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Showing content with the highest reputation on 07/14/2017 in all areas
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So recently we where talking about the pain mechanic suring surgery and i come with this idea about how we should make it work so you actually need to use them. My idea is patients have a pain level with a pain limit, after that point, the patient will move because the pain is too damn bad so any step you want to make has a 50% chance of failing. So if you use the anesthetic tank the pain level is never going to go up, but with voxes or slimes who can't use the tank you need to apply ether and morphine to go ahead with the surgery, the computer should tell you if the patient is going out of pain killers and give a "high pain level warning" so the surgeon know when to add more of them. And, because ghetto surgery would get really damaged because of this and we all love malpractice, ether could work as a ghetto pain killer for surgery, so you can force feed your patient whisky :ok_hand:2 points
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Cheers, one of the big draws on SS13 is its lethality and the knowledge that mistakes can sometimes be fatal, even if they're not your mistakes. I don't think we should be handwaving this.away, it's why the ghost role exists and why we have such an abundance of various midround antags/ways for ghosts to get back into the round. Constructs, blobs, xenomorphs, ERT's, borers, maintdrones, pets, and all sorts of things exist solely because the game design in and of itself recognizes that people are going to die, and they're going to die a lot. You can't win every battle. Heck, you don't even have a chance of winning most of them - and that's part of the charm on SS13. A lot of times, it's better to just cut your losses and run.1 point
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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.1 point
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GODDAMNED SLITH GIVING ME SURGEON PTSD Some weird vox roleplay going on r-recognition?! Local God bullies traumatized woman, breaks fabric of reality1 point
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Here are some ideas: Chef: * "The chef must make and provide any requested dishes. Exception if the chef lacks the ingredients, the required equipment is unavailable ((e.g. dirty or broken)), or if the requested dish proves to be dangerous ((e.g. Brain burgers, Robo burgers))." Bartender: * "The bartender must ensure that their gun remains on their person and in the bar, or secured in their office. Failure to do so are grounds of confiscation on part is the Security Department. Exceptions if there is a huge emergency ((Such as Blob or Nuke Ops.)) or full permission is given by the Head of Security. Botanist: * "The Botanist must ensure that all grown plants remains in botany. Exceptions include during a emergency ((such as Shadowlings)) or authorization is given by the Head of Personnel, if so, said plants MUST NOT prove to be harmful. * " The Botanist are not to grow any plant whose harvest gives a weaponized product. Exceptions are if authorization is given by the Head of Security. * "Any plants that's its product have a harmful property ((e.g. poison)) MUST remain secured in botany, and may only be used for research or for the biogenerator." Chaplain: * "The Chaplain may not be involved in any Security matter. Exceptions are if the Head of Security provides authorization ((e.g. cult or vampires)), in which the Chaplain must follow the procedures of Space Law." * "If the Chaplain takes part of any vigilante action, any actions done that breaks Space Law are grounds of brigging, confiscation of equipment, and demotion." Janitor: * "When cleaning a area with high traffic, the janitor must ensure that the traffic is low and before cleaning and to use their spray cleaner or their backpack spray."1 point
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As somebody who's played an IPC for about 3 years now, I can say that, at this moment, I really like where IPCs. The only time an EMP can get a little annoying is working a job near maint like surgery or some parts of science, and an EMP goes off in maint, killing you through the wall. Aside from that, I'm a bit of a masochist for in-game death, and I like the nature of paranoia with 'literally anyone could have a completely concealed, nearly if not completely lethal implant or tool to kill me with so much as a glance.) Antags are in a good place in relation to IPCs because IPCs are absolutely phenomenal for utility jobs, engineering requires no source of oxygen and doesn't require any welding masks or goggles if unsuited, repairs are simple and often allow an IPC to recover near completely barring severe damage that requires surgery on some limbs, biosuits are unnecessary for the most part and IPCs can waltz around most of the more niche damage types like radition, environmental tox damage, and oxy damage, tox and rads which are very rare in-game and usually don't play a large role, but tend to be more difficult to deal with environmentally, are where IPCs shine when handling some more biohazard based emergencies when they do come up, and oxygen damage immunity is of limited use, as most of the time, where oxygen damage is, so is brute, though it is helpful DoT removal. Combat-wise, IPCs are able to be killed by a lot of the memechems and mixes, and are actually hurt worse by some of the more noticeable ones, for example, facid will stay in their system and pretty much keep them from revival indefinitely, as the damage multiplier on burn damage will make the acid even more potent (I once got stung by a few syndibees in maint and the roboticist went through two electrical toolboxes of cable coil before giving up on me), firesprays do more damage and tend to keep IPCs down longer, etc. They take staggering amounts of brute damage, which makes it so that the application of brute force to the head is easily one of the simplest ways to mute an IPC by just bashing their head off in a few hits, etc. IPCs are great where they need to be an bad where it makes a bit of sense for them to be, a lightweight metal skeleton that walks around and handles things that biological workers would shy away from, EMPs and common damage type vulnerabilities are good in terms of a balance between active and inactive damage types for IPCs. IPCs suck at tanking active damage sources, but shine where inactive sources would otherwise keep them down, making them a high utility and low combat race. I can understand where the damage nerf is coming from, as the thing that's the most frustrating is usually deaths that you had no way of expecting, a good blast through a wall leaves a lot to be desired from at least seeing the combatant, and half the time the IPC isn't even the intended target, a changeling could be running from a borg or killing off a synthetic target and catch one in the blast, an EMP grenade could go off in the other room to disable the cameras or screw over a machine and the bot would be downed without even getting to see what was hitting them aside from a sound and immediate death. A good suggestion I'd heard about the discussion this morning in staff chat that followed this thread was the potential for implementing the universe square law, whereby distance would correlate exponentially with required power, meaning for every extra, say, two meters, the power of the source would need to be doubled. The game doesn't always have to be fair to be fun, and a lot of the time, it's good to have races with more serious downsides and serious upsides to complement one another because it plays into making a specific gameplay style for each race, it gives the race a certain flavor. That said, it would still be nice to be able to survive inadvertent EMPs, or at least have more of a chance to run when a direct counter appears. Plant-B-Gone appears in a green bottle and is fairly noticeable, bug spray has its own in-hand sprite, syringes and syringe guns have highly noticeable sprites that make them easy to identify as threats, and even normal sprays have sprites that show up prominently and often give people the idea of 'I should stay a little further away from that guy.' Though a lot of EMPs are intentionally stealthy, as they have to compete not only with IPCs, but borgs and the AI as well, which makes it difficult to balance around items and visibility, though that's not what this thread is suggesting, really. tl;dr I like where IPCs are and as somebody who's been playing them for about three years now, I've come to enjoy EMPs as a downside due to the feeling they create. Much of what I would have to say about them in the negative sense, would be that the more unintentional 'through the wall' EMPs are more of a problem than EMPs stemming from active attempts on an IPCs life, as they're reasonably balanced towards utility at the detriment of combat ability. I don't think that the changes suggested are wholly necessary, but I understand where they come from and like the discussions about balance that arise from this sort of thing. I'll abstain from the vote and stick to writing and watching what's being said.1 point
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Because the intent isn't to nerf Antagonist EMPs, but Envrionmental EMPs, things like the engine or more incidental sources like the Experimentor. Something that won;t 1 shot kill someone, but put them on their ass for a bit before they get up. To an Antag, they may as well be dead, they're harmless and helpless. To someone just doing work and having one go off nearby, you have enough HP to survive one. I've given up on trying to get EMPs themselves adjusted because Paradise has had a hate-boner for silicons for ages an that's a lost cause I'm not even going to try out. But enough to survive a single EMP (With stun time) wouldn't exactly kill any balance and be a nice QoL change.1 point
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Creator of this topic will be banned if he doesn't post any terrible MS paint meme within next 72 hours. We're all waiting.1 point
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So, one of my biggest complaints about antags in general, and tators in particular, is the fact that an antag has to be perfectly lucky in every crew interaction, while the crew only has to be lucky once. Combined with, a confirmed tator will be tagged no-clone, while randome greyshirt who heroically sacrificed himself to kill the tator will get cloned, and....yeah. So, a new item to help mitigate that. I call it the SyndieCloner. The Syndiecloner is a fully upgraded cloner with autoprocessing, disguised to look like a locker. If our traitor manages to get unlucky and dies, no problem. In a few moments, he'll happily pop out of the SyndieCloner locker, ready to try again. It's not all roses and sunshine though. For one, SyndieCloner is expensive, something in the range of 6-8 TC. You clone naked, so the only gear you're going to have is anything you pre-positioned in your hideout. It's experimental tech, so it only works one time (no restocking it with biomass). The clone itself is unstable, so when it dies, it's over (Dust on Death). Also due to that instability, the clone cannot be pre-scanned into a regular cloner either. I think this will help mitigate some of the issues with Hero crew charging tators for disarmspam, as well as giving a second chance for those tators who plan ahead, but get caught by simple bad luck. It's a second wind, only one, and comes with some heavy drawbacks. Opinions, feedback, and coding viability always accepted and appreciated. Thanks!1 point