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Citinited

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Everything posted by Citinited

  1. If the gateway becomes a karma job I'd expect to see command lock it down even more, and restrict access to only those who bought it, which I don't think would be good for anyone not willing to pay the karma cost for this. How about an explorer whose job is to explore space? Expand the mechanic bay, and put a pod there whose access is restricted to this job.
  2. Nice guide. Few things: Livable pressure is dependent on the partial pressure of oxygen and the total pressure. In my experience, you can live happily in 80kPa of room-temperature air (20% O2/80% N2), or in 21kPa of pure oxygen as a human. You only start taking pressure damage below around 21kPa. Damage at high pressures seems to start around 650kPa. Manual valves and manual t-valves prevent borgs and the AI from being able to turn them off and on, unless of course they unwrench it, whereas the digital valves allow borgs to do this. Ryder's OOC handle is False Incarnate. I'd also add something about multiools being able to hook injectors and whatnot up to monitoring computers.
  3. I see you blueshielding around quite a bit. Fun times!
  4. We need police horses. The end is neigh...
  5. Look what we made!
  6. Hello! Which university, out of interest?
  7. This guy approves: Grenade launchers in the armoury could work, though frag grenades could be a little too powerful. Maybe tear gas, like Arthur already said?
  8. NO NO NO NO NO NO NO It's optimal I swear! Just look at the air alarm!
  9. Damnit too many catgirls Feels like an anime ;_;
  10. We made a thing:
  11. Unpowered doors are, in theory, one of the few ways crewmembers can stop a rogue borg dead. A power outage severe enough to unpower doors should make borgs unable to do much, IMO.
  12. Thanks! My aim was to make it as clear as possible, and actually read like a file NT would keep on their records. File was updated with chemotherapy stuff, singularity radiation is bad for your health kids!
  13. This will be updated... soon. With stuff. Not sure what.
  14. You may be confusing murderboning with validhunting. Validhunting is not against the rules. The AI is not a role that allows murderboning - the AI still answers to server rules. Break your laws as AI? Expect a jobban. Kill someone 4no raisins (even if your laws permit it)? Expect some kind of reprimand. Besides, this law changr won't prevent someone who actually wants to murderbone. Let's see what is humanoid: nuke ops, changelings, vampires, genetics test subjects (good luck experimenting!), deathsquads and SSTs, ninjas, blob zombies, some borgs (depending on model), and I'm sure some other stuff I've forgotten. Under your proposed change, these would all be protected under borg laws, which makes no sense. As a player who sometimes plays synthetics, I don't see why this change is necessary. But Asimov does have loopholes.
  15. You mean the same magical box that instantly tells you what injuries someone is suffering from in exacting detail, as well as the presence and concentration of several chemicals? Just sayin'. No reason it can do that, but can't also give you a full autopsy with equal rapidity. Can you imagine if we turned this on its head, removed the body scanner, and replaced it with an autopsy equivalent in order to get a full diagnosis? There would be riots among Medbay players. The bottom line is that the autopsy process is long, boring, and adds nothing to the game. If it was going to be abridged, the obvious fix is to reduce the time incisions take and allow the autopsy scan to scan all segments simultaneously. Yes, the same machine. However, the machine is built to detect how much damage there is in a specific location. That does not mean that it can calculate an assailant's weapon, how many hits they hit the location, how severe that damage is, etc.. The autopsy scanner, on the other hand, is built for one purpose - to detect the sort of stuff I just mentioned. Bear in mind that if the advanced health scanner took any length of time to use, it might actually mean that someone dies due to the time taken to analyse someone. On the other hand, an autopsy doesn't have this problem - they are already dead. The advanced scanner does already scan dead bodies, though, which may help reduce the time taken to perform an autopsy. If we want to roll with your argument of making things automated, though - how about we implement a machine that automatically injects the relevant medicine when someone is placed in it? What if it performed surgery automatically? How about if it moved around the station, placing injured crew in it to automatically heal them to full health and fixed all their internal damage and broken bones? Would this be a feature that you would want implemented? I disagree with your assertion that autopsies provide nothing to the game. Autopsies provide the detective with a different way of collecting data, even if it is tedious. (Believe it or not, I sometimes *enjoy* doing an autopsy, so long as I'm not swamped with other detective stuff, which is fairly often but hey ho). They are also flavourful for the detective (and who doesn't love flavourful things?), and can come in useful at times. I agree that abridging the process would be better than having an automatic scanner. I, however, disagree with making the process automated, for points mentioned above.
  16. A magical box that tells you how any inserted body died with no effort on your behalf at all? No thanks. Autopsies should at least involve a modicum of effort so that you actually have to do some work to figure out how the body died. That being said, the autopsy process could do with some tedium removal (maybe the scanner could scan all cut-opened areas at once?)
  17. Aside from arresting the stray vox, none of this requires a hardsuit. If anything, wearing a hardsuit would uncomfortable to downright restricting of their piloting skills. When's the last time you saw a helicopter pilot wearing kevlar or a flak jacket? Well, if the body is in a narrow tunnel, or inside the derelict, you kind of have to go outside to retrieve it. If your pod's too damaged you'll have to go into space to escape. Both of these would need some form of protection of space... Maybe a softsuit would suit the sec pod pilot. I've noticed this too, seems like more of a bug/oversight than a feature, since you can't flush yourself in a disposal chute but you can change out your weapon system or power cell mid flight. Agreed. I agree with Nakhi and disagree with you. Pod Pilot is more of an advanced scout or pest control. He can spot threats early but the pod is ill suited for dealing with large number of threats, like Nuke Ops or Raiders. A fugitive, maybe, though realistically you are trying to herd a fugitive back onto the station where the rest of sec force is waiting on the other side of the airlock. Lasers can penetrate the windows of the station, but much of the outer windows have been removed or there is lots of corners or solid objects that block your shot preventing external take downs. That was my point - maybe I wasn't clear enough. My comment here was aimed at the latter part of Nakhi's - that is, that the sec pod pilot is suited to reconnaissance-type stuff. With some practice, you should be able to memorise where the z-level ends - you have a tonne of space to the north and west of the station, but you have little room for manoeuvring near the AI satellite and toxins. Just beware around these areas. True - you could always get the mechanic to make sec a new pod (though the armour would be a civ pod's) and then recruit another pilot.
  18. I would also like the security pod pilot's stuff to be more distinct. I never wear the bomber jacket due to it having no armour, and not being able to hold a taser / egun. This means that when on-station, I wear a security jumpsuit and armour, which is what every other officer wears. As a result I am indistinguishable from other officers. A different jumpsuit would be good - maybe black with red stripes / chevron thingies? Security pod pilot gets a hardsuit as they may need to go into space for whatever reason (for example: arresting a space-born vox, manipulating dead people to somewhere the pod can get, and escaping from the pod if it is too highly damaged to move). They can, however, change the pod equipment from inside their cockpit, though. This is entirely what the security pod pilot is for, along with taking out space carp and maaaaaybe going on a space hunt for some fugitive. As a sec pod pilot, you shouldn't be getting lost in space - you are, after all, an officer, and if there's nothing in space you need to do, you should be assisting sec with other, more mundane, stuff. Want a wingman? Get another officer to accompany you. However, I've never seen this being done.
  19. This also applies to plasmamen who, while not taking on toxins if they don't breathe plasma, do take suffocation damage if they breathe normal air.
  20. But it's such a beautiful setup :3 I managed to fit nine scrubbers in it, with some weird piping that involved drilling holes in reinforced walls >.<
  21. Could my name be classed as a Fawkes-pas? So. Much. Pun. :3 I think I might have saved the station once. And escaped on the shuttle alone like twice. Completely unintentionally, honest!
  22. I was bored one round: Not found the upper limit of the fire temperature, but it hits at least 90,000K. I can probably do better... (Also, RIP rainbow fire)
  23. Yes, let's also make the radio shout 'X is in critical location at Y!' whenever someone goes into crit! The game gives you enough warning. It makes you gasp and shows damage, and it even makes the screen darken. You should be able to work out what that means, and take appropriate action if it does happen.
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