Leaderboard
Popular Content
Showing content with the highest reputation on 04/18/2017 in all areas
-
I'd just be psyched if the greytide who run around at code red with a gas mask, makeshift weapon, and no ID stopped arguing with me about arresting them because "Everyone does it" Enjoy your 20 minutes. *flip2 points
-
Let me tell you. Gas masks truely suck to wear. They dig into your scalp, hinder your vision, and God help you if you vomit while wearing one (we had a guy do that.).2 points
-
2 points
-
Honestly, I see the reason why people would want this, but there are a lot of masks and hats that should obstruct your vision more then the two default gas masks that still conceal your identity. While I haven't worn it for several hours, I have worn an M15 gas mask for at least a couple hours at a time and I never noticed it obstructing my vision unless I tried to notice it. Not to mention the gas mask that should be default is a full visor style, which would be even less obstructing. M15 gas mask and the alt gas mask both on face sprite and in hand sprite A full visor gas mask with the main gas mask face sprite and in hand sprite also, is it just me or is the in game mask missing a filter2 points
-
With my work on the Grey Rework in its final stages, I was wondering if anyone had any other ideas they'd like to see considered for Grey species differentiation. Following by my design doc, here's the intended goal of the changes: If you have any suggestions that follow this, or any arguments that changes I'm currently making go against this, please discuss!1 point
-
The reason im suggesting the perma prisoner job is because the warden job is VERY boring, whenever i play it i dont get to do much at all, just wait for prisoners and process them, the job is highly boring and how will this Perma Prisoner job benefit it: Benefits: -Less boreness -More fun to do controlling the damn perma prisoners -They can get more perma prisoners if possible For the upgrades of perma brig, I suggest making the perma a bit larger, have 6 cells and have a prisoner holo deck there, why not? the Holo deck must have a flash outside because you can get stunned in there, so whenever warden wants to stop them he can flash them from the holodeck, Another upgrade is maybe having a tiny warden kitchen, why? wardens gotta make food for prisoners, along with a chute connected from kitchen and warden kitchen, so chef can send food for warden to feed the prisoners, with this WARDEN will usually have more fun, and also the perma prisoners can have a fun objective as well, ESCAPE JAIL, legitly allowed, Perma prisoners cant be antagonists They spawn with the orange suit, ID, and a tracking implant Maximum slots of perma prisoners will be 3. or more if you guys really like this1 point
-
I can tell you from experience, there is one thing that all proper respirators have in common that would be highly relevant to the notion of creating an IC reason to not wear them unless you have a good reason without gimping the identity hiding aspect. That thing they all have in common is making your speech a garbled mess from more than a few feet away. This is causes by several factors, but the biggest contributors are the following: The air seal forces your speech to travel through the thick membrane, generally distorting it slightly and lowering the pitch while the mask itself acts like a tight chinstrap preventing you from opening your mouth fully to enunciate. Note that these effects are barely noticeable if at all with small masks and the like as they are generally more flexible and thinner. Another thing to note, walkie talkies and other radio systems are often integrated into advanced gas masks specifically because of these distorting effects. What would this mean for IG implementation? 1: Gas masks would effectively make all says behave like whispers as anyone outside of one or two tiles would have no chance of understanding you even though they heard you say something. 2: Gas masks would not interfere with radio/headset operation because something something bluetooth? How would this affect gameplay? First of all, it would discourage people that wanted to talk or RP from wearing them unless they had to. Additionally, it would not affect people trying to hide their identity as speaking with one on ruins your disguise anyway. As for antag encounters: If an antag encounters someone with a gas mask, they can strip the headset as usual and are left with a person who can't communicate anything other than I am screaming to a passersby. This is generally enough to attract attention and thus the goal is achieved. Also, it's still a mask so duct tape can't be applied in the same way that even a cigarette blocks taping. In other words, it's relatively antag neutral.1 point
-
1 point
-
Firstly, I was just expressing my opinion using the noun "I". The point of this thread is to express opinions please refrain from attacking myself and not my arguments. The Nanotrasen Representative is in fact, a Representative primarily. That is stated in the name. What many NT Rep's have figured out is that if the crew are happy with you, they are much more willing to tell you if their boss is not doing the best job. It's a fallacy to assume that they will report it instantly. There is a trick to balancing your, to use borrowed phrasing "pro bono" work with the main job of making sure command is doing a good job. A NT Rep cannot investigate on a lack of evidence. To finish, this thread is not about the NT Rep and their role. It is about SoP and its need to be updated.1 point
-
I'm from Australia a country which had 5 prime ministers in 5 years even though they are meant to stay in power for 3 years until a federal election. It also gets really hot in summer and we have pretty slow internet so it is hard to play space station 13 sometimes.1 point
-
1 point
-
1 point
-
I like the idea of a mix of more antags in all rounds to make it less predictable. Give me a round with a vamp, a ling, a cult, a handful of traitors, AND vox raiders. Chaos ensues!1 point
-
I support this idea, just because I think it's a nice touch of realism. I don't particularly care if it ISN'T implemented, it's just nice.1 point
-
1 point
-
1 point
-
My personal thoughts on SOP: First, there should be tiers of SOP. The first tier isn't really SOP, but instead job specific regulations. These regulations are portions which MUST be followed, or punishable by demotion/brig time. These are items with VERY serious implications if not followed. Production of combat mechs, for example, which are not turned into the armory, creating dual+ engines in engineering, or use of contraband. These would be things that require the relevant head of staff's/captain's WRITTEN APPROVAL to make an exception for, if it were even allowed by regulations period. They would get their own crime and punishments written right there in the regulations (brig time, demotion, community service would be examples), and make an entry in space law that mandatory regulations may have their own penalties. NOTE: Mandatory regulations would essentially be like space law. These are only a few things which, if not followed, present a MAJOR hazard to the station and crew. Mandatory regulations should be kept to a reasonable minimum and and only be written for extreme cases. The reason these aren't thrown in with the rest of space law, is it could result in a huge amount of space law bloat. It would be better to put these in with job specific information while sec continues to be concerned with general criminal activity. Then, there's SOP which is *recommended*. Engineering backup power generation methods, for example, are *recommended*. Example: solars and turbine are backup when the engine is running ('backup' could be anything the CE decides, like if it's a solars only station and turbine is brought online). However, I do not believe these should be enforceable, UNLESS events occur in which demonstrated incompetence occur (meaning, after the fact). For example, I don't bother with solars and turbines when I have an engine running. They actually make it more difficult for me to respond to power grid problems of way the grid works. I end up having to take extra steps to detect where the failure is as a result, instead of just following the discharging APCs along the station's grid backbone. I don't stop any engineers that volunteer, but I never do them myself as I can reroute power pretty damn fast and I don't like it when captains tell me to do them and don't listen to my reasoning when I recommend against it. Then there's actually optional SOP. This SOP is standardized suggestions for organizing departments. A head can ask their subordinate to reference it, instead of typing out a big long list of what they want done. But, the department could choose to deviate too. Delegating tasks to the medical front desk, for example, for minor injuries, while major ones are sent back to more specialized doctors, would be an example of optional SOP. The head of staff needs to be trusted to do the work too. Captain should not be micromanaging. I admit, the captain can still get involved, but it's *recommended* that they follow the proper channels (note that *recommended!*). Also, we need to change the SOP books that are in game. They need to reference the wiki. I think science robotics has some books that are a little out of date. Finally, fucks sake we need to address paperwork. People are inventing giant long forms which are becoming an increasing pain in the ass just because they can. That needs to stop. I'd like standardized paperwork forms and that's it. P.S. we really should put in space law WHY the punishments are so lenient in some cases. It really should explain that it's not meant to take an antag out of the round if they slip up on something minor. It's written around the idea of making it punishing for their mistake, but not round ending.1 point
-
...as with most of the problems with the server...a behavioral problem that can most easily be corrected with better practice. I LOVE enforcing code red SOP. Greytide wandering around the halls with no ID at code red. HALT "Please display your ID" They run off. Chase. Tase. Cuff. "You can't arrest me, not wearing an ID isn't a crime, I can't be resisting arrest if I haven't committed a crime. SHITCURITY!" They cuss and scream the whole way to the brig, mocking me for not knowing how to do my job, for having bad aim, etc. "You are being arrested for failing to follow an officers orders at code red which is creating a work place hazard, that's ten minutes, and since you are being SO cooperative, let's give you another five for resisting and another five for being uncooperative. If you have a problem with that I can have IAA sit outside your cell and read space law and code red SOP to you." Not knowing what crime you are committing does not give you a free pass. They were arguing against getting a 5 minute sentence for resisting arrest, now they are in for 20 for being a smart ass...and I bet they won't run around at code red with no ID ever again. Tastes like victory. I guess the lesson here is, if you want to see SOP enforced and abided by, play roles that allow you to enforce SOP. Lead by example and others will start to follow suit.1 point
-
Here's a new one. Hot off the presses. I'll name this one "Riot or Wrong?" I'm an officer, early on we catch a traitor with a pen sword and emag who attempted to kill someone. We put em in perma. Captain orders we borg them. There is some opposition amongst command that delays the borgification but it finally is complete. The opposition was made public somewhere along the way and riots began in front of the bridge. It was really confusing for a while but at some point security needed to don riot gear to break up the crowd. We told them to disperse, some refused, we began arresting, uncuffed rioters began dragging cuffed ones away, a civilian who, as far as I knew wasn't a rioter, started dragging a cuffed rioter off. I tase and cuff them, another officer gets the rioter, I start bringing the civ to the brig. Here's where it got...interesting. in LOOC they say "Why am I being arrested? I've committed no crime, answer or I'll AHELP" I stop and IC I say "you are being arrested for helping a criminal, you tried to drag away a cuffed rioter that we were arresting" I can't remember what was IC or LOOC at this point but from this point forward there was a mixture of the two with them telling me that's not a law, I'm not allowed to search them. Despite them being SO cooperative I say I'm going to search them and if they have nothing on them they get off with a warning. I find a stunprod on them. Tell them I need to brig them for weapons possession. They keep arguing IC and OOC that I can't do this, so I say in LOOC "Alright I'll amuse you, I'll AHELP this" I end up MHELPing explaining that I've arrested a civilian that was helping a rioter get away, am I allowed to arrest and search them? Mentors get back saying "yes, aiding and abetting." So I've now confirmed with mentors I'm in the right, inform the civ in LOOC, they continue arguing. I confiscate the weapons, bring them to a cell, and say all I'm gonna brig them for is weapons charge, 10 min. I COULD have given them another 10 for helping the rioter and lack of cooperation but I felt bad cuz they were already in a bad mood. Before leaving I say in LOOC "while you are in your cell, go read space law, look up weapons posession under medium crimes, then scroll below capital crimes and find aiding and abetting" They respond in LOOC "Fuck you, I've read it enough...I'm right..also 'while you are in your cell?' ICKY OOCKY!" I respond "ICKY OOCKY? Like asking me why you are under arrest in LOOC? or arguing the arrest in LOOC?" He's says "FUCK YOU" admin turns off LOOC Sort of felt like I needed to report their behavior but again, they were already having a bad enough time, so I didn't bother. Already felt bad enough about all the stuff I put the guy through already but, I've got a job to do. Pretty sure the admins were already dealing with the situation. I never got bwoinked so I'm all good. Just another day in shitcurity. AS FOR THE RIOTS. The round ended with the AI being pitted against the captain, AI obviously siding with rioters. Security was divided, some trying to arrest the captain, some trying to help captain. I believe the HOS remained neutral through the whole thing, and kept a fairly cool head despite the situation. Good HOS. Karma for him. I didn't know what the hell to do so aside from a few confused tase and handcuffs, I was just trying to prevent violence. I believe the captain ended up getting spaced. Shuttle was emagged. GAME OVER YEAAAAAAA!!! If anyone wonders why someone would primarily work security, notably I've read someone saying "Anyone who works security primarily is a masochist"...once you get adjusted to the stress it initially causes, and are adept at dealing with all the various situations that are thrown at you, it leads to a hell of alot of interesting stories. Seclife. EDIT: I explained this story to my spouse, and we've now decided any time we get in an argument where one of us is clearly wrong, when the party who is wrong realizes they are wrong they are to end the argument by saying "FUCK YOU! I KNOW SPACE LAW!"1 point
-
As a looooong term medical player I can tell you, removing cloning not only won't fix anything, it'll make things worse. Cloning is not the problem. Cloning is a simple revival method, sure, but it doesn't work on every race, and it is easily sabotaged and destroyed. Cloning takes a long time, spits out people with brain damage and genetic defects and in the case of Vox/Slimes doesn't even work, and is extremely hard in the case of Plasmamen. Cloning has been in SS13 a VERY long time, and as someone from former H-RP Servers, it was never a source of problems. The problem we have is player mentality and the sheer NUMBER of revives you have. A Body can't be cloned for reasons? No problem SR/Defib it. Normally that's the sort of thing requiring science to really upgrade the Cloner to perform (Cloning husks for example), but as it is now Medical can do that on their own with very little issue. They Start with Defibs and SR is easy enough for chemists to make on their own. Again. Cloning itself is NOT the issue, it's oversaturation of revives coupled with a very high Power Game mentality of :"More effective to do X then Y" as opposed to roleplay. Removing cloning will not fix that nor make people roleplay, it'll just encourage them to power game even harder to avoid death. Until Mentality/Community gets more on the same page about Medium RP needing both RP -and- gamepaly, as opposed to a min-max mentality, this problem isn't gonan be fixed by a silver bullet.1 point
-
Hello, one and all, my name is Frosty and my ideas are good ones. Story time! As of recent, I have been playing a character, "Donny", a maintenance dwelling tourist who has become feral and lives off of the land. Seeing how there is little land to live off to, I resort to setting up my camp in the unused public garden, setting a bonfire and claiming my territory. I am rather partial to the whole "abandoned, tribal de-evolution" aspect of my character, as well as the liberties that it entails. I'm unsure whether or not anyone will back me up on this front, but I feel like the tribal area is rather lacking at the moment. Whether referring to the crafting menu, or the options for cooking rats, I have a couple ideas that can spice up the life of maint dwelling hobos, and I hope people hear me out. TLDR: I have good ideas and want to add more tribal gear, but I don't know jack fuck about Dream Maker. I'd like to add more items to the "Tribal" section of the crafting menu, as it currently only has 4 items on it, and two of them are useless/unobtainable without circumstantial methods. I understand that our crafting menu might just have these because we ported it from another server, but I think it can truly be expanded upon for an enhanced experience. Adding some of the following craftable items/mechanic modifications would be helpful: Tent/Shelter for lying in, reveals the the lower half of a human's sprite when laying down The traditional "stick and box" trap, that you use to trap small animals/pesky intruders Pile of leaves that can be used to cover up items/traps on the ground A "Wilson" knock-off (Reference to the film Cast Away), possibly named "Milson", made using a basketball/watermelon Some form of club/bludgeoning stick, possibly one that can be held in both hands to intimidate like the spear More craftable options with wood, like full walls, full length torches, or handheld torches Make meals that are cookable/craftable over bonfires, whether it be Rats on a Stick, a Mold Ball, or else a nice Grub Burger Use of herbs/mold to make medicinal items/functional utilities, including healing salve, disinfectant, or smoke bombs More viable methods of growing plants in maintenance, seeing as the only ways are to get your hands on grass and a shovel, or stealing a planter from Botany. Some form of fermenting to make a foul alcoholic beverage, kind of like how I assume you dry leaves to make weed with the new botany system. If Rats-On-A-Stick is going to be a viable recipe, there should be more prevalent vermin in maintenance, either by some random spawning process, or else a means or reproducing, seeing how I only see a maximum of 4 rats in maintenance per round, unless someone has a spawning toy. As of right now, these are the only changes I can think of that are reasonable, but I would love for people to brainstorm with me on the same level. I understand some of these things are harder to implement than others, but the only thing I'm capable of providing other than concepts at the moment are my fairly standard spriting skills. I would commend and actively work with anyone who is capable of taking me up on such a request, because I think that aside from typical "maint-dweller" RP, these additions can be utilized in other situations, such as an antag in maintenance needing medical attention/equipment, an intense round of Nations, or a manner of decorating a department.1 point
-
Khem... in my idea about second station (yes, I won't get over it yet), I had an idea, that Cyberiad's Cargo tech should also trasport goods to second station. So maybe in our current version, allow cargo to be not only the point of cargo package receival, but also a stop point. Have multiple shuttles come and go below cargo (so they don't interfere with main shuttle from CC), add a bunch of destinations, and then have them delivered to cyberiad. This way players (CT and QM) have three options. Either they deliver it to correct place and get some bonus points in cargo. Or they open it/fail to deliver and get points subtracted from them (1-2 times the original cost of package). Third option is to deliver it incorrectly, or in wrong state (unlocked, unwrapped (they all will be wrapped by default). This will give lesser penalty. Obviously there will be many parameters that can be set - rarity of facemelting stuff to be delivered (and no syndicate bundles), amount of stuff per cargo ship, timers till delivery, etc etc. Maybe add events where mysterious package arrives containing sick l00t, moneys or even really murdery animals (hell, the EXPERIMENTOR delivers this already). Or mysterious documents from syndicate, uncovering the name of one of the antagonists in the round. Obviously with a small bomb in that paper that will detonate on reading in 5 seconds (so others have to beleive you) *EDIT: Items are delivered on the CC shuttle, so if you don't call it (if the cargo is unmanned or busy), points won't get subtracted1 point