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Bone White

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Posts posted by Bone White

  1.  

    because NOBODY follows this part of the rule.

     

    Actually they do. Some members of the community understand the balance of gamemodes, that the shift has X max doctors because if everyone was a surgeon, then there'd need to be say twice as many antagonists to account for that.

     

    Some do it for realism.

     

    Some do it for roleplay.

     

    Some do it for rules.

     

    Some don't do it, and when they're found out, get corrected.

     

    When I play, my character knows one department (and often then, only a specific part of it) and has a very minor knowledge of first aid (how to use what's in a med kit) and Space Law. People die in medbay because I've taken them there as an Engineer/Security Officer/Scientist/Support/Civilian but I won't treat them because my character doesn't know how. I'll try and find a medical staff member to take care of them, but they often just die whilst I go looking. This is a part of the game Spacemanspark, the role playing side of it. Making up your own identity and playing that every round isn't role playing, it's just playing. Role playing is where you play to a specified role in a certain setting.

     

  2.  

    When players have their character break a ton of laws and then threaten security over LOOC for placing any type of time that does not make me want to interact with that character.

    This isn't tolerated at all. Admins can see all looc, and I personally pounce on this faster than a cat on a red dot laser. If you ever see it, ignore it, and send an admin help. Continue to act as if they hadn't said anything in looc. We have a low tolerance for this kind of behaviour. Using OOC to influence IC is not tolerated, because the aggressive player isn't roleplaying, they're taking it personally.

     

  3.  

    If an Atmos tech knows what he is doing, he can rig up 'Voxyesthetic' tanks of 20% N2/80% N2O so they will pass out but not suffocate.

     

    Confirmed working in practice as of October 2014, when I personally tried this on another, willing vox. I wonder if you'd want to have vox-specific anaesthetic tanks in surgical?

     

  4.  

    As I consider myself to be a "good" security player, here's my three rules to being a good officer.

     

    Always tell someone what they're charged with, preferably before you arrest them.

    Always tell them what's going to be happening to them. A search, interrogation, immediate prison sentence.

    Always confirm the charges when giving someone a sentence, along with any durations.

     

    "Shitcurity" is perhaps my most loathed term in all of ss13 for the simple reason that the ratio of good/bad players is the same in security as anywhere else, but your expectation of what the ratio should be is much much higher. Essentially shitcurity doesn't exist, only shitexpectations and shitstereotypes - almost always held by people who flat out refuse to play security.

     

  5.  

    I haven't played security since the Space Law changes quite simply because It's going to take a lot of effort to correct all the things I've memorised about old Space Law.

     

    My problem with security is the new Space Law, there's not even a charge for not doing your job, so everyone can goof off without a care. Still it's just an opinion, and why I don't have anything to do with security anymore.

     

  6.  

    Granted.

     

    ....

     

    .........

     

    Sorry I can't think of anything that could make it go wrong.

     

    It disables the person who fires it instead of the target.

     

     

     

    I wish for a buzzer for the clown that hides in the palm of your hand for a BZZZT-handshake. Overload it with a high-cap battery for lolz and funny spiky hairstyles.

     

    Granted, but it only works in the brig.

     

    I wish more people played diona.

     

  7.  

    I am a frequent Diona player, and wanted to let you know my tips for effective roleplay.

     

    To clarify, let's get some terminology out of the way:

     

    Diona: The name of the race, singular noun.

    Dionae: Plural noun.

    Nymph: A single living independent Diona, comparatively lacking in mental and physical ability when compared to a human.

    Gestalt: A combined mass of Nymphs, who share a collective thought process and identity. This is the race you play when you select "Diona".

     

    Now there are some additional things to bear in mind here. A gestalt is made up of the sum of it's conjugate nymphs. That is to say a Gestalt may draw on the memories, experiences, knowledge, skills and personality of any or all of it's Nymphs. This makes Gestalts very wise, intelligent and knowledgeable when compared with other humanoids. Gestalt do vary in this, dependent upon the quantity and quality of the Nymphs that make them up, and you should not be tempted to use this as an excuse to mary sue.

     

    When I roleplay as a Diona I have a very simple way of describing myself. I use two nouns to signify which part of the gestalt is communicating, and which are thinking. For example:

     

    Chlora L'Hydrate says: "How are you feeling today, Gestalt?"

    Gestalt says: "We and I are feeling fine thankyou."

     

    We here signifies that the entire Gestalt is feeling well as a whole, and the individual Nymph who is speaking applies some personality to the conversation (as humanoids like to do) by saying how that nymph itself is feeling. Note that all nouns have a capitalised first letter.

     

    It can also be applied when talking to other Gestalts.

     

    Gestalt 1 says: "We and I would like to know how You and You are feeling."

     

    In this case, Gestalt 2 can tell that they are asking for the feelings of their gestalt as a whole, and an individual Nymph. Note that Gestalts will not refer to non gestalts in this way, or to an individual and independent Nymph.

     

    The beauty of this idea is that you can have self conflict.

     

    Gestalt says: "I don't know how to wire the solars, but We might. They seem to think that We can wire the solars, so We and I will try."

     

    The gestalt above is saying that the communicating Nymph cannot wire the solars, but the gestalt as a whole might be able to. Upon internal communication, another Nymph (referred to as they, as Nymphs are asexual) does know how to wire the solars, so the gestalt as a whole and the communicating Nymph will try.

     

    I imagine Dionae are slow and labored in their responses, which allows you the extra time to roleplay like this, and it does get easier with time. There will often be language barriers that are introduced, such as differentiating between You (plural) and You (singular) as well as They (plural) and They (singular), and other derivatives. These just add to the roleplay immersion. I challenge myself to never refer to anyone by their name, but just by using pronouns.

     

    We and I hope that You and You may find this beneficial, though They may not.

     

    ----

     

     

    To be continued....

     

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  8.  

    The main issue i can see here is players going ssd with dna locked mechs so let me tweak this a little

     

    1) people who go ssd inside a mech are treated exactly the same as if they went ssd inside a sleeper. After too long, they get removed from the game and the dna lock is cleared

     

    2) if people go ssd outside of the mech, then the dna lock is only cleared when they are dragged to cryo and they leave the game that way.

     

    Thoughts?

     

    I didn't want the mech to eject a ssd inhabitant, because then they'd likely die to the lack of atmosphere, and it'd mess with antag objectives, at least being removed like cryo sleepers will stop this being an issue.

     

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