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Showing content with the highest reputation on 12/17/2020 in all areas
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I agree that presently the psych is at a severe disadvantage. You're using an RP role to address what is otherwise, non-mechanically, an issue of poor RP. While it's great if two roleplaying users get up to some actual RP, it's the Psychiatrists job, basically, to roleplay the bald greytide out of people. Adding some mechanical purpose to the psych would make them useful, and make rounds interesting, similar to how the chaplain is a counter to cult and vampires. Might be great for Rev rounds, sling thralls, etc.2 points
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The office location is the main problem. But people that poor RP or are there just for the action shouldn't take complex roles as this one. For me, it is good as it is now. Also, while the location of the office hasn't changed, you can locate yourself to the front desk for example. That is what I do. Also the tips in the wiki session helps a bit with ideas on how to interact better. Letting people know that you're there and also not sticking too much indoors also helps.2 points
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Hijack ? - Get amanitin from Amanita - Put it in wheat, tomatoes, or whatever goes to the chef - Watch as people die after some minutes without knowing why - Hack your vendor so that it shoots its seeds (make sure to have one seed of important stuff in your plant bag) - Blame atmos for the toxins damage if interrogated, and act innocent: oh, one amanita seed taken from the vending machine ? No I haven't used it, the machine is broken, the seed's missing because it's shooting them around (bribe other botanist with infinite knowledge of plants and chemicals, he'll like it) - Bonus points if you find gaseous decomposition: put fluorosulphuric acid, mercury, cyanide, densified and liquid contents and throw everywhere. Use wheat for maximum speed of harvest - Redtext because you forgot and ate the poisonous food1 point
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I kind of liked the suggestion of making the Psychologist perform some 'experiments' on the crew. It would take the role into a very different direction though, and might make crew ignore the annoying psych with his weird demands.1 point
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Being able to unfuck someone's brain after it's been fucked by abductors could make abductors more... manageable, potentially even making the gamemode more fun and removing the need for the whole "CC calls the shuttle because station's in utter fucking chaos" mechanic. Anything that potentially fixes a gamemode that's out of rotation is worth exploring in my book. Additionally, being able to scan for brainwashing... stuff... could be nice as it could help Security ascertain whether someone who's done something bad is mindslaved. Right now the only option is surgery or an upgraded body scanner, assuming there's a brig physician who knows their stuff, which is sort of not nice when the consequence of not doing it is putting an innocent man in perma, or worse. I'd like to see that for sure.1 point
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As kyet mentioned, it would make a lot of sense and be very useful if Psych could somehow easier identify brain washing and treat it. Reverse effects of abductors kidnappings? (thus removing objectives from them) Unbrainwash could be a psych exclusive ability that he can channel for a long time and only being valid for people inside his office. (like cqc for chef) EDIT: of course not mentioning implant induced brain washing, since its more mechanical thus requiring operations. but still easier detection would be very cool and give him mechanical purpouse in the round.1 point
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To Fall The Banners Sertian Super Event: The Brandenn Revolution The Brandenn Revolution where the divided classes rose up and unified under one name; Sertiankind. When the light of the North Sun no longer give warmth to the people, but instead burn them with malicious avenging light. Generations of warborn children no longer wishes to fight, but they'll give it all for the promise of one last civil war between brothers and sisters. To fall the banners is to fall the radical ideology of all nations. For a united world where the only banners that fly represent the Sertiankind. A NEW ERA HAS BEGUN!1 point
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More Scarlet in my other artstyle! Scarlet Einholve background "double black" & no blackground "double black" And the unedited sketch For double black version, I simply duplicate the sketch layer and put them on top of each other... On the side wrote "The days of my girlhood I scarcely have spent..." (reference to a song called Bright Sunny South) Will make content for Helka soon, she's a lot less robust in term of personality and backstory.1 point
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I like this, especially the 3rd point. I would absolutely actually RP with psychs with these changes.1 point
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it's kinda hard to think of changes that would/could salvage the role and make it viable, but i might have a couple ideas for improving the role... i realize that a lot of the time when i play psych/therapist, the office's so hidden away in the back of medbay that a remapping would be almost necessary for interactivity. as it is now, the office is almost inaccessible, and that makes it hard for the psych to actually get patients to come in. it might be a good idea to start making therapy/a meeting with the psych a requirement for new intakes to prison (maybe certain types of prisoners, like ones going into perma?). this gives them more of a chance to be useful, imo, and gives them something to actually do. some sort of benefit to actually getting therapy would be nice, too, for the patient, but i'm at a loss as to what would be appropriate to have granted by a therapist. maybe a natural boon that activates after being in close proximity to the therapist in question while in their office?1 point
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From an admin pov, my main concern with psych is the fact that a good chunk of the time, it is played by players who are absolutely bald, and decide to kidnap someone, straightjacket them, and force-feed them drugs. Because that's what they think is appropriate for a psych. I've had to ban more people from psych/medical for this than I care to remember. As such, any mechanic which psychs can abuse to detain people for long periods of time, or really at all, is probably not a good mechanic. If we're going to give psych a mechanic, something they can use to make the job more interesting/relevant, then I would suggest: something detection-based, like the ability to use an item to scan for abnormal brainwaves, which could reveal things like vampire thralling, mindslave implants, etc. This would require a unique neural scanner, them to hold still for 30-60 seconds, or something like that. Enough constraints that the psych can't mass-test everyone. something to do with curing psych abnormalities, like for example reversing abductor programming, or effectively giving someone a mindslave implant that makes them loyal to NT (OOCly, this is a reward for traitors, who get to be released 'on parole' rather than sitting out the rest of the round, as such this implant would be extremely limited supply, only one is available and only the psych can use it). have a system where people can opt to give their character mental disabilities, not just physical ones, during char creation (e.g. syndicate-induced PTSD) and have the psych able to dispense unique drugs to help with these... and have a unique HUD that lets them identify people whose medical records show they have these conditions (basically make it easier for them to find rp partners) Really, we should consider just removing the straightjacket from the psych, and giving it to sec's medical wing. Psych is meant to be treating patients on a voluntary basis. Patients sent to the psych against their will should come exclusively from security - not something the psych should be able to engineer themselves.1 point
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