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Showing content with the highest reputation on 11/24/2020 in all areas

  1. The following changes have been made as a result of head discussion of items brought up in the 2nd community survey: The "Repeat Offender" space law modifier is now +10 minutes, instead of the old +5 minutes. Combat implants (anti-drop, CNS rebooter) are now considered "restricted weapons" under space law, which means that scientists giving themselves or other people such implants without authorization is grounds for the person who gets the implant to be charged with major crime 304 possession of a restricted weapon (10-15 minutes). The person who did the surgery may also be charged as an accomplice. Admin policy is generally that if you are an antag, you can ahelp and ask for easier objectives, and admins will generally grant this. However, exactly which objectives you get is entirely up to the admin. Notably, if you want harder or more objectives, you generally have to emag a fax machine, fax the syndicate, and ask. Mentors and admins are now allowed to use the new #Help voice chat channel to teach newer players the basics of the game. This includes answering "how do I X?" or "what does Y mean?" questions over voicechat. We trust mentors/admins not to use this to metagame. Newer players are allowed to join this voicechat and ask questions if any mentor or admin is present. Please don't use this channel for general chit-chat, keep it reserved for its intended use. The ability to get game help over voicechat has been proven helpful for many games, so we're adding it here for a trial period to see if its helpful for Paradise.
    7 points
  2. I wasn't going to butt in, but wow, you really goat me there.
    2 points
  3. Made a custom card for @Kyet hope you like it :D (kekw)
    2 points
  4. Hey! Right now, the Psychologist has no purpose, mechanically speaking. If they were removed the game would not be different in the slightest. Compare this to other heavy RP roles like: Librarian: Some people really like reading the books, and I would personally miss the books. They have a unique mechanic, even if it's shallow. Removing them would remove a feature. Chaplain: Can bless people and are actually mechanically useful during some rounds (cultists and vampires). Removing them might actually affect balance in some modes. IAAs: Has a clear purpose on the station. Recently got their own comms channel which I love. When playing a command role, I always stay in touch with IAA to find any SOP breaches or direct them to stuff that needs investigating. If directed, they can be a great asset. If removed, SOP wouldn't be followed and adherence to Space Law might also suffer. Then we have the Psychologist. According to their SOP, there is no one who they can actually treat, without the permission of someone else. This makes sense, since their treatment doesn't actually do anything mechanically. Treating criminals is also, due to the nature of the gamemodes, useless. Traitors are working for the syndicate either willingly or forced and a good therapy session won't change that. The rest of the gamemodes force criminals that are impossible to help (vampires/changelings) for a psychologist. Even if they can be helped, they can't be released due to their status as EoC. The only criminals left are the small scale ones. The greytiders and shitters. I suppose the psychologists job could be to try to deal with those but as a psychologist you're coming at it from the wrong angle. They need information about rules of the server and how to act, not psychological help. Psychologist SOP for reference: In a short summary, they can't do anything assumed by their job without permission from someone else. Which would be fine, if they had some sort of dangerous or great power, but they don't. However, I don't think the psychiatrist should be able to force people into treatment against their will. I do think others should have that power though. So how do we solve this? Personally, I think features that lack purpose should be removed. By that logic, the Psychologist should be removed. On the other hand, I like the idea of the Psychologist so I wanted to bring some suggestions to make them able to do stuff. Here are some suggestions to give them a purpose: Positive Psychology. Some players will become angry playing this game. The Psychologist, could try to change their emotional state by offering encouragement and compliments. Their goal would be to turn those frowns upside down. This is hard in real life and doing it over a game might be harder. But using this type of psychology might actually make people feel a bit better. Treat it like a serious job. While a lot of beginners play IAA agents, people know when an IAA agent aren't living up to their standard. A psychologist should have a similar bar to reach for. They can't act however they want because then they would be worse than their patients. Psychiatric session/evaluation demanded: Any head can demand a psychiatric evaluation or session by any of their subordinates if they seem angry, sad or generally unhappy. If we base the Psychologists treatment on Positive Psychology, this sessions purpose would be to make them happy or calm down. IAA might also be able to demand that non-heads do a session. The Psychologist could also get access to the Procedures channel. The two outcomes I imagine for this would be the person demanded to do the session either flipping out completely and escalating their anger, which I would consider grounds for demotion OR accepting it, realizing they may not feel allright and do the session. If they feel better afterwards would depend on the psychiatrist. Research: The Psychologist can perform actual psychological research, just like in real life! CentComm, since they sometimes do odd stuff, might want to try some strange experiment. I assume this would be heavily based on the admins on at the shift start, but I'm also wondering how hard it would be to have a rotation of 10 different "experiments" similar to station goal that the Psychologist has to perform. Checking for completion would not be necessary, as long as they have a clear task. They could give their findings to the captain who could fax it to CentComm. Examples: Can (antagonist) be cured by 10 minute exposure to the clown? Will the happiness level of the station increase if the tiles are changed to wood? Will violence increase or decrease, based on the amount of flowers placed in the hallways? If a "calm area" is constructed near dorms, will people visit it to find inner peace? If the mime start acting out peaceful and happy scenarios, will the crew calmness increase? These are some thoughts I trew together in like half an hour so I'm sorry they're a bit confused. I'm sure there are plenty of better suggestions out there and I would love to see a job I love IRL get some more purpose in this game! So keep the suggestions coming!
    1 point
  5. 1 point
  6. Custom card for Surgeon @CheekyCrenando (i hope i ping right person) hope you like it :) *beep*
    1 point
  7. Having science goggles in your pockets will allow you to view reagents in containers regardless of whether or not you're actually wearing the goggles.
    1 point
  8. also the tighter your grab the more damage. smashing someone into a window with a neck grab deals 30, stuns and breaks the window. an aggressive grab only deals 8 iirc
    1 point
  9. This post and many other reasons is why I dislike slings not being able to thrall security. All it does is lead to massive amounts of murderboning, which is something we're very much trying to discourage on the server as it is. Not enable people that like it to do it more and look for more ways to be able to do it.
    1 point
  10. Grabing someone, selecting head or torso, then clicking on a window, will bash them into it, skulls break in about 7 bashes
    1 point
  11. This would do wonders, honestly. I'd prefer this line of thinking over "well it's a playerbase problem, let's not change anything."
    1 point
  12. NT defines it as when a medhud registers them as dead. This is for insurance reasons.
    1 point
  13. I was actually there for that. And here's the thing: The bartender had MANY options to deal with the clown non-lethally. He could have used his shotgun, and threw him out, or called security. He could have done both of those things, in fact. But instead, he chose to beat said clown over and over again with a guitar, which led to the clown flat-lining, or "dying," if the health indicator is to be believed. I think attempted murder was the minimum, as the clown did actually go past crit, and died, due to the bartender actively beating him while he was down. I do agree though that it sucks for the bartender, who basically spent the rest of the round shouting at sec to get a trial in perma. (No trial was given, due to the fact that I would have been the one to preside over it, leading to him being sentenced to permabrig no matter what.)
    1 point
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