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Showing content with the highest reputation on 07/18/2017 in all areas
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3 points
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I don't have any specific suggestions for this, but I believe vampires need their early game strengthened and late game weakened. Currently, vampires as super imbalanced(in both ways) in that when one gets rolling, it's nearly impossible to stop them, but getting rolling is really difficult to begin with. Additionally, I'd like if they provided a bit more of a threat to the station as a whole rather than just maint dwellers. That said, vampires are my personal favorite antag to play due to the freedom their playstyle grants, similar to changeling without needing to permakill, and I wouldn't like to see that gone.2 points
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I was thinking about all of this recently. I try to arpee the pain in a no anesthetic surgery. But there is virtually no downside to not using the tank (and some upside in terms of how long surgery takes), and that is patently ridiculous. I agree that pain management needs to be a thing. Heck, I wonder if we can add the title of "Nurse Anethestist" (sp?) for Medical Doctor. I like the idea of heart attack chances for patients increasing due to surgery without anesthetic. Hell, we even have that surgical computer that can let you know that a patient is flatlining (hard crit? I'm not sure what the IC heart attack is like) from a heart attack. Maybe add some ominous sound effects? Like the flatlining sound, or the computer calling out "Blue Blue Blue" to the surgical suite if a patient flatlines (Am I right about that medical reference). I also agree about increasing the chances for failure without anethetics. The low RP group here will not RP pain, so we need to make the action more "mechanically flavorful" for them. It would just make sense by mechanics to use anethetics if we nerfed surgery w/o anethesia. A decent counterpoint is that longer and more difficult surgeries will clog up malpracticebay even more, delaying or ending players' chance to return to the round. This needs to be kept in mind. Personally, I think it is about time a third surgical suite was added to the Cyberiad. We have the player base now to support a boost in roundstart allotted medical staff as well. Honestly, we only need about half of the space in each current surgical suite, and the body scanners could even be placed outside the rooms to save space. You could fit three suites easily in the space, four if you move the blood pack/recovery room starboard into the three unused exam rooms.2 points
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You sure need a rest after all this work, you put a lot of effort and i really love everyone one of them1 point
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Hello and welcome to the paradise forums! If you haven't already you can also join us on our discord, there should be a link to it on one of the tabs on the top Hang around awhile, have fun, and make what ever posts you want.1 point
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From personal experience, vampires have a unique quality in that they are arguably the weakest 'infiltration' antag in the roster (when compared to changelings, traitors and shadowlings), and yet also the most ridiculously powerful depending on who is playing them. Depending on who is asked, this massive range between starting ability and lategame ability makes Vampires either one of the best antags on the server or one of the most aggravating. New vampire players probably have the hardest time, since early-game vampires have almost no wiggle-space when it comes to recovering from mistakes or being caught in the wrong place at the wrong time. What's worse is that oftentimes, new vamp players get wiped out mercilessly, as security players often deal with an antag based on their worst/most frustrating firsthand experience with an antag of that type. On the opposite end of the scale, experienced or well-practiced vampire players are - though I am loath to admit it - terrifying and salt-inducing to go up against; especially if there's two full-power vampires working in tandem. I'd prefer not to go into specific examples, but rest assured that, at present, it's more than possible for a vampire to easily wipe out vast swathes of a densely-populated shift and succeed. There might need to be 'buffs' to early-game vamps, but fully-powered vamps are already impossible to fight as long as the vampire player doesn't make any fatal errors. I agree vampires could benefit from more interesting mechanics, but I think that raising the 'ceiling' on fully-powered vampires is the last way I'd go about it. Personally, I feel that one of the worst qualities of playing against a cult or vampires is that they all rely on the chaplain's competency or presence, which often bottlenecks anyone who doesn't want to become a cultist or vampire-chow. Again, while I think it's undeniable that the dramatic difference between an early-game vampire and a late-game vampire makes them unique, I think a significant proportion of the community do not find that this uniqueness makes vampires a particularly fun experience in practice (save for the few people who know how to consistently reach full-power: I'll bring that up later). New vamp players find that it's nearly impossible to reach full power without getting caught, and on the other hand new and regular security players find that it's nearly impossible to survive the one or two experienced vamp players who know how to consistently reach full strength: it's a gamemode that rewards a very small group of highly experienced players over and over again, at the expense of whoever else happens to be playing at the time. To the specific ideas of staking/reviving vamps, I would be more open to the idea of vamps being more-or-less unkillable, if in return, their unique vulnerabilities were more severe. Currently, being exposed to starlight may deter newer vamps, but does absolutely nothing for actually blocking off spacefaring tactics - time and time again I've seen vampires escape pursuers by jaunting out into space with an EVA suit, which I think makes a lot of players feel cheated - since there's no significant punishment for doing so as a fully-powered vampire. Holy water, undeniably, is already a round-ender for vamps that have not reached full power: I would suggest that it be toned down in its' effects against unpowered vamps in return for keeping some effect on fully-powered vampires.1 point
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Funny that you mention this because I was actually going to take a break for a few days on the pixel art stuff. I'll get to working on people's requests after though.1 point
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Yus! Flags! Good usage. poor @Pawneax is gonna be buried under requests. Mainly from Teflon Vegas1 point
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I have used the Chameleon Stamp w/ a fax - and Agent Card (Captain's ID cloned). To fake a execution order on my target, and they were executed shortly after. I even went as far as to tell them, 'This is absolute. There is no negotation' so they didn't reply to Central's fake FAX and get corrected by a logistic's officer. I used that agent card, voice changers, and stamp to fake Central Command Orders and disguised myself as the Logistics Officer that sent the FAX. Walked into the bridge w/ full access (due to previously cloning the captain's ID) and used my own person as a reply to all their grievances about the bullshit FAX. I prefer the paperwork-fake approach as a Traitor. I find it a lot more fun, and it has worked 100% of the time thus far. Sadly, I boarded the Nanotransen shuttle back to Central Command's base of operations, and attempted to sneak in and kill the Nanotransen Representatives that were there on an audit. - but, Major Burk checked who I was, and detained me to be questions by Bob the Butcher. It was the most RP and fun I've had thus far, admins played along with my under-cover act as they were the Nanotransen Inspectors, but wouldn't IC know about a Logistics Officer, it was only when I went back and got examined by the higher-higher-higher ups, was when I got found out. Eitherway, Chameleon Pen... please.1 point
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The biggest downfall of the chameleon stamp is that it cant mimic signatures. I like it, I would even go as far as to say that one is near useless without the other and you could get away with putting them in the same purchase. The only problem is this addition will cause powergamers to just straight up ask the person even if you have paperwork to catch you Edit: I would definitely use a stealth build based around doing stuff with paperwork if this was a thing sounds fun just causing chaos with fake paperwork1 point
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Magistrate has The Justice Department stamp, already. He is the head of The Justice Department aboard. Coroner stamp on the other hand....1 point
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This is true. It's also true that rl firefighters aren't paramedics, but that doesn't change the fact that firefighters still respond to medical emergencies, due to the fact that there are much more medical emergencies than fires in most cities, and firefighters are often used to help relieve the burden on paramedics. Replace "Firefighter" with "Detective" and "Paramedic" with "Security Officer", and the same principle applies to Paradise Station.1 point
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@Pawneaxmispronouncing names is absolutely phenomenal for command and sec players. Also, can we have species flags in the same art style?1 point
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Is talking while deafened and in local space with people close enough to see you really that much of a balance concern? You can't sign language over a radio, so it's not like it's going to effect anyone who can't see you already. And generally people can mime things already to communicate. This just makes it slightly easier at the cost of your secondary language.1 point
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