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Showing content with the highest reputation on 02/14/2019 in all areas

  1. Hello, I recently found out that back in the day the Blueshield had CQC before it was nerfed. I propose we bring it back and allow to Blueshield to have CQC, either in glove form like the Warden or just inherently known. I think we should implement this because the Blueshield is a highly trained bodyguard sent directly from centcomm. They are someone who has undergone extreme training in order to protect heads in the most hostile environments, it does not make sense to me that they don't know some form of martial arts. It is a karma bought job so the likelihood of abuse is lower I would imagine, for some people 30 karma is impossible to get. Anyways, I think this would be a great improvement and provide more roleplay aspects, being able to grab someone who runs straight for the captain with a knife or some such. Not having to rely on your advanced stun revolver and the likes. Make the Blueshield great again! If you have something to add please do, hopefully, we can get this added.
    5 points
  2. Tell you what. Let's do a test. Do 1 day where Defibs/SR isn't available, an then you tell me how super duper fast cloning is and how it has no problems what so ever. Especially when it gets bombed. You also did nothing to even slightly address any point my post brought up whatsoever, in favor of a massive passive-aggressive salt pit, which is super helpful and absolutely benefits a discussion and will in no way sabotage feedback at all and is SUPER professional coming from an administrator. But yeah. You're right. Everyone else is the problem. TG, Bay, Goon, every other major codebase? Fools. Foolish fools who are foolishly believing their own foolishness as they seem to all agree a mechanic works across High, Medium and Low RP spectrums. They're all just to dumb to see the way, clearly, it could in no way be the minority opinion is wrong. Y'all are gonna do what you want anyway, feedback or otherwise, an apparently get you meme'd on if you disagree, so just like... do whatever, man. I'm done puttin' in effort, lemme know when you're done ruining the medical department though.
    3 points
  3. It was satirical actually, as in an attempt to use humor to prove a point. I'm sorry you didn't like it, but it wasn't a dig at you personally. Let me try to explain to you where I'm coming from here. What I hope to avoid is medical doctors on Paradise becoming simply cloner operators. To that end, I want methods to actually treat people, not put them in a machine that just makes their injures irrelevant. There are two ways to do that. One way is to nerf cloning. The other (which I personally think is the vastly superior option) is treatment methods that rival cloning. Treatment methods skilled doctors can use to get people back alive and kicking more quickly and efficiently than cloning. So when you have newbie doctors they just throw everyone in cloning and it takes awhile, but if you have skilled and robust doctors they can use other methods to get people back alive and kicking. Who is staffing the medbay becomes vitally important and has a major impact on outcomes for patients. The thing is, this is exactly what people want to get rid of. The argument there is to nerf everything BUT cloning, so everyone has to use cloning. Then cloning won't be so good because there will be a backlog. By removing or nerfing everything but cloning, we actually in effect nerf cloning by creating pressure on it. If this isn't your actual argument, please correct me to what it is. That just seems to be my impression from what you and some others have said. I don't want to misrepresent you. That argument makes sense if your perspective is solely on the overall balance of how easy or difficult it is for people to get back into the round, and you don't care at all about how fun or interesting the medical profession is. If you do care about that, even a little, this option is disastrous. I'd also argue it's inherently flawed since the bottleneck can be bypassed by building additional cloning pods, but that's getting off topic a bit. So, why is that option so bad in my opinion? Before, everyone who came into medical who was dead for less than 5 minutes could be defibbed, and then you had a patient to work on and do your job as a doctor. Now it's 2 minutes. If the new crit system passes, everyone who comes in dead will be someone doctors cannot interact with beyond throwing them in the cloner or morgue. So the window of patients we actually have to do medical work on will become incredibly thin. We'd need someone who has taken enough damage for there to be something more for us to do than a few patches, but yet not taken too much damage to die. And we need them either not in crit, or in crit but arriving in time to be saved. Will there be patients like that? Sure. But a whole heck of a lot less than there were when you could treat anyone who died in the past 5 minutes. The majority of 'patients' won't be people doctors can actually do anything with beyond throwing them in a cloner or morgue tray. On other servers that might be fine. Maybe because on Bay there is a much larger emphasis on roleplay. Maybe lethal attacks are rarer, and when people do die, it's a lot more about the aftermath of being cloned and the necessary counseling for the mental issues that arise from it, than it is about the actual medical treatment. And maybe it's okay on TG because TG is more about the antags and the action they provide than how each department operates in a bubble. And maybe the medical system is designed more to get people back into the round fast than it's designed to be fun and challenging for the doctors. I don't play on those servers regularly, so I don't know. I do know that not everything that works on other servers works here, something we agree on when it comes to this critical system. And I do know that if the critical system goes through as is, and cloning goes through as is, doctors will largely be cloner operators with a very narrow band of actual patients who need to be treated. That's going to be a massive blow to what was a fairly good and rewarding medical system. That's why I'm really, really concerned with the idea of nerfing everything but cloning in order to pressure it. I hope you can understand that, even if you can't agree with it.
    2 points
  4. So! With the arrival of Free Golems also meaning the arrival of TG's spawner role stuff, I put together a couple of simple enough to make ideas that could be added to the cycle to ensure we've got at least a couple available during every round. Role: Space McDonalds Essentially the staff of an interstellar Fast Food chain restaurant in the same sector as the Nanotrasen station. A special corporate portal would allow customers to be ferried between the station and the restaurant, where the restaurant staff can take their orders and make food from a special restaurant-themed menu, either by manually cooking it or using some sort of corporate synthetic food replicator. There'd also be a drive through, where the Mechanic and Security Pod Pilot can order food from their pod on the go! Role: Podmen Enclave Essentially the same role from Lavaland on TG, but obviously with a few changes. They'd be located on a small, secluded station, with an incredibly large botany bay, supplies and basic living quarters, and free reign to grow whatever plants they like with little chance of interference, save particularly adventurous folks from the NT station. Role: Space Hotel Again, a port from TG. A luxurious hotel and retreat station's staff, tending to guests who arrive from the Nanotrasen station via a similar method to the Space McDonalds idea, a corporate portal. It'd be up to them to keep their guests happy by whatever means necessary, with sufficient supplies to do so for an entire round. They'd also have to deal with the occasional pest problem, to keep things a bit exciting. Role: Crashed Abductor Mothership The small crew of a large Abductor vessel that has sustained major damage after colliding with a large asteroid. All of their abductor science and implantation equipment was utterly destroyed, and the crew must use what tools they have available to sustain their life support, repair atmos damage and await whatever rescue that might come to save them. Role: Merchant A travelling merchant with their own trading station and shuttle. From the station, they'd be able to freely order an impressive stock of goods to sell aboard the Nanotrasen station, including more exotic items that aren't usually available on the station itself, such as vintage spacesuits and other cool but practical knick-knacks. Role: Nostromo THIS would be a lot rarer as a spawner menu option, but would essentially be a derelict but intact ship floating through space, filled with the corpses of the prior crew and populated by a single Xenomorph Drone, unable to evolve into a Queen but potentially a threat to whatever intrepid explorer accidentally stumbles upon it. The ship itself would have an impressive haul of vintage and rare technology for those who manage to survive it's guardian. Thought these up after about ten minutes! I may post additional replies with more ideas over time.
    1 point
  5. 6 SR pills shoved down someone's throat for ALTERNATIVE REVIVAL METHODS
    1 point
  6. For a moment there, I read this as "Swarmer roles" and was all excited to talk about Swarmer Warriors and Swarmer Queens.
    1 point
  7. I mostly like the new system, however, I see one glaring thing missing. We can look at bay station for this example, they don't have cloning at all, yet people don't get removed from the round that often. Why? They have systems in place to let the paramedic get you to medical ALIVE. First off paramedics have Dexalin Plus, Tramadol, Inaprovaline, bandages, and so on to try and stabilize the patient and stop further damage, if that is not an option they have stasis bags that will stop all injuries from progressing, but on bay, these are a limited resource to be jealously guarded. I would support a system like this, if we add ways to let the paramedic get people to medbay alive, and actually stop them from taking more damage in the field without being 100% dependant on chem giving them the right drugs. Plus the drugs that would just stop further damage don't exist in our code.
    1 point
  8. I would love the option to be able to crawl when crit, do you aren’t forgotten all round and able to least find help for yourself
    1 point
  9. You are a hero of the populace and made me laugh until I couldn’t breathe, while still being an accurate rebuttal. Congratulations, you’re a true FORUM HERO!
    1 point
  10. Merchant is just the trader event, isn't it? Also, the mob spawner menu has existed ever since ancient station, not just since the free golems. Hmm, how about a syndicate listening outpost for a ghost role?
    1 point
  11. The idea to move away from the more common TG medical of “Fuck they died, cloning time” was and is a noble move. Except everything done has done the complete opposite. I am genuinely impressed at the absolute ineptitude displayed in understanding of the game systems and how they interact with one another in regards to player culture. If I'm not mistaken part of these updates have also been echoed to move the codebase further towards MRP. While yes, one can use mechanics to inform roleplay, roleplay is always secondary to mechanical systems. One falls into the fallacy of Dungeons and Dragons, wherein you have persons that play the game to smash and kill things with big dice rolls, while the few others at the table wish to roleplay and speak to the NPCs primarily. When the game systems are built around mechanical interaction (The game doesn't prompt you a moral question before you slam a toolbox into your co-worker, it just encourages you with screaming), roleplay becomes secondary to the moment to moment systems. This is further exacerbated by the fact that this is a video game. A video game that inherits most of it's tonal themes in regards to gamemodes from social games like Mafia, Werewolf, Town of Salem, Trouble in Terrorist Town, and others. The list goes on, but primarily, when players understand this mindset that x is not with y, and it's their job (specifically as a medical player) to prevent x from eliminating y through their practice alone, you'll see a trend towards the stereotypical silent super doctor who will wordless slam you onto the operating table and cut your septic spleen out not expecting thanks. And you, non the wiser will wake up from surgery, and impatiently wait for them to open the door to the operating room so you can continue with your round. Exceptional roleplay, 10/10 very robust everyone. Even the Head of Security stood up and clapped. You cannot enforce roleplay through heavy handed mechanics. Full stop. Please stop trying. Roleplay is suggested and informed via mechanics, not controlled by it. Seriously. In regards to the actual mechanical changes themselves? Well personally I'm a fan of Goon crit, and more specifically I'm a big fan of CM pain mechanics, however those systems specific to their codebases and style of gameplay work very well. They fit because they were designed with their player culture and other systems in mind. Here? Well first, you can't discount the other medical changes that have happened in respect to the critical state changes; and everyone has already said it. Medical was fine the way it was. Sure a little tedious at times, and yeah no one wants to make morphine but someone's gotta do it. But it was fine for what it was. It worked, it had interplay with other systems. It was fine. However this reminds me more of attempts to port Lavaland, which inherently is flawed for Paradise player culture do to the culture and codebase it was designed towards (TG). To make an analogy, you can't put a Prius Electric Engine into your 1990 Honda Civic and expect it to work. Goon is a Prius and we're a 1990 Honda Civic made out of spare parts that TG and Bay left behind. What's happened here boils down to: “Cloning bad, but other revival method bad, roleplay good... cannot roleplay if dead. Fuck” By obfuscating the systems instead of actually creating complexity off of what was already present, these updates have done the exact opposite of what was intended, and instead have exacerbated the outlying issues already present and brought in a whole slew of new ones. I guess we can all get participation medals though, this has been quite fun to talk about. I am very interested in how the player concerns are eventually addressed if at all, as right now if I'm not mistaken, no one wants this that regularly plays medical. Take what I say with a grain of salt, as we all should do with everyone, as it is just an atmospherics simulator with too many layers to count. Sorry if I've stepped on any toes, be they big or small.
    1 point
  12. Really, I don't know what to say that I haven't already said on the github and other thread. I'm mostly posting just to watch the thread, because I'm a dum dum who can't figure out how to do that without replying.
    1 point
  13. I'd also like to say as a more general note: no one likes dying, and no one likes to stay dead. Please don't make reviving people too hard. That's just telling people they can't play for the next hour and that's often really galling.
    1 point
  14. So, reading the guide, is it me or is the new "lazy" medbay meta to just let everyone die and then clone them, instead of dealing with all the mess that is the several new crit levels and the complicated treatments? By that I mean, if you have someone who is almost dead, they would require surgery for brain damage, saline-glucose for shock, healing the damage and then probably more surgery for whatk illed them. Or you popl them on a stretcher in cloning, wait a minute or two for them to die, then clone them. Sure, it's a bottleneck, but at least it's manageable.
    1 point
  15. I decided to try out a Station Engineer role with a new character Madison Mueller. I had tried out engineering before, but didn't really know what I was doing. In the past, someone taught another character (Katlyn Hudson) half of setting up the tesla. I was hoping to learn the whole engine setup and maybe do some small station repairs to get started. Madison Mueller is a round start engineer, and ... I roll traitor. I have an assassination target, a fellow engineer, Asrair Ziesuzuo. Asrair Ziesuzuo is there, so I asked for help with engineering during the shift. My plan is to work up a mentoring relationship, and since I actually need the help learning engineering, it's a good plan. I figure I'll off Asrair maybe in 60-90 minutes into the shift in some remote location we're repairing together. Asrair instructs me on how to set up the tesla engine, everything, start to finish. People were complaining over comms about power and setting up the engine. Asrair explained over comms that they were teaching me and others would have to be patient. We finish setting up the engine and Asrair then tells me they need to cryo and asked if there was anything else I needed during the shift. The only thing I needed was to complete my traitor objective. I see nobody else around, pull out my PDA, pop in the traitor code, buy an eSword. I think to say "Just one more thing ... *swing*" but it seems SO CRUEL to off Asrair who was so nice. So I let it go. I pop the eSword into my O2 box, and just get to work repairing the station. I get a new assassination target, Scientist Jack Wildfire. Sci-Chem. I repair a bombed up section of Cargo / HoP for awhile, then decide to get some food and check on my target. I manage to make it all the way to Sci-Chem, and I find Jack ALREADY DEAD on the floor. Sweet! I just need to turn off the suit sensors, drag the body into a lonely locker in maint, and my objective is complete. So I begin dragging the body into maint. The brig phys is out on patrol with another security officer. They catch me out of the corner of their eye. Brig phys pushes me down, fetches the other officer back to my location, then drags the body away. I pursue, thinking I can explain that I found him dead and was dragging him to Med Bay. Officer stuns me, pulls the eSword out of my O2 box, declares me EoC .. Perma Time. So, in trying to show mercy to Asrair, I wound up in perma, for an eSword that I DIDN'T EVEN NEED to kill my already dead target. I almost escaped from perma due to the greytide virus, but again the Brig Phys got me, this time with pepper spray. Fortunately the captain decided not to have me executed for being an EoC escapee.
    1 point
  16. I hate when the brig doctor is out of their office. They should be remaining in brig all times unless collecting supplies. Oh well, better luck next time.
    1 point
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