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destinycall

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Everything posted by destinycall

  1. What happens if you remove the floor tile?
  2. This note confuses me - Do not wear magboots and mesons if crystal is active or scrubbers are siphoning. Why? Can you explain this in more detail? Or do you mean that you should not go inside at all?
  3. All I can say is that there are plenty of magical girls out there, but I can't think of any Arch Mages that are also magical girls. ... Although now that I think about it, if someone made an anime about an overly-ambitious magical girl on a mission to defeat her rivals and become the next Arch Mage, I would totally watch it.
  4. Ambitious wizards don't have friends. They have familiars and subordinates.
  5. That sounds like a lot of fun. I've never played as a wizard, but I would like to. A wizard mid-round or extended event would open up that possibility for more players. And make for some interesting experiences as the wizards duel with each other.
  6. Ohh I really like that idea, TheYeetster. It would give xenos a nice homefront advantage while making it more dangerous to "leave the nest". And it would make traveling into xeno territory feel more scary, since you would know they will be extra fast/strong.
  7. 1 part Cryostylane 1 part Water 1 part Adminfreeze
  8. What are the different types of xenos? I am not familiar with them on Paradise, other than Gold slime spawns.
  9. As someone who is still relatively new to SS13, I can't speak to how much impact this change would have on the server as a whole, but I would like to add that the sheer volume of information in Common is overwhelming to new people. I am slowly getting to the point where I can understand most of what is being said, but I will still frequently miss important stuff because I am focused on what I am doing instead of reading the rapid text scroll. Less random text information would be a blessing. And more audio cues or AI announcements are good. On the other hand, as a tourist/civilian/assistant without access to dept comms, I think the game might end up feeling a bit lonely or too quiet without the constant station chatter. You would be out of the loop most of the time and that could add to boredom and lead to people walking into danger unawares. On the upside, the lack of general chatter will make the Journalist job more important and news releases have more impact. ... One other thing I would add - It has always frustrated me that there is not a better way to report emergencies or threats directly to Security. The emergency transponder might be perfect for some situations, but there are others when it wouldn't be appropriate but I still would like a way to inform Security of a problem without shouting it to the whole station. Where is the 911 radio channel? Currently, I will grab my PDA, scroll all the way down looking for HoS, fail to spot his name, give up and look for a random Security Officer, send him a quick message, and then put away my PDA. All of that takes so long that I might as well have just announced what I saw over Common, because the bad guys are all long gone ... or I am already dead before I hit "send". PDAs are not great in a life or death emergency or for warning people about a station-wide threat. I would love an emergency channel that anyone can use to report problems, but only Security personel and Command can view. Or maybe the Emergency line is monitored by a designated Dispatcher, similar to the Paramedic, but for Sec. Either way, it would let you send quick message that would be visible to Security ... if they bother to check them.
  10. It's after lunch and I think I eight a little too much. No more green eggs and ham for me.
  11. So .. this is what rock bottom feels like, huh? Why is this feeling so familiar? Also ... One.
  12. 8 Which looks like the infinity symbol if you tip your phone sideways.
  13. New Special Event - Synthetic storm. A cloud of space-born nanites drift into the space station, releasing nanites into the station atmosphere. Anyone who encounters the cloud will develop a serious case of borgification. The event triggers a warning announcement regarding where the nanite cloud has manifested. The environmental threat can be resolved by venting air from the room correctly.
  14. I have been giving the question of prisoner escape some serious consideration because I think it is something that definitely would come up pretty consistently with anyone who is playing as a prisoner and it would require clear rules to prevent recurrent problems. I have an idea for how it could work, although I may not have considered every angle. From an RP-perspective, I think it is reasonable to expect that most prisoners would want to escape, if the opportunity presents itself, and some would try to create an opportunity or plan out a more elaborate escape attempt. But from a game-perspective, this is not an antagonist role and shouldn't routinely result in major incidents that occupy Security Officers and lead to major damage to the station or serious injuries that involve even more crew to fix. Typically, the prisoners should only be allowed to take up the time of the Warden and his Brig Guards, which is reasonable considering prisoner management is their primary job. The rest of Sec would operate unchanged because prisoners should, for the most part, stay prisoners and remain in the permabrig or labor camp. In fact, the rules regarding self-antag specifically mention that a non-antagonist cannot intentionally break people out of perma-brig without administrator approval. I think it is reasonable to assume this includes breaking themselves and other prisoners out of perma by force. In my opinion, a prisoner should be free to take advantage of a momentary lapse in security to slip out of custody. But they are not allowed to harm other prisoners or guards to secure their escape. They are held to the same standards for violence as a regular civilian with respect to server rules, so it would need to a non-violent or steathly escape attempt. Bar of soap on the floor, run out through an open door, hide in a locker. That kind of thing. If they are considering a more elaborate escape or want to do something that might result in injuries to crew or damage to the station, the plan should be cleared ahead of time by contacting an administrator for approval. The admin can determine if a daring escape attempt would be a fun challenge or an unwanted distraction for rest of the station. This solution would allow prisoners to dream of escape, but would hopeful mean that they are mostly just dreaming about it, rather than actually doing it. It should be hard to successfully escape. Really hard, but not completely impossible. Yes, the presence of brig guards would make sneaking in Security undetected harder. But shouldn't Sec being a hard target? If you need a distraction, perhaps you could help those prisoners break loose. Give the brig guards something to deal with, so they don't have time to chase after you. The prisoners would likely also be an advantage to some antagonists, like abductors, cortical borers and spiders, since they would be trapped and unable to run away. Vigilant guards might be able to save the prisoners from such an attack, but there's no guarantee that they will notice in time or intervene successfully. My thoughts regarding why there might be prisoners in the brig at the start of the round is that I assume that from an in-universe perspective, stuff was happening before the round started. Therefore, crimes could have taken place on the shuttle ride over to the station or after the shuttle arrived which resulted in one or more people getting sent to perma before the game started from the player perspective. Another in-universe explanation might be transfer of a prisoner from a nearby space ship or station that lacks the proper facilities for prolonged incarceration. They handed off the prisoner to the NSS Cyberiad for safe keeping and eventual transport back to Central or to a more secure prison facility, just like our prisoners will eventually be handed off to someone else when the crew transfer happens. Regarding size, when you take into account the labor camp on Lavaland, there is adequate room for a couple of extra prisoners at round start. If things start to get crowded both locations, it might be worth holding a parole hearing or two. Perhaps some of your prisoners have reformed. Or perhaps see if any of them want their freedom bad enough to accept cyborgifcation. They won't be human anymore, but at least they'll be free. Sort of. Okay, not really. But they'll be out of the brig!
  15. I'm relatively new so it is possible this idea has already been suggested. If so, feel free to ignore it. Most of my play-time has been on Paradise Station, but during the recent server downtime, I played a round on a different station and noticed that they had a "prisoner" role. At first glance, I thought it was a terrible idea. Who wants to be stuck in Permabrig for the whole round? But after reading about how the role works, I changed my mind and think it is actually a pretty nice role to offer, both for RP opportunities and for new players who need a safe place to learn game mechanics. The idea of a prisoner role is not mine, but I have given some thought as to how it might work and why it would be a good addition to Paradise, so I'll felt it was worth putting together a suggestion to see if anyone else sees the merit in this idea. First off, here's the Prisoner page from TG station wiki: https://tgstation13.org/wiki/Prisoner It makes a case for why the prisoner role is a nice early role for new players who want a position that has low responsibility, but is a bit more structured and safer than being a random civilian roaming around on the whole station. Being in the brig restricts your freedom of movement and agency, but it also gives you a relatively safe place to hang out, talk to more experienced players, ask dumb questions, and learn some basic skills. Many station disasters won't be able to reach you in the brig and Security is responsible for getting you to the Escape shuttle, so you can just focus on learning the game and how to roleplay with others. One key point is that the Prisoner role is NOT an antagonist role. It is a roleplay-focused role, like Librarian or Clown. You are basically just a Civilian with an orange jumpsuit and a tracking implant, not a traitor or a syndicate agent, no matter what your rap sheet says. Behave accordingly. This means that you are restricted from acting in an excessively violent or destructive fashion. Don't RP as a violent criminally insane psychotic who eats people and then actually try to eat your cellmate. Nobody likes that. Your goal as a prisoner is to be a prisoner. Not to escape from Perma. Not to kill the Warden. Not to monopolize Security dealing with your annoying shenanigans. You should not violently attack your fellow prisoners or the guards or kill anyone. And you shouldn't be making such a fuss that Security dept has to waste valuable time on you while the station is on Red alert. Be sure to fully read and understand the self-antag and power-gaming sections of the server rules before you take this role. If you select the Prisoner role, then you have signed up to be a prisoner for life. That's your job. Do it well. Talk to your fellow inmates. Interact with the Security staff, when they have the time. Plan your great escape and fail spectacularly. Learn some new skills. Consider how your life went wrong and how you could have chosen a different path. If you are looking for a change of pace, try asking to be moved to the Gulag so you can work off your debt to society on Lavaland. Or if the Magistrate is available, you could ask for a parole hearing. Don't get your hopes up, however. They don't call it PERMA brig for nothing. Your appeal will most likely be declined. You could also ask for books from the Library or a visit from the Chaplain to unburden your soul. And if you are feeling depressed, I bet the station Psychiatrist could find time to talk with you. Use your imagination. I don't know that much about the coding aspect of the game, but I think it would be neat from a role-play standpoint if the player was given the opportunity to write his own "rap-sheet" at the start of the round or select from a list of possible crimes, so his past misdeeds will be permanently recorded in his arrest record. This shouldn't be used to justify violent or antagonist behavior. Rather, it is a way to flesh out your character's backstory for RP purposes and show how they ended up in Perma. You are free to consider yourself innocent of these crimes, but don't expect that belief to help you get released early. ... I am thinking that 2-3 Prisoner slots would be reasonable amount. I would want at least two prisoners, so you would usually have someone to interact with who is not part of Security and probably has the time and desire to RP or help you learn. It shouldn't be much more than 3, because I don't want the perma prisoners to be too much of a burden on the Security staff. They already have a lot on their plate dealing with actual antagonists. The Warden is responsible for the brig and he also sometimes has to take over at the acting Head of Security. And he is often called upon to manage the day-to-day book keeping operations of Security, so they can keep track of threats and properly record information in a timely manner, as well as managing the armory and distributing weapons from the armory, when appropriate. The Security Officers are frequently working outside of Security, chasing down antagonists and arresting people so they can't be relied upon to be nearby and available if the Warden needs help. For that reason, I would suggest that along with Prisoner, a new role of Brig Guard should be added. This role would have similar duties to the Warden, minus the managerial tasks and command authority. As a brig guard, you do not perform arrests (if there are any active security officers). Instead, you focus on prisoner management duties. You can process new inmates into the brig, record their crimes, transport prisoners around, and use non-lethal force as appropriate to restrain prisoners. It's your job to maintain the smooth operation of the brig and also to protect Security and your prisoners if they are under threat. You should work with the Brig Physician to ensure that prisoners receive medical care and also provide adequate food and entertainment options to meet your prisoners' basic needs. As a brig guard, you are also responsible for transporting prisoners to the Escape Shuttle at the end of the shift. If a prisoner successfully escapes, you are NOT involved with tracking down and capturing the prisoner. That's a job for a Security Officer. Your job is to not let the prisoners escape in the first place. So be sure to do your job. Also, before playing as a Brig Guard, you should be sure to read up about Space Law and the appropriate cell timers for different offenses. Double-check with the Warden if you are unsure about how to process a particularly difficult inmate. Also, familiarize yourself with appropriate use of force to subdue inmates. It should go without saying that you should not be beating up or killing your prisoners. That's not your job. You are supposed to maintain order, not abuse your authority. I would think that 1-2 brig guard slots would be reasonable for most rounds. In the absence of a Brig Guard, the Warden can take over their duties, but having a dedicated guard or two would free up the Warden to act in a more managerial fashion as well as providing him with back-up for dealing with unruly prisoners or managing a larger number of inmates. Like Prisoners, I think Brig Guards would be a useful role for newer players who are interested in learning more about how to play Security roles. You will learn a lot about the type of people who get arrested and how to process different crimes appropriately as a Brig Guard and should get a pretty good handle on Space Law. This would allow newer players to contribute to the running of the department without taking up a Security Officer or Detective slot. And it would be a better job for someone who wants to be part of Security but isn't terribly robust or someone who is interested in learning how to be a good Warden. It is much easier to deal with unarmed prisoners than a changeling or shadowling, but the skills you learn in the brig and the confidence that brings should translate to more serious combat situations. ..... What do you think? Would these roles be a good addition to Paradise Station?
  16. Yes, we can definitely agree on that point. I think that Roboticists should be given explicit authority in the SoP to decline borgification requests at their personal discretion. You might still run into a problem if one of the Heads of Staff gives you a direct order to borg someone and you decline. But I think it should be made clear in SoP that you are not REQUIRED to borg anyone, just because you CAN borg people. There is nothing stopping a non-Roboticist from removing someone's brain and cramming it into a MMI if you decline to provide this "service" to the station. Not to drift too far off-subject again, but I live in a state that allows physician-assisted suicide to terminally-ill people. No doctor is forced to participate in prescribing lethal medication and no pharmacist is required to dispense it. If you have a problem with it, you don't have to do it - it is voluntary for all parties involved. The requesting person must also be certified as terminally ill by two different doctors, fully informed regarding what they are agreeing to do and what the medication will do, mentally capable of providing consent, and able to self-administer the medication. Cyborgication in SS13 is not the same as euthanasia, but it is pretty damn close in a lot of ways. It is not just a major life-changing medical procedure, it is life-ENDing. The person you were before the operation is physically and legally dead. Your body and mind are permanently altered by it. You are not the same you and never will be you again. And did I mention that you are now a slave to an AI master and subjected to a restrictive law set? Don't forget that part. It's kind of important. It makes sense that some Roboticists would not be okay with doing such a thing to any living person. And some Roboticsts would be fine with doing it "for the greater good" or as a way to give new life to someone who was unable or unwilling to continue living in an organic form. The key point being that they should be allowed to decline, if it is against their strongly-held beliefs or even just because it is Tuesday and they don't like to partake in cost-saving medical atrocities on Tuesdays. It should be their choice. You might still come into conflict with the Captain or one of the Heads of Staff if you make the "wrong" choice, but you would have the SoP for your department and company policy backing up your right to decline borgification services. And that should hold more weight with Command than your feelings alone. ... Requests for implants or other cybernetic upgrades should also be at the discretion of the roboticist and take into account his professional judgement regarding suitability of the implant and candidate for implantation. Although I wouldn't expect anyone to have a moral objection to most implants ... except perhaps the xeno organs. But I've always assumed that this is pretty much already the way it works, even if it isn't explicitly written in the SoP. I haven't played much as a Roboticist, but I see it in RnD and Cargo quite regularly. You can ask for whatever you want, but if it is not necessary for your job and you can't come up with a good reason for needing it, the dept is under no obligation to provide you with expensive tech or dangerous tools. Like going to Cargo and requesting a multi-tool or a welding mask as a civilian. Or going to RnD and asking them to give you two bags of holding. They can tell you to keep on walking and no one will bat an eye. But if the Head of Security tells Cargo to order gun crates during red alert, you should probably hop right to it, even if you don't like his attitude. .... According to the wiki, the current rules for "exotic" implants are as follows: Exotic Implants refer to Xeno Organs, Cybernetic Implants or any such exotic materials. 1. General utility implants (such as Welding Shield, Nutriment or Reviver) are unregulated, and may be handed out freely; 2. X-Ray Vision and Thermal Vision implants may be handed out freely, but may have their implantation vetoed by the Chief Medical Officer and/or Research Director (see below); 3. Medical HUDs must be approved by the Chief Medical Officer before implantation, and Security HUDs require express permission from the Head of Security or Warden; 4. Combat-capable Implants (such as the CNS Rebooter or Anti-Drop) are not be handed out without express permission from the Head of Security; 5. Cybernetic Implantation should be performed in Surgery or any such sterilized environment, to reduce the risk of internal infection. If no Surgeons or Doctors are available, the Roboticist can fill in; 6. The Chief Medical Officer and Research Director have the power to veto any Cybernetic Implantation or Xeno Organ Implantation if they believe it threatens the stability of the station or crew. Only the Captain may override this veto; 7. Xeno Organs may be harvested at will, but may not be implanted without express permission from the Chief Medical Officer. Egg-Laying Organs from Xenomorph Lifeforms are strictly forbidden; 8. Failure to follow these Guidelines makes the offending party liable to having their Exotic Implants forcefully removed .... I don't know enough about what implants are available to know if this covers all the important ones, but it sounds pretty reasonable to me. Interestingly, it sounds like Medbay is expected to handle cybernetic implantation, with the roboticist being a back-up only. But I feel like it's a lot more common for the Roboticist to be the natural choice, since he has direct access to the fabricator that makes many of the implants.
  17. You had stated earlier "If you want to be a borg, join as one from the roundstart menu... or observe and go into a robotic brain." I brought up the number of round-start Cyborg slots to illustrate that the player demand for this role exceeds the supply, so picking cyborg at round start isn't a complete solution to reduce or eliminate the desire for in-round cyborgization. It is not that I want more cyborg slots or feel entitled to the role just because I want it. It makes sense to limit the number of cyborgs at round start and I like that there are a variety of options available for becoming a synthetic later on. Cyborg is a unique role, in that regard, and I find it quite interesting to explore the possibilities. I like cyber-punk and scifi stories, so the whole idea of cyborgization intrigues me. Man and machine, fused together. Giving up your humanity to become something more ... or maybe something less. I watched Robocop a lot when I was a kid. I wasn't aware that you were allowed to use LOOC to request a robotic brain. I am very interested to learn that and will give it a try. Although I wonder if some Roboticists would find such requests distasteful in their own way? It feels more gamey to me. Also, I must confess that I rather enjoy interacting with different crew members to get the necessary paperwork in order. It gives me a goal to work toward and attempt to achieve before conditions on the station deteriorate to the point that it becomes impossible. I can't speak for other people, but I don't just rush straight to Robotics at the start of the round when playing my "cyborg" character. Rather, I treat it as a personal goal that I am actively working toward and tend to stretch it out or approach it from different directions. Like trying to get Rainbow slimes as a Xenobiologist or becoming a master sushi chef as the Cook, it gives me an unofficial objective that I am hoping to achieve by the end of the round. If it doesn't happen, I still enjoy the challenge and the journey. I don't really understand the objection to having a dedicated character for this purpose. From a role-playing perspective, it would not make any sense for my other characters to volunteer to be turned into a cyborg. That would be horrible for them and not match their personal history or established personality at all. That's why, when I decided that I was ready to explore more synthetic roles as a player, I made a dedicated character who has a proper back-story to help explain why he would be motivated toward such a bizarre goal. Ironically, he is currently my most fleshed out roleplay character and the character that inspires me to interact and talk with more people. With my main character, I tend to focus more on learning how to play SS13 and getting better at different jobs, so I find that I will sometimes neglect the social and role-play side of things more than I should. I think it helps that my cyborg-obsessed character is a civilian, so he lacks job responsibilities. This lifts some of the pressure to perform job functions and lets me focus more attention on the social aspect of SS13. ... It upsets me to hear that you have faced such opposition when trying to roleplay as an ethical character. Moral behavior and conscientious objection should not only be allowed for realism purposes, but it should be actively supported by Command staff for legal reasons. Having a conscience should be considered an asset, even for a soul-less mega corporation like Nanotrasen. Think of the legal expenses! ... I was thinking about alternatives to live cyborgization and I had an idea. I have no idea how practical this is from a coding standpoint, but I thought it would be pretty neat if, during character setup, you could select advanced directives for your character regarding what they would like done with their body, should they happen to die while on the station. For example, you could indicate that you want to be cloned. Or that do NOT want anyone to clone you. If you don't want to be cloned or your body is unclonable, you could ask that your body is cremated or request a "space burial" at the Chapel. And you could also ask to be made into a cyborg after death. Maybe also something about using replica pods and Strange reagent? We have all these different options for dead bodies, yet so often we just use cloning or SR. I think it would be nice to be given a way to decline cloning, from both an IC and OC perspective. Not everyone likes clones and I can easily see cloning or SR being against someone's religion. Some people might prefer to stay dead, rather than be re-printed or have whatever the hell strange reagent does to you happen to their body. This information could be added to the crewmember's medical records, like blood type, so medical doctors and the coroner could check it when a body arrives in the medbay or morgue. The chaplain would need to be contacted to arrange space burial or cremation, of course.
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