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Showing content with the highest reputation on 11/05/2017 in all areas

  1. the marriage of JRO and L-U-M-I :') and the apparent merging of Cafe and a secborg
    3 points
  2. Oh boy here we go! It's SCUTTLES! FULL NAME: SCUTTLES AGE: 20 HEIGHT: 5’11 WEIGHT: 200 lbs EYE COLOR: N/A HAIR COLOR: N/A RACE/ETHNICITY: IPC (Yellow base) SPOKEN LANGUAGES: Sol Common, Trinary, Clownish PREFERRED LANGUAGE: Sol Common ON OFFICIAL WATCH: No GENERAL OCCUPATIONAL ROLES: NT Representative, Head of Personnel, Engineering (Space Jesus help us all if SCUTTLES is Captain) BIOGRAPHY: SCUTTLES is a very special IPC. He has a speaking affliction where he refers to himself in third person. Robotocists aren't sure where the defect comes from since they've basically replaced SCUTTLES's parts twice over. He was created solely for Central Command as an impartial representative, but time and time again they have found SCUTTLES to be neutral, yet...dumb in his decision making. It's only his upbeat personality and the lack of volunteers that keeps SCUTTLES employed at Nanotrasen. PICTURE: SECURITY RECORDS: SCUTTLES has no record MEDICAL RECORDS: COMMENDATIONS [FOR ADMINS]: REPRIMANDS [FOR ADMINS]:
    1 point
  3. 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
  4. Not entirely useless, the chef can heal, buff with his foods.
    1 point
  5. I approve of removing the weight even virus trait. I would also like to see less nutriment in foods so that more food needs to be eaten over the course of a shift, making the chef's job more important.
    1 point
  6. What if... your character loses their hat one or two tiles before they lose their foothold?
    1 point
  7. Well, we already have code that detects if someone's standing on a table, right? Tables could be a good place to start for wind resistance.
    1 point
  8. We don't have realistic atmos seeing as somehow gasses ignore the GIANT GRAVITY GENERATOR IN THE MIDDLE OF THE STATION
    1 point
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