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Showing content with the highest reputation on 02/25/2019 in all areas

  1. So I've been spending some time on the Bad Deathclaw server and they have a system there that I really thing should be something that we tried to implement. This IS just a suggestion though as I lack the code knowledge to implement it myself. Anyways, the first thing I noticed when I joined was that the different roles were all time locked, as per usual for all of the servers I've been on except CM. But what was different was that each of the different factions on the server, the NCR, Brotherhood of Steel, all had different time locks. So, for example, the Brotherhood of Steel had two starter roles, the Initiate Scribe and Initiate Knight. In order to unlock the next role, the Scribe, you needed 10 hours of playtime as the BoS specifically. The NCR had the same thing for the Sergeant and officer roles and the like. Anyways, my idea is that this mechanic should be applied to every department except service. So for example, in security, if you wanted to play Warden or HoS then you would need to play as a security officer for 5 hours to unlock warden and then 10 hours as Warden or Officer to unlock HoS, for example. The exact timing can be figured out later. Then for like medical, if you wanted to play CMO, you would need 10 hours of experience as an MD or Paramedic. Maybe a 5 hour barrier on Virology. Same for science with the RD. Not sure about HoP. Maybe like a 1-2 hour time block on QM with experience as a cargo tech. And then for Captain you would have to play 10 hours or something as any of the other command roles. AI would require maybe some time spent playing a cyborg or something. I'm unsure how hard it would be to code but I think the game already keeps track of play time as specific departments already from what I've seen in the player playtime menu so the system is already there to track department playtime. Anyways, that's all, appreciate any thoughts.
    3 points
  2. not sure if this is still a thing, but back in MY day, you could throw dead borgs into airlocks to open them up. This was major for xenos, since the only way to get through an airlock before then was melt it.
    2 points
  3. Dead janiborgs still clean floor like a janicart with floor buffer upgrade.
    2 points
  4. Remember that Cult Buildings can be unanchored by hitting them with your tome. Take the pylons with you to the summon location for extra healing and cover.
    2 points
  5. Ya can't keep a good thread down. Bay chem can be gotten out of plants from botany. Most of these chemicals are stronger or more effective than their contemporary goon counterparts, especially with the new plans for the critical rework. Bicardine 4 lyfe
    2 points
  6. I will agree that a lot of the locked jobs do not have the exact same responsibilities then the jobs below them but most of them do require at least some knowledge of how to do the jobs below them. For example, I've seen CMOs that knew nothing of Virology or Chemistry and a little bit of surgery. I've also seen RDs that didn't know how to do xenobiology or R&D. The current system allows players to spend all of their time playing Bartender for example, and then suddenly decide they want to be the RD when they have absolutely no idea what that job expects. I will say that, as a mentor, we do try to help out new heads of staff frequently and we do get mentor helps from them quite often, but it is not our job to explain all of the intricacies of a command role. The changes I've proposed would simply make it so that anyone who wants to play a command role has actually spent some time in the department they want to command. It would make it so people that wanted to be CMO actually spent some time playing and learning how to treat patients and do surgery and hopefully as well as some time in medchem and virology. I'm not saying it will fix all of the problems that occur sometimes when we get inexperienced command members but it should make them a lot less frequent.
    1 point
  7. All simple bots (buzzsky, medibot, floortilebot, etc) can switch languages in the IC tab. They can speak binary, trinary, common, and if I'm not mistaken tradeband in some cases. The AI I know for sure can speak Tradeband and gutter.
    1 point
  8. Good thing from a few days back. So, a mostly mute warden and a blind civilian walk into a brig. . . How unfortunate
    1 point
  9. Nukes winning or losing pretty is determined before they leave their hangar. If all nukes are working together, formulating a plan and gearing up in a way to synergize, they'll dominate. If everyone just buys what ever toy they wanted to use and equip to solo or cause mass chaos with little to no care if anyone grabs the disk or nuke, nukes fail. Veteran ops who like winning know the best way to do that is to work closely with others who know what they are doing and try to minimize the screw ups rookies will do. Problem is most rookies don't read the chat window and spend the entire prep time browsing the uplink then walk out the air lock with their suit in combat mode or their internals off and die of exposure. In the long run the actions of the crew are pretty much irrelevant. If the ops are working together and being smart, no amount of preparation by the crew will help them since the nukes always know the general direction of the disk. If the nukes are solo ramboing then the crew will pick them off one by one till the shuttle arrives. The solution isn't to make it harder or less time for the crew to coordinate and resist, but better emphasize to the nukes they need to work together and not act like agents carrying out personal goals and vendettas. Its one of the many reasons I've been pushing for months for VR consoles to get ported and one of the minigames being a nuke mode so people can get a chance to use nuke gear. Nuke is a role that I feel everyone should get a chance at playing sooner or later, but the occurrence of getting it is rare enough that throwing people in blind isn't really fun or fair.
    1 point
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