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Showing content with the highest reputation on 07/12/2017 in all areas

  1. Oh my gosh, it felt like it took forever working on this. Here's mine and Churchy's Diablo 3 character, a Necromancer named Annette and a Wizard named Darion. Can you guess whose is whose?
    3 points
  2. Next up we've got Valthorne Haliber. @DarkPyrolord
    2 points
  3. The guitar is too Loud and it's fucking annoying. What idiot made that damn thing?!
    1 point
  4. 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.
    1 point
  5. Cluwnes are for killing, not for fixing. It's not even murder; it's release.
    1 point
  6. Organic crewmembers somehow manage not to die to memechems, revolvers, etc. with such alarming (and salt-inducing) regularity. Those things take a modicum of effort to employ, and aren't so horribly ubiquitous. An IPC faces the prospect of instant death from ion guns, revenants, chemical reactions, changelings, emp-flashlights, and more. All this in exchange for immunity to memechems, viruses (one of the game's tamer threats,) and hungry vampires. Oh, and newbs who think they can die by decapitation. YMMV, but freedom from memechems seems like the only one of those that's worthwhile. Oh, and there's also the lack of bones, but you've got a weaker body in return. You won't break your hand, but it will go flying off with ease. Anyhow, I think a major issue with EMPs is their sheer ubiquitousness. Don't get me wrong, I adore capricious and bountiful death in SS13, and think that the game as it stands is far too safe. But even I think that regular, nigh-unavoidable, simplistic, instant death is a tad much, especially when there's little in the way of buffs to show for it. No other species has such a bete noir. Diona, for example, are vulnerable to darkness, which is hilariously easy to avoid, and Plant-B-Gone, which you have to go out of your way to use on one. Their real weakness is their slowness, but it leaves them with a fighting chance. Vox rely on voxygen, and that's an hilarious non-liability. Heck, even plasmamen seem considerably better off than IPCs, although admittedly few people play them.
    1 point
  7. @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 loop
    1 point
  8. 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
  9. 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.
    1 point
  10. Regen pls Did you know people can use words like "Fuck" without being furious? Because people that go "Holy fuck dude" when their friend does something cool in a game, actually AREN'T mad. It comes across as trying to dismiss arguments you don't like under the basis of assumed emotional state, Ex: "Well I don;t have to read/listen to anything they say because they're 'mad' so it;s clearly just raging gibberish with nothing behind it at all. It REALLY stifles conversation. So unless you can pinpoint the spot where I am 'Salty' aside my use of crude words...? As for the rest of the post, I literally just gone done explaining, it's not the difference between 95% dead and Dead A single EMP would be enough to JUST keep an IPC on the cusp of falling over in major crit, enough for 2 to kill but not enough for 1 to leave you "Immobile" by any stretch. And would include a hefty stun factor, so that EMPs caused by antags would give them plenty of time to do the rest of their work on the IPC, since buffing their survivability against antags is NOT the goal. Examples are versus antags because that's the train everyone and their mom is jumping on "But muh buffs". So that is why the exampels are showing it won't do diddly against antagonists out to kill an IPC target. Versus an environmentally caused EMP, or just against an IPC who wasn't the intended target but got caught through a wall, the odds are that another EMP will not occur before you can pick yourself up and crawl to get help. In addition it means the Ion rifle is no longer instantly lethal to IPCs, so it could FEASIBLY be used to take down an IPC crewman without the whole 'lol murder' aspect behind it. This is literally the opposite of balance. This is "Soft removal". It's also not even slightly a compromise. "EMPs now take are lethal in two applications instead of one, but provide a long stun on top of their damage, in exchange you can't self heal at all and even the lightest ding requires surgical intervention." Read that out loud to yourself. Imagine it;s a Vulpkanin or Unathi or some other race that is way more commonly seen, and then imagine how ludicrous that would be. This refers back to what I said the last time that idea was brought up, "Playability" cannot be ignored when it comes to "Balance". If you give IPCs in-built pulse rifles in their eyes, but in exchange gave them Diona speed and this "No healing" feature, you would see few if any IPCs, or how Kidan have a tremendous lack of player base due in no small part to the fact they can't wear anything on their eyes, drastically impeding almost every job on the station. Making something feel terrible to play, means nobody will play it. That has nothing to do with balance or buffs or nerfs, that's straight gameplay design
    1 point
  11. Now with Pawneax's amazing picture.
    1 point
  12. I rarely play IPC, so I'm neither an expert nor overly invested in their mechanics, but I think it's ludicrous that plant-men and skrekbirbs are space-proof while literal robots are not. I think that granting IPCs pressure immunity would go a long way towards balancing them.
    1 point
  13. Pain really does not cause a whole lot of stuff. Not really a buff that matters, but a very very small one, granted. Cloning. Just dump them in a machine and it does the work for you. Feed them a pill and they get up. Put a defib unit on their chest then toss them in cryo. Not a buff, a side-grade. Everyone needs to eat except Diona. IPCs eat at an APC, humans eat at a vending machine/Kitchen. A single IPC can knock an APC down to 50% capacity pretty easily too. This is not a buff, a side-grade. Can lose their head and not die from it. And be blind and much worse until a head is replaced, and it and other limbs also pops off like a Rock'em-Sock;Em Robot's. I'd rather have my head harder to detatch then die in 3 hits to the chest. Bleeding comes up so infrequently on paradise, I sometimes wonder if it really wouldn't just be better to ditch it altogether. But regardless, they're NOT immune to "Organ" problems as they HAVE organ equivalents in their chassis. Microbattery = Heart, etc. The only time bleeding ever comes up is Vampires or Internal bleeding, and vamps have bigger problems and internal bleeding is by far one of the rarest cases to come into medical bay. Immune to Toxin and Oxygen damage. You mean the things I mentioned in the very post you're quoting me where I said those WERE part of their upsides? Cloning damage has maybe three sources in the entire game, and it literally is fixed by putting someone in cryo, which ALSO fixes every other thing wrong with them, except bones. Having a Language is *NOT* a buff, and if we're going to try and make fucking Trinary out to be this huge advantage, I'm going to openly mock people who try it, because the IPC OP Salt meta will be complete at that point. Every single race has a language, save for Plasmamen, even humans. That no one else can understand So please just don't even. Welding immunity was also listed. A bunch of upsides that have to be balanced somehow. By EMP Vulnerability and taking fuck tons of extra damage. Again, you;re spinning things to make it sound like I and others are trying to Get EMP vulnerability removed entirely, so that you can people on your side, and in so doing misrepresent the facts and mislead people, and frankly this is an old schtick from a lot of people and it's getting real old. The salt mine needs to fucking stop so we can at least have a fuckin discussion about it, without people instinctively going bucking up or dishing out ultimatums.
    1 point
  14. There's so many things I want to say on this topic, though restrain myself from saying seeing as I know that I won't really get anywhere when I say them, as it's one of the more unpopular opinions around here that usually gets responded to with either that I'm salty, or that I'm just wrong. I'll go ahead and say it anyways, and I'll try to keep it short. The main thing about IPCs and how they're balanced sort of bothers me in the sense that people like to point out "all these upsides that they have" in justification of the major downsides that they also have. Though upon inspection, and you're open to disagree with this, the upsides that IPCs have are many, small quality of life things, a few middle of the road ones that are really great to have, but then two major downsides that really dampen those strengths. I'll try to explain what I mean in as short of a manner as possible because the last time I tried typing this it was over one-thousand words... • No Pain Extremely handy for walking over glass with no shoes (good) and not getting knocked down and screaming from a pain proc when someone hits you with something (very good). However it doesn't function really in the way you think it does beyond that. There is no pain-crit here like there is in somewhere like Colonial Marines, and as such pain doesn't mean that much. Normal races drop items from "pain" in broken bones, though so do synths when their arms are damaged enough. Not falling down from something hitting you (such as an energy sword) is good, though you'd need to have quick reaction and speed on your side to get away from it before it permanently downed you, seeing as you're made of paper mache. Suffering pain during surgery has zero downside as well, and is more of an RP thing at the moment, on top of the fact that they are still slowed down when damaged in the chest or leg region @Citinited • No Breathing (Immune to Oxy Damage) A few races have this, Dionae and Slimes being the other two that you can select. Useful against things like a lack of air or being choked. It's a nice thing to have, although in most cases it's simply the difference between wearing internals and not. Being choked on the other hand is a good upside from surviving wild greytide/traitor attacks, though the latter will more likely carve you up with an energy sword than spend his precious TCs on a garrote (or just buy the EMP items which are both costed at only 2 TC each). • Immune to Chems, Rads, Viruses (Immune to Toxins) All the things that plague the fleshy form. Such a great day to be robotic! Or is it...? Here's the catch on these things: they're fairly niche. Don't get me wrong, they're really convenient to have, but the instances in which being immune is actually noticed or considered an extremely good thing is few and far between. The most useful of the three is likely the immunity to chems, as it means Traitor McGee and his trusty RSG isn't getting you any time soon, but as mentioned before, he's likely not after you anyways if he's packing an RSG. More likely a flashlight. Spiders like to use venom a lot, though venom will only kick in if you survive a spider attack. The best case as both organic or synth is to run, as the poison will kill you if you survive, and you're unlikely to survive as an IPC unless you've got a good spider-killing tool. Immunity to chems also means none of the quick healing effects that they offer; even quicker and passive when compared to having to stand in place with welder/cable/nanopaste (which is arguably shorter than a visit to medbay). Of course chems require a bit of prepwork, equipment, and sometimes other people to acquire, though a savvy individual will always know how to get access to them. Donk pockets for instance are one of my favorites. Immunity to rads is good if you work engineering, though not much else seeing as the only sources of it are the singularity, SM shard, grav-gen, rad-storm events, and that traitor medical scanner that no one buys. Organics can avoid them by wearing a suit, so the real upside here is being able to be near rads without a suit, which unless you're in space doesn't mean a whole lot. Viruses are another rare occurrence, as most of the time a Level 7 rolls about it's something that's cured with salt or orange juice, and in the case of Brain Rot (the one 'deadly' Level 7), mannitol (which is an easy medicine to make). Virologists themselves can't release harmful diseases without being bwoinked unless they have hijack, and hijack virologist is not that common of an occurrence. Immunity to viruses also means no healing viruses, either. Though most of the issue here I feel is that our virology is really one-dimensional in the fact that diseases aren't impactful enough in addition to being easy to cure, on top of virology only being allowed to use biological warfare if they're something like hijack. Lastly there's genetics. The decloner (which doesn't have an often enough debut) won't work on you, you can work in xenobio with (mostly) no fear of the slimes, and genetic powers are unavailable to you. • No Bleeding I will admit that this one is probably one of the stronger more useful ones to have, given that loss of blood can really shaft you. I would consider this one of the few practical strengths that IPCs have. It would hold more weight if they were a bit more hardy and could survive combat on the same par as everyone else. The only other race I know of that does this better is Dionae. • The APC's Natural Predator We rely on engineering and not a cook. That's really all this is. As of a recent PR, knock off our right arm and we're completely incapable of doing it at all unless we get back that limb and/or visit robotics. A quality of life thing that's been very slightly made worse than its previous variations due to recent PRs. • Can Survive Without a Head So this is one that I hear a lot from the opposite side, and it really bothers me. Surviving decapitation is a great, great strength. The catch: this would mean so much more if this wasn't a daily occurrence for a race whose limbs stayed attached about as well as a lego set. Decapitation to an IPC also means different things than to an organic, so comparing the two is like apples to oranges. Removing their head is effectively just blinding them, which can be done to anyone with eyes and a screwdriver in nine hits. IPCs don't go blind after nine hits from a screwdriver, but their head does pop off after eleven. You could pop it off in roughly four with a toolbox, whereas you'd need something heavy duty like a chainsaw or dual-bladed energy sword on anyone else. The decap proc to organics is RNG, though if whatever you're swinging does enough damage, it'll knock off a synth's head in one hit. The same's true for practically every other limb they have, especially the hands and feet. In the end, this practically just means that you can blind an IPC (in addition to removing their ability to call for help on their headset) much easier than you could anyone else. • Can Repair Yourself I touched on this one briefly in a previous point. Very handy to have, albeit tedious as you need to target every limb, actually have access to a welder (which disappear often in the presence of civilians) and cables; and in the case of limbs popped off, a buddy and a table. This is the same for anyone else who's repairing you, though it does go slightly faster, but with the same tedious targeting ordeal. A good strength to have, though overall is better for prolonged engagements, and would mean much more if you didn't stack on damage and lose limbs harder, better, faster (not stronger) than everyone else. • Don't Decay Basically just that. We don't decay and we can be brought back with enough welding fuel and cable wires. Ultimately this means death is an inconvenience, but only if we get found by someone who can save us (you'd be surprised how many people do not know how to fix a robot). It's our version of cloning, and we don't have an "auto-process" feature either. Better to have early in the round as opposed to when science has upgraded the cloner. If you get debrained, you can't ghost at all for fear of losing your ability to re-enter the round at all, as posibrains are a ghost role. Normal brains aren't, though I'm unsure if ghosting from one prevents you from re-entering it (someone will need to help clarify this). • Weak to EMP Everyone's pretty familiar with this one so I'll not really say too much besides that it goes through walls, has a nasty tendency of popping out of nowhere (changelings + EMP implant), and is widely accessible (uranium+iron mixes, ion rifle, cult rune, traitor/nukie items, changeling screech, singularity, and if you're silly enough to get near it, the EXPERI-mentor). • Increased Brute/Burn Damage 50% more in both regards. Most races only have one or the other. We've got both. The highest brute mod of any race, though not quite on burn (slimes take 300% more cold, while Drask take 400% more burn if I remember correctly, though this is to specific types of heat. The burn mod on IPCs however takes into effect both, which covers a slightly larger range than the other two, placing them in a de facto third place for highest burn weakness). What does this truly mean though? Their limbs popping off is mostly thanks to this, as is their ability to die extremely fast. Immunity to oxy and toxin damage is great, though they're the two least common forms of damage in a game where combat is a frequent occurrence, the two most common forms of damage being brute, closely followed by burn. This is where that "practicality" thing I mentioned comes into play. If you just look a the surface of things: yes, IPCs do have the most strengths compared to any other race. Though when you sit down to really analyze those strengths, you find that only a few of them mean a whole lot of anything outside of convenience, and the ones that do are made not nearly as effective due to their two major weaknesses. In my humble (and likely disagreeable) opinion, if the brute/burn mod was cranked down a notch, and the EMP tweaked to where it was still your bane (two strong pulses as opposed to one, which is still better than plant-b-gone for dionae due to its ability to transcend walls in addition to an AoE radius), but wasn't one-shotting you through a wall, then they'd be in a more balanced position. Also, whoops, remember when I said I'd keep it short? Well I tried, and I didn't necessarily lie, but oh well. (edit): • Don't Go Blind From Welding I mean it's handy, but again, something you can completely avoid as an organic with welding protection in the form of goggles or a welding mask. If anything this is a benefit to if you don't have access to these things and you're trying to keep stealthy by not asking for welding protection so no one knows you're welding. Chances are though that no one truly cares, though. I mean I always wear welding protection even as an IPC because the white flash is highly annoying and "effectively" blinds you for three or so seconds, which isn't good if you're trying to keep an eye out for things.
    1 point
  15. Its a bad idea from a gameplay perspective, as the greytide or just antag looking to cause mischief will just disposal the food. A better concept is around having a fillable trash can that the janitor can come around and empty.
    1 point
  16. Could make it a trashcan similar to the one on the mining asteroid. Fancy stationary crate, should be regularly emptied by the janitor, keeps the trash out of sight while not allowing greytide to easily disposal of all the food. Or add something like a used dishes counter for the trash items, only accepts the resulting trash. More coding work, less abusable.
    1 point
  17. I was in a low pop round as a non antag engineer. Someone had been disabling cameras around the halls so i decided to be a good worker and fix them. Nek minut an officer charges in tazes me and radios in that ive been wrecking all the cameras. I get dragged off to the brig screaming at him the whole way. Get interrogated as they think im a traitor. Despite my constant denials I'm considered a risk and thrown in perma with the other 2 "traitors" for doing my job. Turns out one of them was a ling and and had already eaten the other guy. After pleading with him not to eat me i realised that the half assed officer only took my hardsuit,pda,radio and backpack but not my insulated gloves or toolbelt. Decided to bargain i let the ling out in exchange for not eating me and was promptly lasered to death on site by the same officer who arrested me for now being "a fucking ling". ?
    1 point
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