Leaderboard
Popular Content
Showing content with the highest reputation on 07/11/2017 in all areas
-
3 points
-
3 points
-
There's something about the polarization that this topic causes that peturbs me, fills me with a faint sense of hoplessness, and at the same time a drive of determination to get others on the other end to agree with me, or in the least understand my side. Not only that, it's a topic that has clear sides on the "for" and "against" fronts, but a lack of cohesion in the people in their respective sides. The people who are against the current state of IPCs have varying degrees of "spirit", as well as how much they want changed, whereas the other side either has a simple statement that they think it's fine the way it is, or giving ultimatums if anything were to be changed at all. It is obvious to me that more people think that IPCs are just fine the way they are than those who want to see a difference, but regardless I still hold my stance that something should be changed for the better without knocking another major weakness into the race. On the topic of what @Da Dman234 asked, as for improving/adjusting/nerfing how EMP interacts with IPCs to where it was no longer an instakill, it's not hard to see why anyone would want to change an instant-death mechanic into anything but. In the end, it's still a game, and in any game there is, instant-death mechanics are hardly, if ever, fun; and when they're used as a form of balancing something, it just seems a bit heavy-handed. I mean adjusting EMPs to what's been previously mentioned is certainly not the biggest improvement, but it's marginally better, and at the same time, is about as much as people on the "pro-IPC" side (let's call it that) believe they can offer without being instantly shot down. And to me, that's slightly disheartening. I wish that these discussions didn't feel so uphill and one-sided, any proposals to remove what would otherwise be seen as a not fun mechanic being dismissed in a number of ways ("IPCs are just fine the way they are"; "Oh look more IPC whining/salt"; "Maybe you should just not play the race you like"; etc.) I don't want to paint myself as a victim here, anything but, though I do still want to present what these sort of discussions are like to me. I suppose the one question I'd like to pose to the opposite side is how the strengths IPCs have add up to justify the great downsides they have. I already put forth how I thought they didn't really add up, and in a way were devalued by the presence of the weaknesses, but I'm still curious to hear. The closest analogies I can give of "doesn't add up" is someone in CS:GO trying to trade a bunch of Sand Dune Glocks for someone's Crimson Web Karambit knife, or someone trying to pay for a meal at McDonalds with nothing but pennies. Eventually you'll get to the worth that you're after, though you're likely not going to get pleasant reactions. In this instance, I don't feel like the worth is quite equal between strengths and weaknesses, and those who do I still view with skepticism. In the end, I suppose the only thing I'd want for IPCs (and I say "I" as everyone on the side of changing IPCs has their different views of what should and shouldn't be) is for them to not fall apart so easily to practical things like melee combat and the like while still retaining their other strengths, as when actually applied, those strengths don't mean much in this atmosphere. EMP, while I strongly disagree with the whole instant-death thing, is maybe my second grievance with the race, and I have more issue with how fragile they are to everything else. If they retained that one "Achilles heel" while becoming more durable in the brute/burn category, I would say then that they're more appropriately balanced. Sure people want their robots to be space-faring like the Vox, but as @Anticept sort of pointed out, machinery gives off heat, and in space, there's no where for that heat to really go. In the Bay code, IPCs actually need heatsinks to attach onto their voidsuits similarly to oxygen tanks. Though EMP in the Bay code doesn't instant fritz them, instead heavily damaging them, while high damage causes limbs to malfunction and sputter (causing them to fall over or drop things); they also take less brute damage, but their posibrains are located in the head, so decapitation there means the same thing to them as it does to organics, and on that same note, don't lose limbs as easily as they do here. In a way, I do like how Bay handles its IPCs, though at the same time, they don't have the ability to repair themselves (on Aurora at least, though this is hard-coded with the explanation of "this is against H&S regulations", which to me just feels silly). IPCs at the moment are in a tolerable position, where playing them is still something I can enjoy, though I am constantly reminded of things that I wish were different. I don't know what their future holds, though I do in a way hope it's something slightly better.3 points
-
3 points
-
This suggestion is not only because it is easy to hit F2 instead of F3 or 'o' instead of 'T' (which isn't actually). The problem: When you press the say key it might take a bit to show the say input box. If in that delay you start writing and you press 'o' in the process, the OOC input box will open, take all the text and you will probably sending IC info to OOC. (At least this is what I think it happens) If your character is immersed in some interaction that requires a fast reaction time you will write as fast and short as possible, not leaving enough time to realize your text ended in the OOC input box before hitting enter. That can lead to OOC messages like "ling in sci main, help!" or "Clown is a traitor!". The solution: Add a game preference to disable 'o' OOC hotkey, or remove the hotkey entirely. Another solution would be to avoid opening the OOC box if the regular say box was already requested, I'm sure there is a bunch of possible solutions to this problem.2 points
-
It isn't very fun or very fair for antags to be able to kill you in a way you realistically have zero chance to protect yourself from. However, IPCs getting killed by EMPs is hardly the only case for this. Unless you're an engineer who gets to run around in a hardsuit all day, chances are any antag with a syringe gun has the means to instantly kill you with no chance to fight back. Hell, if they have a revolver and shoot you in the back odds are you'll be dead before you can react. On top of that, we have so many ways to stun people, from batons to slipping, and once stunned you can easily be restrained and then killed. So when people complain about EMPs not being fair to IPCs, they are right. It isn't fair. But SS13 isn't fair to anyone.2 points
-
2 points
-
It ain't over 'till it's over! An assorted collage of Cecilias. Not the most interesting thing in the world, but I feel that it represents solid progress compared to my less defined style in the very first post. "So, do you plan on doing your job sometime this shift? Y'know, the one your department's been shouting at you to do for the past twenty minutes?" "D-uh, why's a civilian got a nitro tank?" I promised Mystery of Darkness that I'd take another crack at drawing his character. I think this might warrant a 'Round Three', since there's still a few details I'd probably do differently if I went at this again. I always wonder what goes through the minds of people who willingly dogpile Nuclear Operatives: Do they not know about the explosive implants, or are they aware of it, but persisting anyway to 'throw themselves on the grenade' so to speak? Dogfighting the nukies in the Security Pod may seem like a good idea at first. At first. Annoyingly, the sketchbook paper was larger than my flatbed scanner, so it's cropped a bit awkwardly on the left and right sides. From a round that happened a month or so ago. Not to hog the limelight (absolutely to hog the limelight), Cecilia managed to be the last survivor on-station of a terrorspiders infestation - discounting those who may have skipped to the outposts or out the gateway. It started well, the crew was armed to the keel with guns and ammo, but a stationwide power outtage event occured - lasting for about fifteen minutes, stuck in the starboard primary hallway, while the silence was punctuated by the occasional sounds of sporadic gunfire, screaming, and crunching as the terrorspiders honed in on stragglers and picked off isolated crew. By the time the lights came back on, the sec comms were completely silent. Then the rest of the round essentially became the 'House Escape' scene from "28 Weeks Later" - except with gigantic spiders instead of zombies and a security spacepod instead of a motorboat. The Prince of Terror even took a couple bites out of the pod as it was taking off, which was enough to light it on fire and force a bail the second it left the hangar. By the end the only crew left on the public radio were Cecilia and the AI, who regrettably got left behind as the Deathsquad had armed the nuke and booked it. While I wouldn't exactly call "People saved from terrorspiders: 0" to be the description of a 'successful' HoS round, it was still very memorable. Everyone always complains about how weak IPCs are to EMPs, yet here I am, still amazed at how IPCs can avoid death every time an antag incorrectly assumes that snapping off an IPC's limbs means they're actually down-and-out. Extreme People-Fishing: Cyberiad Edition Flight attendant IPC. Originally based on Peppy-bot's description. I always imagined her having a ridiculously bubbly personality and one of those annoying voices that squeaks the last syllable of every sentence and manages to make every sentence sound like a question.2 points
-
2 points
-
Something I was thinking about for a while that would be pretty interesting to have. Essentially it functions like this. Can provide minor benefits such as minor healing, slightly increased speed, better melee attacks similar to Cortical Borers functionality of providing chemicals Works as a Personal artificial intelligence downoaded through the implants activate button interface Similar to how holoparasites work it can directly commune with the host, nearby players, and use it's inbuilt radio for radio chatter. Software options would be similar to current minus Door Jack for obvious reasons and include beneficial buffs as stated before, potentially some others EMPing would silence it like normal pAIs and deal minor brain damage to the host aslong with some burns on their head. If the Host was ever decapitated or killed the pAI like guardians would also perish inside. Host can wipe their pAI like normal ones through the activate button while the pAI can also wipe itself when need be. Cryoing with it active would delete it as normal Other benefits it could have is taping in to the Radio headset of the host allowing them to use other keys if they had access such as Command, Security, Syndicate, etc Would be made at R&D likely requiring some fairly high engineering and power tech levels, along with some 15-20 sheets of metal, 5 sheets of glass, 5 sheets of gold, 5 sheets of silver, and .5-1 sheet of diamond to create. Would be surgically implanted through organ manip on the head Does not also get a chassis as it is just an implant in someone's head. These are entirely theoretical and I can't say for certain how well these would be to code but it would be a nice alternative compared to current pAI and potentially other softwares to try and make it more beneficial for both Antag and non-Antags.1 point
-
@PhantasmicDream Some Newguy: I need a job RABBIT: Go see the HOP, hop, hop, hop *falls on the floor having a seizure stuck in an endless loop1 point
-
I'm pretty sure Imsxz is a RnD Macro. The living embodiment of the GawD of RnD1 point
-
How to Head of Personnel As the Head of Personnel, you're the first face to the civilan public. You need to make sure you give a good impression.You always want to be positive, and be patient. Leave swearing and threats at your door. You're helping someone get a new job, earn some dosh, and hopefully, not get themselves killed. Greetings and Job finding People looking for a job, they see you, and think: "Job! I need some money and help this station work!" So when serving people, you would want to say: "Hello, how can I help?" or if you're in a rush: "How can I help?" This is important as it gives off good vibes to the crew that you're there to help them. Bear in mind, as long as it's polite, and means business, you can say what ever you want. If you say things like "Next!" or "Fuck you" to anyone, it gives a bad impression on you and the rest of the command staff, and therefore you have more chance for people to riot. The better the crew respect you, the easier time you'll have overall. You ask them what they want to do on the station. Hopefully they will tell you. If they ask what jobs are available, you tell them all available openings bar Security and Legal jobs. Your newscaster has an available job list if you are lost. Remember to open more slots as the shift moves along. In reference to the photo above, if someone joins, opening more slots will allow people join the station as that job. Marking a job as high priority means that people just joining the round know that the station needs *THIS* job more than others. Giving Someone a New job and Access When you've figured out what someone wants from you (it can take a while) and you need to change someone's ID, you get to the ID computer and this is what you see. I've annotated what it means if you get confused. You place your ID in authorized Identity, and the person's ID inside the Target Identity thing and suddenly you get a completely different screen. This is the screen you'll get used to very quickly. You'll see it countless times until you hate it. But it's one of the most powerful tools anyone has on the station. To manipulate station access is very powerful, and it comes with great responsibility. Few things to note: Details: The person's name and account number. You can also demote and/or terminate them from this point. Other heads of staff will ask you to demote their staff from time to time, that's the button you press. Assignment: You press the underlined job (won't always be unassigned) which will expand and show some job buttons. It has all the automatic access someone needs if they need to change to a specific job. Bear in mind, when you click on a job role, it removes all previous access, then re-adds the access of the job pressed. NSS Cyberiad: This shows all the individual access found on an ID card. (This does not include anything at Central Command) Card Skin: Standard is Green, Gold is Captain, Silver is Head of Personnel, Supply is Cargo and Mining, Rainbow is weird, so is Data, and the rest are self-explanatory. If someone asks to join a station department not under your jurisdiction, then you will need to ask the department head if you can add the person to their team. If they say no, you have to deny them. If you get no answer in a worthy time frame, it's also a no. Once they have their access, you want to make a comment telling them it's done, so they know you've put all the permissions on it. If you haven't, be sure to specify which access you DO have on it. In the case of a denial, you will need to apologize, (because you're the person handing out the jobs here) then ask if there was another job they could have instead. Gateway explorer jobs have to have input from the Captain whether it's ok or not, and you must heed those rules at all times. You are to also keep a record of who went in the Gateway. Gateway Explorer are also not in the quick tab. You will need to manually add access to EVA and Gateway. If someone asks for a Security job, unless the Captain has said otherwise, you are to present a written form to them, which they fill out, and get the Head of Security's stamp and signature on it. This means they have seen it, and understand the risks that you will be adding one to their team. Other things to Remember If someone needs a new ID, you first ask what happened to the old one, or if they know where they had it last. You may then give them a new ID, asking them their name, (remember, you don't know, because they have no ID.)previous job position, (this is to verify their truthfulness, as you can see their job in the manifest.) and if they remember, their account number, so they can still eat from the vending machines if the Chef is poisoning food. Upon red alert, you grab your armor and gun out from your locker. You put your armor on, and your gun on your belt/hip. Under no circumstances are you to grab either item out until then, as the station is completely calm, and civilians may get into a panic if they see you decked out in weapons and armor on green alert. Ian may be renamed and moved at your discretion. I recommend moving him to the bridge so he does not bother you while you work. He sometimes moves into you at the window, causing it to open. This can be slightly annoying. The addition of the Ian bed does help to mitigate this. DON'T LEAVE YOUR INNER WINDOW OPEN! It may be a pain to grab your ID out of the machine every time to open it, but it stops your ID from being grabbed by someone else, RIGHT UNDER YOUR NOSE! Leave it closed, and open it by moving at it, rather than clicking on it. When there is no one around in line, take this moment to shut the outer window. (Someone's opened it for ease of access) Make regular status checks on your service workers and especially MINERS. Make sure cargo doesn't do stupid shit, and relay complaints to the IAA office. That's pretty much it. The rest of it is robusting the clown, painting PDAs as necessary, and calling Security for fights in your line (which will happen.) Don't die, yell when you're in danger, and don't pretend you're Security, because you're not. Oh, and you're next in line if the line of succession if the Captain dies. Good luck out there, and don't be comdom.1 point
-
1 point
-
Gyazo helps. Therefore. Hit the PrtScn and Ctrl V in Paint.net. Assuming you have it.1 point
-
GODDAMNED SLITH GIVING ME SURGEON PTSD Some weird vox roleplay going on r-recognition?! Local God bullies traumatized woman, breaks fabric of reality1 point
-
1 point
-
1 point
-
The look on that Vox' face made me crack up hardcore. Hilarious and awesome work, super happy to see you still posting in here. The abductor looks SICK.1 point
-
I can offer a different position. Radiation should mess up IPC far more then it does any other species. Random charged particles kinda knock electrons everywhere. Also, this can be bad enough that it results in random capacitor discharges. Further, significant damage is caused to the arrangement of atoms in many semi-conductors, resulting in permanent damage. A lethal dose for a human will kill you over days, for electronics its instant. Its not always a hard failure, however the more complicated the electronics, the more damage. A very simple circuit can survive a good amount of radiation that throws its frequency clock off a significant amount. A high end computer processor can take only a small fraction before being permanently damaged. Even a little bit of radiation could cause permanent damage as it throws the signal to noise ratio down the well and alters the very behavior of complex circuits.1 point
-
1 point
-
1 point
-
1 point
-
There was a post like this recently without the voting and I'll say the same thing I said there. No other race can have have limbs reattached pretty much anywhere with no tools, no other race can be healed with items as common as a welder and cable, and no other race can be more easily revived regardless of how long they've been dead (no limb decomposition, no need for complex medicine that isn't always readily available). Also completely immune to disease. Every race has weaknesses. Some can't be cloned, some take more damage, some need oxygen and can bleed to death. EMPs wreck electronics. IPCs guts are made of electronics. I'd be for adding some sort of EMP armor...possibly made by science? An implant maybe? Something xeno can make that applies to armor like heat protection? Both? If we can EMP shield cameras why not apply the same tech to IPCs?1 point
-
1 point
-
More? More. It's certainly been a while. I'm not as sure about these ones - either I'm out of practice, or I'm expecting more of myself than I used to. Interpretation of Sly Bashline participating in what I can only assume to be some sort of ancient and venerable east European meditative crouch. Unfortunately I ran out of paper as I got to the legs and feet, so there's a bit of a body proportion issue - I'll pretend it's 'stylized' instead, though. Since ExGame went through all the hard work of finding that painting, I did this as a request - this was from a round sometime in 2015 (I think?) where Katiki got arrested with Sleeping Carp, broke out in processing, and proceeded to beat the crap out of most of the security department before Warden Pablo showed up with the krav maga gloves. As far as the sketch, I found this pretty challenging: I had a bit of trouble sketching a convincing martial arts pose, let alone figuring out how a vox would look doing it. I wasn't really satisfied with how the previous image turned out - the linework was pretty rough, plus I think I made a mistake trying to throw Cecilia in as a foreground element (reference to Saving Private Ryan, by the way), THEN I tried adding Pablo on the right - hauling a dead officer out of the way (cropped out because I didn't finish that part), which ended up making it look like I was working with 3 different perspective vanishing points at once. Overall, I wasn't particularly impressed with my own work, so I did another sketch of Katiki to make up for it. Sketch done on request for Mystery of Darkness (If I'm remembering the username right), of their character Draacthorn Shaantiid (I probably spelled that wrong, too). I had a lot of trouble trying to draw Unathi from the front, and I think this turned out alright. I think I wasn't supposed to draw him in security officer gear, so that's probably my fault too - it's a good thing I'm not getting paid for this, or I'd be in trouble. Contrary to common belief, it is possible to take down a fully-powered vampire - even if it's an enormous pain in the ass. For context: back in 2017, vampires were a bit simpler and had a different skill set. They had a midgame ability "Chiropteran screech" would stun everyone inside of an area-of-effect and shatter all glass nearby (lights, windows). Shouting or screaming expressions in particular always gave me trouble, so I figured I'd practice. Just to make things even more complex, I tried doing something wonky with the perspective again causing the characters to look a bit strange when compared to each other size-wise, but I can pretend I did that intentionally.1 point
-
Another set. It doesn't happen as much now that we're in 2020, but back in 2016, every time a vamp got detected the crew would just all sense of decency and go full valid mode. Referencing a round from a long time ago where the admins decided to spawn a xeno queen right at the start. It was hard-fought, but the crew got overrun eventually. I was still learning how to pilot mechs at the time, so my attempt to go on a rampage in a durand was fairly short-lived. >HE THINKS HE'S ENTITLED TO A LAWYER. My somewhat clumsy attempt at a meme that's more-or-less dead now. Obscure art history reference, go! I'll do a detailed request sketch for the first person who posts the painting that this image is based on. ...After all this time I still need more practice on drawing depth on the limbs and drawing legs/feet. Ah well, I'll figure it out eventually. I had to do a few drafts before I finally got a Durand drawing that I thought looked good enough. I know that missile racks are currently bugged, but whatever - rule of cool.1 point