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Showing content with the highest reputation on 04/07/2019 in all areas

  1. After throwing the idea at Tully, I drew up a younger Jonah And maybe I'll draw up some more, who knows. Did up another redraw, the old one was done in 2016 this would have been the first time Zeke ever came on station as an officer (due to a fudge up of me clicking security officer instead of civilian when late joining)
    3 points
  2. After the singulo got released, engineering rebuilt containment and prepared for making a new singulo. but something about their setup seems a bit off...
    3 points
  3. As the title states, I think we should add additional objectives back to traitors since one is a bit boring I find. I'm unsure to why it was removed in the first place. Long story short, please add more objectives again so I don't have to fax the syndicate every round for more. Thoughts about it everyone?
    2 points
  4. I'd be fine with ahelping over faxing, but I don't think either one is better than just giving traitors two objectives outright. Admin intervention should be for special cases, not something that's just expected by design.
    2 points
  5. So a little while back I was thinking how if you get soul stoned by a cultist or a wizard you have no chance of ever getting back into the round again my proposal is this. Soul stones no longer dust bodies they are used on, instead the body is left behind in an unrevivable state. Using a soul stone filled with a matching soul will return the soul to the body allowing them to be revived again. Upon death constructs and shades will drop a "Soul Fragment" which can be used on the victim's body to restore it. This would still allow a player to return to the round after being the victim of a stoning, now obviously there's the issue of people running to their deaths as a construct so that they can get fixed but just like how shadowling thralls aren't allowed to let themselves be deconverted this would be something that has to be enforced. All in all I feel like this would overall make being a construct less of a shit experience as you still can return to the round again afterwards.
    1 point
  6. I have been thinking: If I wanted to create a hostage situation as traitor, how would I do it? This made me realise just how hard it is to actually take a hostage. Imagine this scenario: You and your cuffed hostage are sitting in the old bar. Security ignores your demands and instead decides to just charge you. Now how are you going to actually kill off the hostage before an army of tazer projectiles hits you? Of course some players would probably be able to build some kinda bomb that is triggered by a word/signal, but that still doesn't stop the second reason why security will probably just disregard a hostage: Even if you kill the hostage, they can just clone it afterwards (Except maybe if the bomb you have is really big but at that point you also start getting glares from Admins for bombing a big part of the station). My suggestion aims to cover both the murder and revive denial of a hostage, with the goal to make a hostage situation a bigger threat. The part with the actual Suggestion When you grab someone from behind while holding a gun in one hand you would be able to hold your gun to their head, effectively making them your hostage (Would be cool if that also caused both players to be at the same tile with the hitbox of the hostage infront of the other). Now if at any point you decide to shoot your hostage it would kill them and destroy their brain, basically making cloning that much harder. The death of the hostage would be pretty much instant so the theoretical traitor would have enough time left afterwards to fire a few shots at the charging security. Well that's all for now, feel free to inform me if Paradise actually already has some kinda tool/mechanic that covers this scenario that I just don't know about yet.
    1 point
  7. Kindan is, lore-wise, an ant-like creature. It's also the least-played creature, I THINK. How about giving them some more ant-like benefits? - Make them able to eat ant-infested food without taking damage. - Unathi have the tail whip/slap, give ants the ability to do an ant-sting, inducing 10 burn damge . (OR perhaps: 10 toxin damage, OR 5/10 units of lithium (see wiki for lithium effects)) Ability could possibly have a cooldown. - Make kidan able to eat bees. Ants, and moreso fire-ants, eat a variety of small animals. Make kidan immune to beesease. - Ant colonies operate like a hive-mind. (not sure how to explain this). Give kidan an ability similar to Grey (telepathy), but only limited from kidan-to-kidan. Of course, these are just thoughts. I just feel like the Kidan race should get some benefits. Thoughts?
    1 point
  8. Nukies deployed a weapon of mass destruction.
    1 point
  9. I think the Kidan do need some love. I've only ever seen two, three at da most. I would like to see more among the crew and some boons might do that. Also the ability to eat bees would stop Kyet's terror bee rampages.
    1 point
  10. Let rnd make kidan goggles so I can keep my pink eyes pls.
    1 point
  11. Maybe we could even include a 'request more objectives' functionality in traitor pdas? As in, add a 'request additional objective' button, maybe with a reward if the previous one has been completed? With the ability for admins to intervene and manually add a more interesting objective?
    1 point
  12. More of that please @Veloxi...good stuff! Kudos to @Cheeseman as well. I had a round once as an officer where I caught a rather charming vampire early. I visited them in the perma a few times and took quite a liking to them. So much of a liking that at one point I was concerned for how starved they looked and pulled my collar back offering them to feed. They refused. I decided that they were not the monster everyone was making them out to be. When the shuttle came, I volunteered to escort them from perma to the shuttle, only we went to the arrivals shuttle and I uncuffed them telling them that they don't deserve to be exprimented on and mutilated by NT so I was setting them free. I've actually since attempted to replicate something similar any time I'VE been vampire because it was so interesting for me as an officer and I wanted to share that experience with others.
    1 point
  13. We would have no working kitchen less often and that would lead to more staff interaction with kitchen instead of just drinking chocolate (Do note that Necaladun puts removing food vending machines as "maybe" in his wishlist, this would need food to be more reliable supplied); we also would have no one cleaning the station less often; noob people in services would have someone to teach theirs jobs, and that would make their learning experience easier. Someone to coordinate service would lead to more interactions between the service department, as it is now, service radio is almost never used. It would also lead to easier interactions between departments and service, because now you have someone responsible to bug. If botany is ignoring science, they can bug service QM for plants. If cap or someone wants a special meal, he can bug service QM for it. If there's a disease spreading with bar cure, CMO can ask him to distribute the cure, instead of station relying on breaking into bar, or forming huge lines while the clueless barkeep doesn't know why all the sudden everyone is asking for orange juice. As I said, service roles are the only ones without backup. If you need food and got no chef you're toast. If you need drinks and has no barkeep, you'll need to graytide in. If you want a ceremony for a dead friend and has no chaplain you out of luck, he'll rot in morgue instead. If your workstation is a mess and station have no janitor, it's gonna stay that way. No one's invested in keeping service department working, so it frequently does not work at all. I think in this case that if the job is important enough to be given a slot it's probably important enough to have senior staff as back up, and that's especially true for cook. On a more personal note, as barkeep I find it appalling that my calls to botany to plant and send me sugarcane, or to chef to give me ice-cream goes unheard on service radio. I always must leave the bar and go ask personally, opening the bar to all kinds of greytidery, also if we got no chef, no deal. Pretty sure chef has the same problems if he wants to serve things with drinks. Service would be way better with someone to coordinate it.
    1 point
  14. Hello everyone. As you probably know, I was recently elected by our staff team to be a Head of Staff for Paradise. You may not know exactly what a Head of Staff (henceforth: "Headmin") does, or what my plans are in particular. This thread is going to explain those things. First, what does a headmin do? Headmins have a few responsibilities beyond those of a normal Game Admin: Co-ordination and management of all branches of the staff team Handling Admin Complaints Enforcing staff policy and admin guidelines Moderating interpersonal conflicts, as needed Managing certain back-end things, such as our Patreon Voting on the acceptance/rejection of PRs submitted to our Github (IE: changes to the game's code, features, sprites, etc) Representing Paradise to other SS13 servers Handling anything that doesn't get handled by other people, eventually, for whatever reason Like any Paradise headmin, I will be doing these things, as they are inherent to the position. That said, most staff (including me) who run for election as headmin also have a specific platform that they run for election on. My platform was: Transparency Accountability Better Communication I know those sound a bit vague. So, let me give you some concrete examples of what I intend to do. First, let's take PR voting. Yes, headmins vote on PR acceptance. But I plan to do more than simply vote. I consider every PR author that contributes to our codebase to be valuable - part of the team that makes our server awesome. I want to encourage PR authors and grow the number of people who contribute to our codebase. As such, I will be following a set of best practices, designed to ensure PR authors feel valued, and treated fairly. My hope is this will encourage quality contributions over time. I will not be voting against any PR, any author's work, without first explaining exactly why, clearly and directly, on the PR itself. If my issue with the PR is fixable, I will explain how it can be fixed, and give the PR author some time to fix it, or at least respond, before I consider voting against the PR. In essence I want to be sure PR authors know they are getting a fair shake, that they never feel like they're being left in the dark, and they never feel like they need to guess what they need to do in order to get their PRs merged. If I consider a PR idea totally unviable, to the point it cannot be fixed, I will aim to say so as early as possible, so that the author doesn't invest more time into it under the false impression it has good chances of being merged. More generally, when I comment on PRs, I will aim to be very clear about who I'm speaking for, and what I mean. I will also make myself available to any PR author who has questions. While I recognize that this will give PR authors direct feedback they're not used to getting, ultimately I think (and as a PR author myself, I believe I have good reason to think) they will quickly appreciate it and be encouraged by it. I have also be encouraging other headmins and maintainers to follow these best practices. More generally, I want a more constructive, informative atmosphere on our github and I am working with everyone involved, especially the maints and other headmins, to achieve this. As part of this effort, I have already appointed someone to be responsible for helping to moderate Github, and discourage toxic comments there. Second, let's take accountability. I have already promised to put myself up for re-election in 6 months by the staff team, so, if they don't think I'm doing a good job after that time, they can boot me out and get someone else in. Accountability is for everyone, though, not just me. This includes admins, players, and even visitors who don't play here. If someone has an issue with an admin's conduct, they need to explain the issue in our Admin Complaints forum. It is against the rules to discuss bans and other punishments in our discord server, and for the sake of eliminating toxicity, holding admins accountable under our guidelines, and holding players accountable under our Discord rules, I will be enforcing this rule, and pushing admins more generally to do the same. Consider this your forewarning that under my plan, complaining about being banned in our Discord will not be tolerated like it has before. This also applies to in-game LOOC, deadchat, OOC and similar. This is not a new rule - such talk has been against the rules for a long time. What is new is that I will be enforcing the already-written rule, and encouraging all other admins to do so as well. Third, let's talk about better communication. One of the long-standing issues we have as a server, with our elected leadership, multiple branches of staff, etc, has historically been a lack of unified vision for the future of the server. Obviously, this is an enormous topic to tackle, and progress on it is going to require lots of work, and not just by me. It is the sort of thing that will require lots of discussion over a period of time. Still, I am already taking steps to move us in this direction. The first change you may notice is the creation of a #changes-wanted channel on Github. This channel is the new central repository for lists, posted by headmins and maints, of all features/PRs/etc they want implemented for the server. There are many benefits to this, such as helping PR authors choose a PR topic that's more likely to get merged, triggering healthy debate on server direction, etc. Ultimately though, this is just a first step towards what I really want for the server: a more general development roadmap. I know we're a volunteer project, a 2D spaceman game, and we're never going to be as organized/detailed in our future development goals as a professional game company is. Still, I don't think its unrealistic for us to take basic steps, like agreeing a list of long-term goals, trying to make progress towards them, and tracking that progress. This discord channel is the first step in that direction. I hope I've given you a sense of what I'm about as a head of staff. Obviously, the changes I want to make will require that I work closely with the rest of the staff team. My hope, though, is that I can push the server in the right direction. That I can get people pushing together in the same direction more effectively. And, if not, well, the staff can always vote me out again in 6 months. Here's to the future! -Kyet
    1 point
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