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Showing content with the highest reputation on 11/02/2022 in all areas
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One shift I was a Cling ai (yes, a cling ai. Even the Admin was confused) So, started off normal. Just planning to unleash the power of the sun on the station, as ye do, hacking APC's to get more runtime, blah blah blah. At some point the Cap wants me to change my law set so Ian, the bestest boi on the station, would be protected. Of course as it was my first time playing Antag AI, I made a new rule, thinking that it was normal Boy was I wrong Now I had all of command on my Holographic arse, and not only was I panicking trying to get the Borg assisting me to screw with the air, THE FECKING CLOWN HAD PENATRATING ROUNDS Not the way I wanted it to go, but hey I shoulda prepared better. BUT TO ADD INSULT TO INJURY: Command managed to get my card after I was disabled (fecking clown...) and they did what you'd expect. Ran me through RnD, blah blah blah boring stuff. Next thing you know, the person carrying my card hopped over the kitchen bench, and deep fried the card. And Ate me. I was dead, so at least I wasnt being fried alive (or, powered idk). BUT STILL. Not expected at all, but I had a good laugh. So yeah that's the story how I was deepfried and eaten as a Ai2 points
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So Paradise is known as THE MRP server. Action and roleplay. For the most part, this holds up, even...except when Security and Antagonists interact. Theirs is a very binary, LRP connection. Either you're an EoC or you're not an EoC, and if you ARE an EoC, less talky more shooty. People often say they want more RP from antags, but nothing is ever done to address the material conditions which lead to nonstop, speechless combat between security and antags. The biggest and most significant cause of this problem is that the path of least resistance for dealing with antags is violence in every circumstance. There is not a single kind of antag where the ultimate solution isn't some form of combat. Adding to this is that combat isn't even the last resort or the brilliant climax of the interaction, but the first and last step in most instances, even in cases like with Contractors where most of the threat is theoretical rather than immediate(The baton is decidedly nonlethal, but the idea that they MIGHT survive long enough to get a bunch of TC is impetus enough to kill them.) Space law itself is designed in such a manner that it not only facilitates this process, but streamlines it with simple, black and white rules: If EoC, fighting time. If spicy EoC, killing time. There are theoretical rules for dealing with non-antag lawbreakers, but the fact is that most things that could land you in the brig without being an EoC qualify as self-antagging and thus it's relatively rare for non-EoCs to be brigged. All of these things together create a sort of clarity that makes knowing when you're allowed to bring out the guns clear as day, and thus security does so without hesitation the moment escalation is possible. There is NEVER a benefit to talking to an antag for security, at least not before they're tucked away in perma with little to no leverage. And you can argue that role-play is not necessarily about taking the easiest route possible, but when you have a game with victory and defeat conditions, almost every player in this system will prioritize victory. So to address this problem, as well has bring in a few other side benefits, I propose three things: 1) The addition of 'minor' antagonists, who will be restricted from killing except in defense of their own lives, and who will have objectives such as theft and minor acts of sabotage. They will have enough TC to maybe buy one or two tools from a curated list of syndie gear that only includes non-lethal equipment. They will NOT be classified as EoCs. They will otherwise function as traitors with their own uplinks. 2) Moving the designated gear from the minor antagonists out of class S. This is ESSENTIAL for the creation of ambiguity security must face when determining if someone is a minor antagonist or an EoC. 3)Allow some of the gear from the minor antagonist list to spawn in maints. This creates yet more ambiguity and weakens the 'random searches' sec can do on the people that they OOCly recognize antag behavior in. So, breaking it down point by point: 1)Adding minor antags is primarily intended to create a class of antagonist that forces Sec to make use of the non-perma part of the brig, to spend valuable time and energy trying to deduce who is and is not an EoC. Sec would need to figure out who to prioritize and when to let crimes slip because there's something more pressing and dealing with crime is no longer as simple as shoot the crime until it goes away. In essence, minor antagonists are a smokescreen for greater threats, making it more difficult for security to escalate force legally. It also has the side benefit of adding the sort of minor chaos which doesn't fundamentally impede the station from functioning but does provide more roles and entertainment for players. It's important that the objectives the minor antags are not the sort which ruin the station. GOOD minor antag objectives: Steal a hand teleporter, Steal Secret Documents, bring target to a location. BAD minor antag objectives: Subvert a synthetic, sabotage the RnD servers, steal the X-01. The objectives, whatever they may be, should never be something that hinders a station much, but is very clearly a crime that sec must deal with non-lethally and without the use of Perma. Another side benefit of having minor antags is that players who might be intimidated by being antagonist have a lower-pressure environment to practice crimes. 2) The gear I'm aiming for these minor antagonists to have are things such as access tuners, boxed space suits, storage implants, and other similar items which do not have a direct offensive application. It's ESSENTIAL that these be moved off of class S where they are present, to ensure minor antags don't end up in perma and to give more plausible deniability to other antags who might possess such items. Of course, they will still be confiscated when found, but they won't be a perma sentence, nor will they result in a tracker. Security will need to build a stronger case against someone before declaring them an EoC. This potentially gives more relevance to the detective and magistrate. My overarching theory here is that Space Law does too much to facilitate security's activities, and should instead be more of a hindrance, preventing them from taking the 'easy way' of escalating force. Because that IS the easy way. The more sec is able to escalate, the easier it is for them to fall into that mindset of 'Redtext at any cost'. It's important to note that this doesn't in any way affect security's ability to escalate against biohazards, war declarations, or any such things, because it will still be obvious within space law that such are station-wide emergencies which must be dealt with decisively. This really only would create leeway for changelings, traitors, and vampires who might possess things they shouldn't and get hit with the inevitable meta-knowledge fueled 'random search'. 3)Right now, there is loot in maints that is illegal for the crew to hold, and most of the time the crew has no incentive to do anything other than turn it in to sec or science because the alternative is getting searched and thrown in perma for having a stetchkin in their bag. Illegal maint loot should be a precious treasure hoarded even by non-antag crew members, to further create confusion as to who is or is not EoC, and to facilitate this, and to add plausible deniability to the minor and non-minor antags, more illegal loot should be added to maints that won't land anyone in perma. All three of these things together are meant to obfuscate the process of determining who is and is not an EoC. Certain things like being a Chainsaw Man will still land you the KoS without much fuss, but now, if you're just someone with an access tuner who got caught in the vault, you might be a burglar rather than a syndie, so Sec can't just toss you in perma and call it a win. By making it harder for sec to immediately go to the highest level of force possible, I think this will encourage players exploring other options. Interrogations, playing dumb, and all sorts of speech-based interactions can happen when your local antag isn't rightfully assuming they'll be shot mid-sentence. The opportunity to deprive an antag of valuable TC gear still gives sec some sort of win for catching you, but you have a second chance to complete your objectives even if you're an antag forced to convince security you're a lesser threat than you actually are. In closing, as long as security can be sure that you're either an EoC or not an antag at all, there will not be meaningful roleplay between security and antags. By providing a middle ground, a gray option which allows the possibility of being an antag without being an EoC, it opens a dialogue between security and their targets, a chance to de-escalate and force Security to reconsider bringing out lethals.1 point
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Hello fellow Nanostraten employees, I'm Henka Crillan. Inventor of the HENKA Borg models and software, I know my way around constructing cyborgs and mechs. Currently, I'm making my way to becoming an IPC to maximize my productivity. I can just imagine it: no sickness, sleep, food, I could tinker all I want... Sorry, getting off topic. I started my career as a humble janitor, slowly working my way up the corporate ladder to bartender, cargo worker, and now roboticist. I still do the odd bit of work as a cargo technician, but I much prefer working with Borgs. Some of my more common HENKA models are often Janiborgs and Engiborgs, although I remember one went as a bartender? Eh, that model had a few screws loose. One of the greatest inventions I managed to come up, was probably the ability for HENKA models to transfer their conscious to a pAI. When facing imminate destruction or termination, the Borg's code scrambles and uploads its "brain" to the cloud. So when called, it can continue existing out of its body. Still a few kinks in it, like memory loss and the odd bit of murderous intentions... but I'll fix it at some point. That's basically it. I look forward to meeting you aboard the stations!1 point
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I posted this on the discord, but I figure I'd throw this here too, just in case. Basically, I think it'd add a lot more individuality to the five or six Kidan characters to have a few more carapace options to pick from. They'd have a limited list of colors in a similar way to Vox, so no neon pink bugs scuttling around station. I've done a mockup of what I think some decent options would be. Yellow might be a little ugly, but it's my attempt to include a 'citronella ant' option. White's meant to evoke what an insect looks like immediately post-shed. Well, thanks for reading.1 point
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GBP GONE START MAKING FEATURES Lo and behold, engineering getting some love New moderate one-shot midround, roughly occurs once every two rounds. Engineering and the communications get a new message: A secondary station goal has been assigned to your station! [Blah blah actual goal]. An inspector team will arrive in [Time]. Engineers are not required to do this goal, but the inspector team will be disappointed and probably give them a bad review. No bonus for them! Secondary station goals are made up of the following: A location + [Specific build] (85%) A location + [Remodeling] (10%) A location + [Freeform] (5%) Blacklisted locations: Anything not on the main station/arrivals shuttle, cryodorms, pods (pods are just too small) Everything else can be rolled as a location, sucks to be an AI if CC asks for your core to become a laundromat but that's life. Specific builds: Requires that you create a specific build, will be compiled in a txt document. Some examples of these are a new office for a department head, a tribute to those who lost their lives in a mine explosion, or a general service area such as a bar. It is to be expected that people may not take too kindly to you... repurposing their workplaces, but CC orders are CC orders. Small areas like the captain's office will probably be weighted less than something like dorms. Remodel: What it sounds like, give it a new coat of paint and do your damn best. Freeform: Go do whatever, just needs to look cool! The inspector role (Opt in, special role) After 20-30 minutes, an inspector team will be called in to see what the engineering team has done. The inspector team will have the following gear: Hardhats (Spess osha regulations) Hazard vests (Spess osha) Flashlights A fluff measuring tool Clipboard Work boots Green jumpsuits (Best be obvious) An ID with all engineering and general accesses, and trader access (which their shuttle requires) Headset with general communications and ERT communications (Engineers should be able to plan out how to waste the inspectors time if shit hits the fan and they need to fix it) Inspectors will be given their own shuttle to board the station, it docks in the same location of the Jupiter trader's shuttle. Best to check to make sure nobody is already docked. Inspectors will not be sent on gamma alert Inspectors have the job of inspecting then ranking engineering's secondary station goal. The station's secondary goal is ranked on a 1-10 scale, 1 being the lowest and 10 being the highest (this is done at the base of their operations) Depending on the grade, engineers get bonuses. Coding wise DB and role stuff, along with a touch of mapping and a new HUD icon. (If you want feel free to post ideas for possible specific builds, I'm working on a document containing them all.)1 point
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NT96.mp3 Basic Info Detailed Info Character Biography Flavor Text Personal Relationships Admire | Respected | Close Friend | Good Friend | Friend | Acquaintance | Neutral/Unsure | Dislike | Hate | Fear | Death Wish Faction Relations Allied | Love | Like | Neutral | Dislike | Hate | Enemy I've done it, I've added more1 point