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Showing content with the highest reputation on 03/25/2022 in all areas

  1. Huh, you know, i never realised the frequency thing actually worked to do that, though it would be much nicer to have a tickbox for the normal headset to similar to the command headsets, just to make it simpler.
    2 points
  2. Everyone knows I'm full of terrible ideas and this one is no exception. However, it did spark a bit of interest in the Discord, and I wanted to collect some of the conversation here, and help to expand on the mechanics I'm imagining in a discussion where people can evaluate things at their own pace and not feel rushed to respond. Problem Statement Comms is one of the most critical aspects of being on-station. It is vital to intradepartmental progress, it gives Command a useful signal as to their crew’s effectiveness, it allows endangered crew to call out for help, it is how Central communicates to the station, and it allows for announcements that other crew-members may find interesting or fun. From my perspective, however, comms is a firehose of information with an incredibly low signal-to-noise ratio, especially with regard to the Common channel, which will be the subject of the bulk of the discussion below. Communication amongst your department, to the crew, and in aggregate for command, is unceasing, but no one really has the option to disable any channels, because they all carry some amount of information worth appraising. From an RP perspective, common is absolutely bizarre. Comms is aural in nature, which means in theory every crew member on the station from the Captain to the Clown in perma has carte blanche to yell whatever they want into everybody’s ears at any time. Even in a rickety, poorly designed station overseen by a bureaucratic nightmare corporation should recognize how ineffective and annoying this is. Many crew have tasks that preclude them from following comms closely. Miners are constantly firing and clicking their KAs. Command on the bridge is assaulted by constant noise- and speech- related messages from bridge hobos (and bridge designs with a space gap, while nice, don’t actually stop noise from reaching the other side). I don’t really know medbay but my understanding is a lot of time is spent reading diagnostic printouts. If a group of players is roleplaying, their focus is on their character and the characters around them, and if the interaction goes on long enough, a large amount of comms will have scrolled past, but we want people to roleplay. AIs observe the entire station but also need to watch their comms for “AI open”. I think one of the most telling demonstrations of the above is how many highlighted strings many players have. If a player needs a dozen regexes to find the salient information in the rubbish, I feel that’s a strong indication that the core aspect of station-wide communication needs work. Proposed Solution Remove common comms from all headsets. Preserve it on public intercoms. Add the ability for crew to call out for help specifically from Medbay and Security when they perceive or are dealing with a threat. Summary Justification This removes a large amount of noise from the chat log while still allowing crew to make generalized announcements for the benefit of the whole crew. Replacing Existing Use Cases For most uses of common, the PDA is an excellent substitute. The PDA is an excellent substitute because conversations between individuals are condensed. The only scrolling one has to do is in the singular conversation with another crew member. Receiving a message makes it plainly obvious who the messages (and any of the recipient’s subsequent replies) are for. Multiple conversations can be easily kept track of. In addition, since PDAs have an audio cue and their chat log text shows up distinctly (inasmuch as anything can be distinguished), and provides an immediate reply button, they facilitate rapid conversations, and make it much harder to miss the communication. Remember that this proposal keeps departmental comms. Miners can still call out on Supply for help, Security can still coordinate, etc. The goal here isn’t to make it harder for anyone to do their job, but (in part) to increase the signal-to-noise ratio of all communication channels, and to encourage players to interact on a more personal and fine-grained basis with the rest of the crew. Emergency Callouts, or: HELP MANTIS This use case is a very distinct one than others, and possibly one of the most valuable uses of common comms. When crew are attacked, when runes or terrors are sighted, calling out on common is the most common response. But why? It’s fast. The muscle memory for talking on common is ingrained very early on in terms of hours played. It’s effective. It alerts all departments at once, but most importantly, Security and Medical simultaneously, the two departments most vital to handling an individual emergency in its first few minutes. It provides redundancy (in the positive sense); if the people who should be caring about your health/well-being are otherwise preoccupied, at least one other crew member will see your comms and possibly pass the message on. In the case it is a station-wide problem, this is the fastest way to get everyone on the same page—in the event they see the message. Now I’d like to share some of the reasons I think this is a bad idea. It’s fast at the expense of accuracy and response time. A lot of crew are real bad at giving useful information when they are being assailed. Even if they do manage to squeak out a “help maints”, people will berate them on common for not giving enough information, while they die in a dark corner of the station. I don’t think players, in general, should be punished with round death because they didn’t give precise enough information while they were being fucking murdered. Antags now know what you know. It is rare an antagonist won’t have common, so if the victim manages to get something out, or the cult hears their runes have been found, they can adapt quickly. By letting anyone shout anything they want on comms they can more than give away the position and ability of the crew charged with apprehending the antagonist. The right people can easily miss it, making it worthless. Again, as above, the chat log is constantly full of shit, sound effects, big-font messages, and so on. The impending death of a crew member may never register to anyone, which is an asset to the antag, but is entirely determined by what’s going on at comms at the time. Comms can be dropped. This is an engine limitation, and can occur anywhere from dchat to big-font messages (I once round started as NTR and never got the Declaration of War sent by the nukies in that round). Once someone screams “V-V-V-VAMP SCIMAINTS” everyone knows the round type now, and starts falling into predictable uninteresting patterns. Replacing Emergency Callouts What does a replacement for common used in emergencies look like? We already have the answer. The SM reports its own degradation. Death implants dutifully report the casualty (unless it got EMPed and is on the fritz). Many systems self-report, and only to the appropriate department. To pick an example from real life: emergency dispatch services are a phone number. You call them, they dispatch. Everyone in the world doesn’t find out. The Emergency Transponder In lieu of being able to announce personal emergencies over comms, I introduce a transponder, built in, or produced as a cartridge, into the crew’s PDA. When in the player’s hand or PDA equipment slot, the emergency call button shows up as an ability at the top of the screen similar to turning internals on, antagonist powers, etc. What happens when this is activated? The same thing that would happen if the station had an emergency dispatch. Security, Medbay, either, or both, get alerted. The amount of information they get could depend on several factors. Perhaps they don’t get a location if the crew doesn’t have suit sensors on. One way or another, the departments responsible for taking care of the crew in the most specific sense are the only ones that get the information. The whole crew doesn’t find out at once, and the antagonist retains more of the element of surprise. A tool like this could be abused pretty easily; some of this can be ameliorated with a long cooldown, as well as a round start cooldown (unable to be pressed until 10-15 minutes into the round). I would also imagine it to be somehow locked to the person whose PDA it belongs to, but I don’t really know how PDA ownership works. It may be worth allowing anyone to press it, which means sec may have to investigate more false positives, and the boxes of PDAs in the command area suddenly become much more valuable. What about callouts of station-wide valid antags? They already get callouts. Biohazards have a big font announcement, cult gets one once they pick up enough steam, giant spiders get infestation callouts. In addition, one of the most tension-killing moments is when a roundstart blob doesn’t pick up enough steam before someone diving maints calls them out. Or a terror gets spotted before they have a chance to even settle down somewhere and form a game plan. This isn’t to say that people can’t report these things. Again, they have departmental comms, so they can report it to their department. But now we have something interesting, where people need to spend time communicating, and relaying information to the right people. To wit, as it stands now: the round starts. A blob pops. A maints diver sees it, calls it out on common, everyone suits the fuck up before the blob has spawned its first factory, cargo rushes guns, science spams flashbangs, the blob is killed, and everyone hates that the round ended early. Command may not have even said anything or given any orders to the crew, but everyone knows what to do. With this proposal: the round starts. A blob pops. A maints diver sees it and either activates their transponder or calls out on their departmental comms. Now the department is responsible for relaying the information to security. It could go through, say, the department head over to the HOS via Command comms, it may have to just be relayed to a sec officer the diver passes by in the hallway. Officers have to go and investigate the reports, let the department know what’s up, and hope the Command staff are competent enough to get all the departments working together to fight the blob. Instead of random civilians shouting on commons to print welders and order guns, it will require Command to coordinate and give the correct orders. If the communication fails to make its way to security, the crew may not find out about the blob until its biohazard announcement, which is pretty fairly timed out from the initial spawn events for biohazards. Conclusion This is obviously a pretty drastic change to one of the fundamental mechanics of a game that is, by and large, predicated on consuming large amounts of text. It is for this reason I don’t expect it to gain traction, but I would be very interested as to if this has been done/considered before, if there’s balance/mechanical ramifications I’m missing, and so on.
    1 point
  3. I personally am not in favour of this suggestion. Reasons have already been given by others. Furthermore, there already is a possibility to cut out common comms, however it is not by default and it's not forced upon anyone. On normal headsets: Change the frequency to anything that isn't the default common frequency (default is 145.9). On command headsets for example, there is a tickbox for 'common' that you can untick, to not receive common chat.
    1 point
  4. Honestly I think the suggestion to remove common comms from headsets but keep them for station bounced radios and intercoms is a great idea. Definitely adds to the immersion, and a lot of the low RP stuff happens when people start saying silly things over the common chat. Departmental radios are way more interesting, and this would really encourage the heads of a department to be the go-betweens for the various departments, as it should be. I also love the idea of the emergency button instead of "; help maint!". This might have balance implciations for some gamemodes and various antags might need a bit of a nerf to keep them in check.
    0 points
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