Leaderboard
Popular Content
Showing content with the highest reputation on 11/04/2017 in all areas
-
Have you ever seen restaurants that serve the food on the floor? Have you ever ate a cookie you found in the street? Do you share your food by spreading it all over the place? Let's add realism to the game: The idea is, If a food item touches the floor it has a chance to give you food sickness when eating it. - Being on the floor could mean being on a tile that has no table or other food-safe surfaces, like vending machines, or kitchen machines. - Different food can have different chance of becoming intoxicated, so packaged food can have 0% chance, borg cookies 100%, etc. - And maybe it can only get intoxicated after being for more than X seconds on the floor.1 point
-
(I have read a lot of suggestion topics here and I was kind of discouraged by their received feedback to make this one, so please go easy on me.) Suggestion: Remove Weight Even from the available virus symptoms Reasons: I believe it renders the chef mostly (not entirely!) useless after the virus release As a consequence, it makes botany less enjoyable I played virologist quite a few times and I often had Weight Even among my symptoms. As the general "healing virus" is rather strong, there is no reason to not to take the pill - half, if not the majority of the crew (save for the IPCs) has the virus by 13:00 (depending on when the virus was completed). If all goes well, kitchen and botany gets upgraded by, let's say, 12:45 to 13:00. They can start growing bigger and more yielding plants, they (preferably) have self-sustaining trays by then, and these factors let them branch out and grow a wider variety of plants. It enables the chef, too, to make a more colorful menu, making their game more enjoyable. However, should Weight Even be among the symptoms of the "healing virus", the crew will have little to no reason to visit the kitchen anymore. Botany, sure, can work on weaponized plants or other projects like glowshrooms, bluespace plants, drugs, batteries, and whatnot, but the chef is inevitably rendered unnecessary, and new botanists might not be into DNA manipulating during their first shifts. Also, even the nutriment PLUS implant doesn't fill you to 100%, which requires the cooperation of Mining and Science (and Robotics/Medbay for implanting); even with this implant, if you want the speed buff, you have to visit the kitchen or use a vending machine from time to time. Weight Even simply keeps you full by one lucky RNG moment of a single person, and then taking a pill from Medbay. A type of speed buff is already available through the symptom Stimulant, too, though I am not sure if they are equal in numbers. It is currently up to the virologist if they decide to keep the symptom or not, and I decided to never keep it, because it saddens me to see chefs going SSD after a virus having Weight Even is released. I was on the receiving end as well, and it is truly pointless to come up with any kind of menu if everyone is running around with a full belly all the time. ... It is probably a way too small and not enough of a game-changing suggestion, but I would love to see the Service department stay more involved in the second half of the shift as well, not just until someone in Medbay gets lucky with their dropper. What are your thoughts on it? Thank you for reading it!1 point
-
Devil agents were recently tested and feedback was requested, so I have compiled a list of priority fixes and changes required to make the game mode more playable, and also to suggest some in-depth modifications, and to open a discussion and suggestion thread for others to contribute to. First let me explain and describe just what Devil Agents are for those who don't know: Several crew are secretly devil agents who have the power to offer infernal contracts to crew which grants them certain powers or abilities in exchange for their soul (not having a soul means you cannot be revived which is the only downside). The devil agents seek to acquire many souls in order to become more powerful (with objectives like outdoing fellow devil agents or to acquire certain minimum numbers of souls). Killing a Devil agent is made easy through IC knowledge of various RNG decided facts about each devil agent (such as their secret true name, a specific chemical or materiel weakness, or something they are obligated to always do) that require a lot of IC work to acquire. As devil agents get more souls, they change form and gain more abilities, eventually becoming an ascended shadowling-like god that murders everything while a 3 minute shuttle is called. The main thrust of the round centers around devils offering deals to crew via actual interesting role-play, which is why many of us would love to see the game mode enter the rotation. Here is a list of basic fixes: 1) Solve general ressurection bugs (especially involving IPCs). 2) Replace hellfire with something more useful (non inherently violent escape mechanic preferably). 3) Replace the fireball spell (given in the magic deal) for something less accident prone. 4) Port the "friendship" deal. 5) Alter final ascension from a 3 minute shuttle + murder boning to something non-round ending (make them the ruler of the station, for instance) 6) Modify self-ressurection to force the devil agent automatically into infernal jaunt mode (if they have it) so they may escape repeated killings in the chapel (also makes the RP-IC ways of stopping them more essential). 7) apply a 1-3 minute cooldown to the infernal contract spell to prevent devils spamming contracts to groups (especially where another devil could share in the deals) and to give time for more verbal interaction between devil and the would be contracted. 8) modify the "lust" sin-touch objective to be non-sexual (make it lust for power or something) ---------------------------------------------------------- The main problem with the devil agent round type as a whole is that it lacks formal structure from the perspective of security and those who have sold their soul; security won't need to valid the agents if they no longer ascend into murder-boners, but they still need a clear cut procedure for dealing with devil agents and those who have sold their soul. In general, the round devolves into chaos as people run around selling and re-selling their souls while a dumbstruck security is overwhelmed by confusion. In order to address this issue, I propose the following: 1) Heads of staff are the natural opposition to devil agents (in addition to the IAA and librarian). They should be able to somehow detect people who lacks a soul (if it's not obvious), not be able to sell their own soul (let's say that NT already extracted it for safe keeping!), and essentially have motivation (green-text maybe?) to prevent too many souls from being accumulated by devil agents. Because NT does own all the souls, the heads of staff should have the right to forcefully remind them where their immortal soul truly belongs (force their soul back into their body by hitting them with their employment contract). Not only does this create a core group of people interested in tracking and cataloguing devil agents, their weaknesses, and preventing ascension (which will enable significant interaction and organic RP), but it also makes clear whose job it is to take action against devil activity. Security should be able to sell their souls (save for the HoS), making them inherently neutral toward peaceful devil agents. 2) When being re-soul'd (being struck with your record of employment) you must wait 15 minutes before your soul will be actually pried away from the devil agent who bought it. During this time the devil agent will be notified of what is happening, and so may choose to try and kill you before they lose your soul. This creates a risk for those who choose to sell their soul and a bigger risk for those who want to try and exploit the devils by selling their soul multiple times. It also creates a delay timer for those who wish attempt so sell their soul multiple times, allows devils to retain individual souls longer (giving devils more of a shot to reach new forms), and slows crew power-gaming of the devil-deals overall. Because of this 15 minute delay, if the heads of staff and IAA/Librarian put effort into re-souling everyone they can find, then they can effectively prevent losing the round due to devil ascension by keeping the numbers low. When people do get hit with their RoE, and the devil decides to kill them to retain possession of it, it also provides a natural escalation for the round and legitimate reason for security to hunt and kill them if they become violent. ---------------------------------- Assuming the mass murderbone ending is altered, there's no legitimate reason to kill or incarcerate devil agents unless they are committing crimes or doing harm (same goes for those who have sold their soul, although NT reserves the right to cancel contracts). In the eyes of NT, devils, their magic, and their deals could be silly nonsense that the foolish crew is pretending at (again, assuming a non-violent ending), but if they do become violent may be declared EoC like anyone else. So to restate the above additional suggestions: 1) Give Heads of staff, IAA, Magistrate, the ability and right to force souls back into people and to tell whether or not someone has no soul. 2) have a 15 minute delay timer between being struck with your employment contract and actually regaining your soul (with a notification of what is happening) 3) provide a notification of re-souling to the devil agent who owns the soul, giving them 15 minutes to find and kill the contract breaker in order to retain the soul (should they choose to do so). 4) Give green-text status to heads of staff, IAA, and librarians who successfully prevent devil ascension by keeping soul numbers low enough ----------------- The first set of suggestions would make the round more or less playable but the chaos problem might persist. There is an alternative mode where a single devil exists alongside other antagonists, which is obviously easier to implement into the RNG rotation, but would still require the first set of suggested fixes to be workable. The second set of suggestions adds a new layer to the game mode which I think would make it more coherent, but I would love to hear any opinions and suggestions you might have on how to address that problem! Thoughts?1 point
-
1 point
-
Wait, you mean you don't eat random food you find lying on the floor as well? And here I was thinking everyone did that.1 point
-
1 point
-
1 point
-
1 point
-
If people keep suggesting that you take mutadone, maybe that's a hint that your muteness is annoying them. Sure, you could get annoyed with them in return for even suggesting it. You could vent your annoyance by suggesting that roundstart conditions like that be made incurable, so people stop trying to help you. Maybe, though, that's taking the wrong lesson from this. Maybe a better lesson to take would be asking yourself: "is this person getting frustrated with my playstyle?" If you regularly encounter people who seem like they'd really prefer not to deal with your playstyle... maybe you should reconsider your playstyle. On the other hand, if its just one or two people, well, you can't please everyone. Maybe just ignore those people.1 point