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Coolrune206

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Coolrune206 last won the day on May 16

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  1. Put down the pitchforks, I'm not advocating for a full return of Security Cyborg modules or anything. However, I believe that them being cut from ERT is strange. Most of people's complaints with Sec Borgs came from their nature of having AA or being particularly only designed for hunting antagonists as a synthetic - these complaints shouldn't really be much of a problem with the ERT variants of Cyborgs considering that the ERT has AA by default and is generally sent (Security ERT anyways) to deal with antagonists. Additionally, this does also mean Secborgs will only pop up whenever an admin deems that they're necessary, which should help a little bit more. It just genuinely feels weird that they were cut at the same time as crew Secborgs, when they suffered from very little of the same problems that crew Secborgs did by their inherent nature as a response. This would also hopefully make Red ERT Borgs slightly less useless, as right now they can only select Medical or Engineering which is most of the time not very useful choices for the ERT.
  2. Presently, the RD's Green SOP allows them to actively wear their reactive teleport armour, and their Red SOP allows them to arm themselves with a weapon from the lathe (with permission). This seems rather odd for someone who is otherwise a civilian, and presents a bit of an issue seeing as the Reactive Teleport Vest is one of the most powerful armor pieces in the game in most conditions. Thus, I propose a modification to their SOP such that: Current: Code Green 1. The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Supply; 2. The Research Director is permitted to carry a telescopic baton and a flash; 3. The Research Director is not permitted to bring harmful chemicals outside of Science; 4. The Research Director is permitted to carry their Reactive Teleport Armour on their person. However, it is highly recommended they keep it inactive unless necessary, for personal safety; 5. The Research Director is not permitted to authorize the construction of AI Units without the Captain’s approval. An exception is made if the station was not provided with an AI Unit, or a previous AI Unit had to be destroyed. 6. The Research Director must keep the Communications Decryption Key on their person at all times, or at least somewhere safe and out of reach; 7. The Research Director is permitted to add beneficial scripts to Telecommunications; 8. The Research Director is permitted to change the AI Unit’s lawset, provided they receive general approval from the Captain and another Head of Staff. If there are no other Heads of Staff available, Captain approval will suffice; 9. The Research Director must work with Robotics to make sure all Cyborgs remain slaved to the station’s AI Unit, except in such a situation where the AI Unit has been subverted or is malfunctioning. Code Blue 1. All Guidelines carry over from Code Green. Code Red 1. Guidelines 1, 4, 5, 6, 7, 8 and 9 carry over from Code Green; 2. In addition to the a telescopic baton and flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they receive authorization from the Head of Security. Exception is made during extreme emergencies, such as Nuclear Operatives or Blob Organisms. 3. The Research Director is permitted to bring harmful chemicals outside of Science for delivery to security personnel, so long as either the Head of Security or Captain authorises it. Said chemicals must be for security-oriented purposes (thermite, controlled explosives, crowd control, biohazard containment, etc.). Modified: Code Green 1. The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Supply; 2. The Research Director is permitted to carry a telescopic baton and a flash; 3. The Research Director is not permitted to bring harmful chemicals outside of Science; 4. The Research Director is not permitted to wear their Reactive Teleport Armour except in emergencies. 5. The Research Director is not permitted to authorize the construction of AI Units without the Captain’s approval. An exception is made if the station was not provided with an AI Unit, or a previous AI Unit had to be destroyed. 6. The Research Director must keep the Communications Decryption Key on their person at all times, or at least somewhere safe and out of reach; 7. The Research Director is permitted to change the AI Unit’s lawset, provided they receive general approval from the Captain and another Head of Staff. If there are no other Heads of Staff available, Captain approval will suffice; 8. The Research Director must work with Robotics to make sure all Cyborgs remain slaved to the station’s AI Unit, except in such a situation where the AI Unit has been subverted or is malfunctioning. Code Blue 1. All Guidelines carry over from Code Green. Code Red 1. Guidelines 1, 4, 5, 6, 7, 8 and 9 carry over from Code Green; 3. The Research Director is permitted to bring harmful chemicals outside of Science for delivery to security personnel, so long as either the Head of Security or Captain authorises it. Said chemicals must be for security-oriented purposes (thermite, controlled explosives, crowd control, biohazard containment, etc.). 4. The Research Director is permitted to wear their Reactive Teleport Armour, though it is highly recommended they keep it inactive unless necessary, for personal safety; Changes: Article 4 of Code Green modified to prohibit wearing of Reactive Teleport Armour unless in emergencies, Article 4 added to Code Red allowing the Research Director to wear the Reactive Teleport Armour while on red alert. Article 2 of Code Red deleted, prohibiting the Research Director from arming within their SOP (Crew may still be armed as pertaining to other SOP, which would allow the Research Director to do so, as they are civilian crew). Article 7 of Code Green removed, as "Beneficial Scripts" are not really a thing that exist with the current implementation of telecommunications to my understanding. Articles 8 and 9 moved downwards accordingly.
  3. I can see why you would want something like this, but there are numerous downsides: some previously touched on, but - Antag looking for Sec access, targets Sec Cadet because they know they're likely to be less robust/less likely to be partnered up, etc. Sec Cadet doesn't gain much meaningful experience from this and is likely to get discouraged from playing sec from being targeted. Player needing surgery enters medbay, sees Junior Doctor and Medical Doctor. Requests surgery from M.D. because he wants a quick surgery, J.D. gets no experience. Miner goes to RnD, requests usual miner gear from Trainee Scientist. Trainee Scientist takes a few minutes at the console printing things and unga Miner gets upset that his shit isn't immediately printed, demands a "real" scientist over common channel. Etc etc etc. You might think "Well I'd never do any of these things, I'm respectful of new players and would want them to learn", but the fact of the matter is that opinion is not shared by every single member of this community. A genuinely large portion of the community will take the gamer option where available, the path of least resistance to them, and if that means singling out as a target or deliberately avoiding less experienced players, some players would genuinely take that option. The current model where all job titles are equivalent does a lot of good. Nobody's learned this game without making some slipups at their jobs, and that's a natural part of the game's flow. If we marked players who were inexperienced or experienced, that would also detract from the uncertainty that SS13 is so good at generating - is that person doing their job recklessly/harmfully still learning, or are they a nefarious traitor? If someone's really determined to get themselves marked as a trainee, they can take a 2-5 minute stop at the HoP line at the beginning of the round and get their job name changed. However, I don't really see people having different reactions if a trainee asks them for help learning a task than if just a regular department member were to ask them for help. People with time will still say yes, people who are busy or uncaring will still say no.
  4. hello, mentor gaming here. the answer to your question is that me and the other online mentors do not know the answer. have a nice day
  5. If the goal is to attempt to avoid confusion by having two different things named the same, it's probably best to avoid calling these augments. Augmentation is already a thing that can be done by robotics, wherein robot body parts are used to augment an organic humanoid. Especially considering the nature of implants and how robotics can sometimes be handling them, I would forsee players asking for "Augmentation" resulting in confusion between the present augmentation and RnD augments.
  6. On-the-go deconversions already do occur, with the downside to Sec being the reduced safety of it - especially considering they cannot stop the cultist from communicating with its team. However, I still do see your point - do you have any ideas for how to mitigate this issue?
  7. Could then leave the amount required the same and increase the rate of consumption? I'm not sure how that might affect other holy water based issues like Vampires.
  8. Going to keep this short and simple - The deconversion time for cultists is far too long. Security can arrest a cultist, drag them to processing, fill them with holy water, and then it just becomes a babysitting game for about ~3 minutes. Meanwhile, the cult grabs someone and effectively instantly converts them due to the way the Offering and Spirit Realm runes work. Sitting around in processing for the long-ass time it takes to deconvert people isn't fun, either for the captured, buckled cultist or the babysitting officer. Reducing the amount of holy water needed to deconvert people to about 1/2 or even 1/3 of what it presently is would hopefully streamline an otherwise quite boring process and keep the round moving - plus, it would be a minor yet effective nerf that the cult desperately needs.
  9. How easy is it to walk onto a NanoTrasen station with no equipment and walk off with a large amount of sensitive data and items? Apparently, very. All tech disks were obtained at level seven minus illegals (which was at 2) and alien (which was not obtained), botanical and xenobiological samples were obtained, as well as Lazarus technology and anomalous materials. An unfairly written employment contract was swiped, and a contraband 10mm pistol was acquired. However, the true treasure of this corporate espionage was the photos. Pictured: The Head of Personnel's personal use Guardian The incredibly stable Supermatter Crystal A local of Ligure, an "Ash Walker" being detained on-station by security personnel And lastly, a little something for blackmail - the Captain's ass
  10. With the removal of the option for players to choose Security Cyborgs (and Generalist Cyborgs), Malf AIs have also lost access to these modules for the purpose of combatting crew directly with their Cyborgs - this makes certain Malf AI tactics far less viable, such as trying to combat the crew with a Cyborg army created by a Borging Machine, as they now (mostly) lack ranged attackers. I believe the simple solution to this would be to allow the Malf AI to purchase an ability with its points (perhaps 20 per use) that would allow it to directly alter one of its Cyborgs and upgrade it to the Security Module (while also hacking them for the laser for convenience). The amount of purchases of this ability could be limited, if concerns of the AI making too many security modules is present, but I believe the cost alone should serve as a balancing factor.
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