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Showing content with the highest reputation on 05/22/2017 in all areas

  1. Strap in, gents. This is going to be a long one. We are completely reworking how Executions work, so anyone and everyone that even remotely plays Security, get a good read on the following: In Legal Standard Operating Procedure - Execution General: Point 7: Becomes: Point 8 becomes Point 9. New Point 8: This means that while a fax being sent is required, Central Command does NOT need to reply for the execution to go through. In Space Law: The following segment: Becomes: Additionally... The following segment: Becomes: In regards to Manslaughter, the Notes have been changed from: To: The greatest change, however, is that we will be splitting Capital Crimes into 2 categories: Exceptional Crimes and Capital Crimes. Murder and Mutiny would remain in Capital Crimes; all previously "Capital" crimes are moved to the Exceptional Crimes category. The latter may not by punishable by execution. As such, the preamble to Exceptional Crimes becomes: And the preamble for Capital Crimes becomes: This means that ONLY TWO CRIMES are punishable by Execution now. Finally, the definition of murder has been changed from: To: Rules on Lethal Force, as it applies outside of the Brig and formalized sentencing, remain unchanged.
    4 points
  2. 2 points
  3. Howdy! Are you like me? Do you spend 99% of your playtime as a cyborg? Do you ever tire from the lack of diversity in the world of machine handymen? I know I sure do, which is why I propose that we take cyborgs a step closer to their Goon roots and make them interesting again! What is this strange bald guy on the internet talking about you ask? Well I'm glad you asked! You see, the version of cyborgs that Paradise uses are a streamlined model, lacking in diversity beyond module choice. On goon however, you have a small variety of cyborg bodies that can be built, allowing for borgs of situational play. Let's take a look at some of the content. Sturdy: Cyborg with a bit of extra armor attached. Can take a bit more abuse, but is a little slower for it. Heavy: Cyborg with a lot of extra armor attached. Handles incredible amounts of abuse, but is very slow. Light: Cyborg with no armor. Extremely weak and fragile, but very fast to compensate. Standard: your bread and butter cyborg. The only existing type on Paradise currently. Right off the bat you have diversity that will impact cyborg play style. From high speed, easily destroyed medical borgs zipping across the station to save injured crew, to nigh immobile security borgs defending a checkpoint. The possibilities obviously aren't endless, but it's a change of flavor that I'd love to see. It's not only an improvement for the cyborgs, but for the AI as well, thanks to this little gem right here! The AI interface board: This little beauty can be installed into a cyborg frame to make it controllable by the AI instead of a dead player. For those times when the AI wants a physical body to take part in the action itself. Moving on to the upgrade list! Here I'm just going to quickly cover some of the upgrades that Paradise doesn't already have versions of. Efficiency Upgrade: Lowers base power usage by 1. Not that amazing in my personal opinion, but has the potential to be great with some tweaking. Expansion Upgrade: Adds another slot for upgrades. Not needed with the way paradise handles borg upgrades. Force Shield Upgrade: an installable version of the combat borgs energy shield. Eats up a ton of energy and soaks damage. Heat Shield Upgrade: Makes the cyborg immune to heat. Doesn't work on goon, wouldn't serve any function here either, as cyborgs already are immune to heat. Recovery Upgrade: Reboots the cyborg, allows the cyborg to break out of a stun from flashes, as well as xenomorph spit and tackles. Costs 2500 cell charge per use. Even as a regular cyborg player myself, I feel like the cost for this could be a bit higher, unless it's extremely expensive to create. Repair Pack: A single use instant full heal for the cyborg. Paired with the self repair module, this upgrade can save you in a tight situation. Teleporter Upgrade: Allows the cyborg to bring up a menu as if they were at the teleporter room computer and teleport themselves to any valid tracking beacon. MODULE UPGRADES Ever play one of the various modules and think to yourself “Wow, it would make this module that sacrifices everything to make me really good at this one thing worth it, if I had ___”? Well I'm with you my fellow synthetic lover. Now I'm not suggesting simply GIVING extra items to each module right off the bat, but instead suggesting that each module have an upgrade module that can be unlocked via Research and Development, like every other cyborg upgrade. I even have some suggestions for potential unlocks for these. STANDARD Cable Coil – For fixing things and whipping crew to show dominance Rainbow Crayon – For writing color notes and making the janitor hate you [more than they already do, you monster] Camera Monitor – To release your inner voyeur, because picking this module regulates you to standing around anyway. ENGINEERING Pipe Dispenser – Because running across the station for a pipe dispenser that is likely missing is enough of a reason for most engineers to not bother fixing atmospherics as it is. Disposal Pipe Dispenser – Same reason as above, except with disposals. Plasteel - For fixing the reinforced walls that science chemistry destroys EVERY SINGLE ROUND. Reinforced Plasma Glass – For replacing windows on the station with snazzy looking purple versions. MEDICAL Advanced Hypo-spray - Omnizine, Mannitol, Liquid Solder, and Mutadone Energy Based Advanced Trauma Kit – Less time in the cyborg recharger, more lives saved. Energy Based Advanced Burn Kit – Same as above MINER Advanced Plasma Cutter – For digging ore and fighting Necromorphs Rapid Crate Sender – You aren't doing this for mining points, get that ore back faster Mining Satchel Of Holding – COLLECT EVERYTHING JANITOR Fire Extinguisher – All cyborgs should have one anyway Drying Agent Spray – Extremely useful spray from tg station. Makes the clown hate you. Trash-bag Of Holding – DUMP EVERYTHING SERVICE Food Synthesizer – Goon Service borg tool. Makes a small variety of foods. The fact we don't already have this is baffling. Booze Dispenser – For providing mixed drinks on the go Soda Fountain – For caffeinating crewman too lazy to go to the bar. SECURITY Taser – The tool security borgs gaze longingly at is finally yours to command. Never forget the words of Uncle Ben Pepper Spray – For dealing with the clown, because you're a sadistic monster for picking this module already. FINAL NOTES Reminder that this entire thing is just my personal opinion. I suspect there are some of you that are fine with cyborgs as they are, and even some people that would like to see them nerfed, or given even less options and diversity, and you are obviously entitled to those opinions. I also understand that these suggestions aren't something that can just be copy pasted over from GOON and TG Stations. Parts could be copied over, but a lot of reworking of said parts to fit the mechanics and materials of Paradise would have to be done. I just felt that putting this all out there, could be a good first step. Even just to see if enough other people actually care enough about cyborgs to want some of these suggestions. That's all I can think of for now, so to end this post. I leave you with my beginning message.
    2 points
  4. If you are on help intent and targeting the head on the little target doll, you pat people on the head when you click on them. If you are targeting any other part of the body, you hug them. I think if you target either hand, you should shake their hand. Thoughts?
    2 points
  5. Officer SCUTTLES had just started the shift when an engineer cried for help over coms. Mining maintenance. 1 other officer came with. Nothing seemed to be out of the ordinary until we found a large room filled with meatspikes. There was right in total. The last one contained a vulp, whom Officer SCUTTLES assumed was dead. They were completely stripped of everything including clothing. Another citizen was there. When she saw us she called out that Zach had done this. At the sound of his name Zach popped his head into the room and quickly bolted, welding the doors behind him. Officer SCUTTLES called for backup at his location requesting that Zach be put under arrest. Security ignored all comminication. The vulp was alive...but not well off. The other civilian helped him off the spikes and pulled him to the medbay. My partner dissapeared...presumably to scan the area for Zach, but SCUTTLES did not move and Zach returned. Again, a request for backup was made and getting no acknowledgement Officer SCUTTLES decided to pursue. Into the dark tunnels...he was sighted. Too far away to tase. He threw down a bear trap and SCUTTLES did not see. Leg was severely damaged. Could not follow him anymore. SCUTTLES turned to leave maintenance to get repaired. Out of the corner of SCUTTLES 's eyes he saw Zach..following. He was too quick for SCUTTLES and he put a garrote around SCUTTLES neck and dragged him back to maintenence. Whispers of " I wanted to be friends and this is how you repay me?" were heard. Back to the torture room. Onto the meatspike. SCUTTLES hung there awaiting his fate. Zach removed everything off of SCUTTLES and put on the security uniform. The conversation went something like this. S: Why are you doing this? Z: You are apart of my art exhibit. It is not complete yet. Isn't it fantastic? S: *buzz* SCUTTLES is having a very bad day! Z: How so? S: First off: SCUTTLES found out he is losing his house. SCUTTLES could not pay his mortgage. Then SCUTTLES is put on a meat spike, but he is not even meat! Z: Oh man in sorry to hear that. I didn't know it was so tough for you. Don't worry. I'll get you some company. S: *screams* Shortly afterwards, Zach returns with another officer. Plop onto the spike. Then Renault. Some assistant, and then later a miner. The miner puts up the biggest fight almost getting away. Although we were all hung on meat spikes, Zach made sure we were well fed and hydrated. Since none of us could leave without severely injuring ourselves SCUTTLES decided to pray for a savior. They were answered! A cookie appeared...but nothing else. Eventually the shuttle was called. One more person came to investigate the "art gallery" . At this point, SCUTTLES had severely injured himself trying to free himself from the spikes and could not see much if what happened. There was a sound of a scuffle and of someone being added to the meatspikes. When SCUTTLES came back online he saw Zach on the spike and an IPC standing over him. The last words SCUTTLES remembers him saying were "Yeah, I deserved that."
    2 points
  6. I really think Genetics should simply be a part of medical. Genetics has no interaction with Science and nothing they do effects Science's ability to operate. On the other hand, they are responsible for the cloner, which is medical's department, they make monkeys for chem to get blood with for synthflesh, and for the cloner to make biomass with. They made humanized monkeys for surgeons to replace lost limbs with. They make clean SE for MDs to treat genetic issues. Science doesn't need them for anything. Nothing they do impacts science at all. I don't even understand why they are under both science and medical to begin with, but I'd guess it's a legacy thing that made sense at some point and doesn't anymore due to changes since then.
    2 points
  7. something witty and clever here. Those moments when your detective goes running off on their own just to turn up broken
    2 points
  8. For bookkeeping, and checking the inventory of the secure storage. If something goes missing, the CE can alert security. On the flip side, an IAA or NTR can investigate engineering, and use the inventory list to audit what's missing from the secure storage.
    1 point
  9. Shadowlings are incapable of fighting back glowshrooms in a sensible manner, they grow too fast to clear. It takes a single botanist and a quick harvest to cover the entire station in endless glowshrooms, effectively countering shadowling as a round type. Even rushing botany roundstart was insufficient in countering glowshrooms, and I have to note it's absolutely ridiculous shadowlings need to rush botany to have at least glimmer of a hope. The rounds where you do not see shadowlings being totally removed due to glowshrooms are the rounds without botanists realizing the bullshit they have at their disposal. I would suggest removing glowshrooms effect on slings, or other kind of nerf.
    1 point
  10. Oh no, I didn't mean to suggest giving them functioning hands or anything of that sort. The idea itself was simply for having cyborgs that fit in with the crew. For roleplay purposes.
    1 point
  11. Goofy flow chart aside, I'd like clarification on what to do with changelings. Like, if a changeling's actively stinging people in processing and being a shit, but the Captain/magistrate's dragging their feet, does this come under the deadly force clause "Severe Personal Risk"?
    1 point
  12. Threw something together for the Kidan, to give an idea of what I'm playing with. Is something like this what you were looking for?
    1 point
  13. It's a shame I'm taking a break from Para right now, this seems interesting. Are KOS orders affected by this at all?
    1 point
  14. While medical does have a bunch of jobs, most of them aren't going to be done by a Borg. The only medical jobs a Borg can do really is Medical Doctor and Paramedic and those two jobs have a lot of overlap already. "Cloner" isn't a job so much as a shared responsibility of most of medical, and it all Borgs are capable of operating the cloner anyway, so it'll never be a thing you can assign to a specific borg type. I just don't think there is enough variety in what medical borgs can do to justify splitting them up. I think it would be an unnecessary nerf by overspecialization.
    1 point
  15. Can't be banned for ERP if I'm ERPing with the Admins Muahahahahaaaa!! *backflips out of here*
    1 point
  16. I think instead of it going right into a handshake it should extend the hand for a handshake, and then you can accept the handshake or leave them hanging. But potentially if you are targeting the chest you take their hand and pull in for a bro-hug.
    1 point
  17. To my knowledge the AI only needs the frame to be in camera view in order to take manual control of it. Once inside, it functions like any normal cyborg would. Emagging causes the specific cyborg chest frame to be reprogrammed with laws, for a normal cyborg this turns you into an antagonist, however the AI controlled frame is being wirelessly controlled and the emagging does not transfer to the AI itself. It functions in a similar manner to the Adrenalin implant. You active it to break out of a stun, except instead of expending charges, it uses a large chunk of your battery. I had a private conversation regarding this thread with a friend, and they brought up some interesting points that also gave me another idea. They noted that they personally find cyborgs to be a horrible aspect of the game, lacking in backstory and customization options, noting that they'd much rather have something like ipc cyborgs.They bring up some good points, but I disagree that cyborgs are a horrible aspect of the game. However, this reminded me of another old cyborg trick from Goon. Android: A cyborg that has been applied with synthetic flesh to appear human and fit in with the crew. It struck me that Paradise has creatures known as automatons. I think it would be really cool if these could be used as a base for a more rp friendly cyborg that could be customized to fit in amongst the crew. Build a cyborg frame, cover it in synth flesh and it gets an identity creation window similar to the normal character creation screen, but limited to appearance only. Again, just opinions and ideas with this one.
    1 point
  18. Welcome, and do enjoy your time here.
    1 point
  19. Welcome. I've seen you around a bit.
    1 point
  20. Whacking something with an in-use air tank should have a chance to dislodge the player's mask, causing the mask to drop to the ground. The chance of dislodging the mask should be low, but still present enough as to make using active airtanks as a bludgeon unwieldy. In respect to Vox, they will still be able to smash windows and bludgeon assistants using their tanks. There are plenty of legitimate situations where a window does need to be smashed, and this change would simply encourage Vox to look for a different blunt instrument rather than their vital airtank. If the airtank is the only object available, then the vox will have to pay a small price for it.
    1 point
  21. So I do spend a lot of time drawing, if that wasn't obvious... And during these times I sometimes draw up a bunch of things then scrap the idea, but I sometimes save them and think to myself that I should go back to it. And one of them was this drawing that I sketched up around last month (or so) A lot more dramatic than the original idea that I don't even remember anymore. And I know, it might be a bit too dramatic so here's cute picture of Zeke and Jonah
    1 point
  22. Knackered to shit doing stuff so I'l dump some artwork here. First week of Still life in NC Photography/Printmaking, Braught in this Philosopher for work. Portraiture stuff.
    1 point
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