On the other hand, 95% of the time anymore the permabrig is being used for antagonists that got caught, so they'll inevitably attempt the breakout anyway.

     

    But having a little botany area could hurt, I am sure. Who actually uses those beds in the corner room? That'd be a fine area.

     

  15.  

    nakhi forgot I existed ;(

     

    No, the idea of this is for the "best". So with that in mind, I couldn't really state Alice for a number of reasons.

    1.) Never really deal with them in round to make a proper judgement.

    2.) Nominating with the above in mind would be a clique like behavior which I'd rather not emulate.

    3.) This is supposed to be nominating for "the best", and I strongly believe Alice doesn't fit that.

     

  16.  

    I've held off a bit on this, mostly because I haven't played as much lately, and therefore it's hard to really give adequate nominations for who would be "best". So I've been judging everyone silently for a few days, and here's a rough list of a handful of positions that I was able to decide on. Most are head and command type roles, since I tend to be in that general sphere as the Rep on most of the rounds I play.

     

    So, nominations/secondings/thirdings maybe:

    Captain: Neil Wilkinson

    - Yeah, have to go with this one. Captains are a tough one to judge due to the variety of factors that go into the position, and the fact that it can be challenging even for an experienced player. Ultimately a quality captain depends on the quality of the other heads as well. I can safely say that Neil is one of the better Captains I've had to deal with regularly.

     

    Chief Medical Officer: Von Bon

    - This one was probably going to go without saying. When a CMO both impresses me with an ability to run a department effectively and give me a reason to ICly cringe at the shit they do which is totally unethical and NT "approved", that's quite a few points for them. I also haven't had good experiences in general with CMOs, so perhaps it's a bit biased in the sense that Bon is the only one that isn't outright horrible.

     

    Head of Security: Tristen Edwards

    - Picking a best head of security is tough. The role, like captain, truly relies on a capable staff that listens and communicates, and the Head themselves aren't mentally deficient. I considered Fleming at first, but I realized that they aren't exactly that... great. They are persistently HoS when I play, but it doesn't mean they are the best. Edwards, consistently in my playing either as security or the Rep, has shown to be one of the better Heads of Security on the server. Maybe there's better, but I haven't seen them personally.

     

    Blueshield: Luigi Belducci

    - Now this was a tough one. I am sure he's a bit of a controversial sort as Blueshield, but my main reasoning is that they, for the most part, actually understand the role. From what I see, they tend to be immediately responsive to issues regarding heads of staff, know SOP rather well, and they don't wholly submit to a captain's order, when their direct supervisor is the Representative. That's the things off the top of my head. Ultimately, as stated, I believe they are one of the best, and the best of late, though it was certainly a tossup of names for me.

     

    NT Representative: Luca A. Trovato (Not Really)

    - I do wish I could give a name for this though. Given it's the role I play the most, I tend to know what I think would be best for it. However, because it's the role I play the most, I also know no one else that plays it, and I don't interact much with them any other time.

     

    So yeah, that's all I have for the time being. I figured I may as well give reasons for things instead of just throwing a name out there. Hopefully it's readable.

     

  17.  

    For those unaware:

     

    Arachnogenesis is the name of an old Stage 4 virus symptom that has since been commented out. In short, it caused people to vomit up live spiderlings, varying from one every few seconds to one every second (or more in rare cases). Usually when viruses got to this point, everyone would be infected and you'd have dozens of people vomiting probably dozens of spiders before the spiders grow and kill everyone. At that point, there's too many for security to handle, and eventually the station will succumb to the spider infestation.

     

    One round I recall is where it got so bad that the server could barely run with all the spiders, spiderlings, eggs, and webs. An ERT was called and murdered by the spiders. The Deathsquad was called, and murdered by the spiders. Another ERT was sent along with a Syndicate Strike Team. I think the two ultimately worked together for a bit against the common arachnid enemy before the server crashed.

     

    In short, Arachnogenesis is a round ending symptom that's kind of gimmicky and amusing for a couple rounds before the "spiders, every round" gets old and boring and complete unfun. As such, this "suggestion" seems a bit more shitposty than serious.

     

  18.  

    These books are blank. Nearly every book on the server is blank, except the ones in the library. If this new book is added, can we please have a book overhaul so that books are books, not bound stacks of blank paper? The Ripley user manual is blank, the hacking book, and the cyborg book in Robotics—possibly and probably more books are blank. I've been on a server where they're not blank (I believe it was Hypatia), so I know they can be actual books.

     

    I think they used to take some time to load, and they'd go directly to the relevant wiki pages and display it on the pages like some sort of future Harry Potter shit, rather than being actual text files that you'd read in the book.

     

  19.  

    People have talked about making things like Genetics a karma job after there's a string of abuses in a short period. I know it has gotten a bit worse, and I think it's in part due to the fact that a large number of RD and CMO players tend to play the roles as lords over their domain, wanting everything to work how they want, and rarely those two heads communicate. I've heard of RDs running in to demand powers and CMOs that demand that geneticists get rid of their powers and flaunting the new SOP to try to enforce their will (unsuccessfully).

     

    Ultimately, it won't be karma locked, since where will it end if that happened? The idea of karma is a reward for good roleplay, and thus the roles locked behind them are heavier in roleplay. Locking the geneticist behind basically RP points to unlock a role that's... click buttons for two hours isn't really what the system is for.

     

    So, in short, (try to) make the RD and CMO work together and agree on things. That'd probably solve most, if not all, of the issues that lead to genetics abuse.

     

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