Jump to content

SpaceTimeNow

Members
  • Posts

    400
  • Joined

  • Last visited

Everything posted by SpaceTimeNow

  1. I am not even going to argue about this, i was out of the recharger for like 2 minutes. I will just avoid playing them until you not get fucked over completely.
  2. Just like the subject says, make borgs able to move again when the power is out. I just played a round where there was a revolution going on near the armory, my borg lost power during the fight. After it was over i waited like 20 minutes, but people just walked around me and didn't give any shit about me staying there. There were probably 10 people passing me. I know it doesn't make much sense for a borg to move when the battery run out, but people are just flat out retared. Especially security borgs run out of charge quick when it recharges a taser or baton. I think Rule of Cool applies here, never should a round be ended as shitty as mine ever again!
  3. Problem with the singularity is if you tinker and it goes bad, well it goes really bad. You would need to know what you do in the first place, what kind of defeats the purpose of tinkering.
  4. *gasp say Stupid skreekbag! *scream Again, this does not make sense to me. Crew is an IC term. OOC, both IPC and Borgs are players and equaly important. I admit i am not big on the lore side of ss13, but i think centcom does not value IPCs the same they would human. So i don't really see an IC issue of forcing IPCs beeing repaired in medbay, yes repaired, not healed or cured. A IPC is even more machine as a cyborg, by definition. It makes absolutly no sense for a doctor to repair a machine. This is reinforced by the simple facts that there are no tools in the medbay to repair a IPC and that a doctor has no access to welding helmets at all. I have repaired and revived several IPCs when i played Medic or surgeon more often, but it never made actual sense to me, i broke my RP to repair a complicated machine, so that a other player could continue playing. And let me tell you, every time reviving a IPCs was a fucking major undertaking that basicly filled up half my round. Let me describe that for you: - A IPC head and torso is beeing brought into medbay, limbs are allways left behind or thrown away. - Find a roboticist - Convince him that the IPC is more important to help then finishing the mech - go search for metal, because the roboticist used it all and i am the one who want the IPC to be revived - return and wait for limbs - transport 4 limbs to surgery - search for cables (relatively easy) - search for welding tool (not so easy, if non is left in the public tool storage) - go to engineering for a welding helmet, get told to go to cargo - go to cargo for a welding helmet - recive the form that needs to be signed by the CE - return to engineering - find the CE - convince him that you want to revive a IPC - return to cargo with form - wait in line (again) for welding helmet - return to surgery - repair the body - make like 5 operations 4 limbs + head - repair the rest of the body - run out of welding fuel why doing so - kill yourself with a blunt object (btw, the story is fucking true, except for the part of killing myself. I found welding fuel and repaired the IPCs so we both could board the shuttle, this was basicly my round) tl;dr: IPCs are just stupidly difficult to revive if you have non of the tools required, only because every one else cares even less about reviving a IPC still doesn't make the medbay the right place. I do agree that there should be a place for IPCs to go, i just don't agree with that place beeing in the medbay with some random doctor or surgeon, because it forced them to be extremly meta. Edit: if you for some reason want it to happen inside the medbay, as i suggested there could be a room between medbay and science that could be accessable for both roboticist and doctors.
  5. Personally i don't see anything wrong with an Admin going AFK if some RL issues are calling for it. Peoples lifes can get very busy, sure if your life gets too busy you should reconsider beeing admin at all. If possible, you should schedule your afk times if with an other admin so he/she could cover for you. I think the main problem with this is that an afk admins show up in adminwho. If i click adminwho and see 5 admins listed i sort of have the expectation that my issue would be handled quick and it might tempt players to raise minor issues or questions that they would have avoided if they would see that there is actually just one admin currently active. So i think admins should go invisible if they are: currently AFK, expecting to have to go AFK frequently in the near future or are just on the server to actually play. If a admin currently cannot work request, then he should not be visible. It's better to have a invisible admin popping out of no where and handeling your request then a visible admin "ignoring" it. Maybe also add some sort of TAG when a admin account is talking in OOC, that represents if the admin is currently "active" or not. So basicly there should be a button for a admin to go active / inactive mid round and it should be represented to the playerbase. Maybe also a quick respond button if admin requests pops up for an admin. Just like the PDA reply button, so a admin can hit it and it will fire some predefined response to the player. Something like: Your message has been recieved by an admin and will be addressed as soon as possible.. (i would not fully automate this, because people would loose trust in that message if actually no admin responded)
  6. Why would i do that if there are vox? But why does that matter? Even if i would play ipc, it still makes no sense for a doctor to repair computers.
  7. Seems simple and intuitive, i like this idea.
  8. This topic came up several times now and i do agree that there needs to be some sort of solution. I think a doctor should not have any more knowledge to repair a IPC then a bartender or a security guard. It just doesn't makes sense to me, a surgeon is no computer tech. How should he know how to wire or weld an IPC together? Right now i think robotics is the right place to repair an IPC, except for the fact that they lack some of the nesseary surgery equipment (i think). I wouldn't mind a dedicated job for this, but i think it would be better placed in Science or Engineering, i would prefer Science. Both of this deparments should know how to wire and weld stuff and actually have the nesseary equipment. Either the science breakroom could be used or the old assembly line could be "reactivated". Placing it in Science could speed up the robotic limb production because people tend to show better teamwork and are more willing to help if they are in the same department. To give the new job some more responsibilites, it could also be the place for limb replacement surgery (only if it's placed in science), in this case it could make sense to swap robotics to the science breakroom and make the new jobs lab at the old robotics area (connected to the medbay, like genetics). Obviously robotics needs to keep it's size so the science entrance would needs to be moved a bit. Considering this it might make sense to swap the RDs office and the Toxin Storage. tl;dr: IPCs should either be repaired by roboticists or a new dedicated science job with an lab also connected to the medbay.
  9. Hey, if it came across a little offensive, this was not intended. It was just the short form of me saying that i tried to give atmospherics on Paradise a little more impact on the station and was shut down pretty quick on that part. If there is no place for a atmos system that issn't already set up, ready to go and failsave than i just can't see how this engine would possibly be placed on Paradise. I should probably give sigurd a try, the only thing that holds me back right now are the reports of it having a very small playerbase and at the moment i have a very limited time to play SS13.
  10. I could see that, but if i play my vox in engineering or atmos job i make myself small nitrogen tanks so that i can keep them in my pockets. And keep the big tank in my backpack for "insurance". It's a little risky since you could run out of air when your are unconcious but without that vox engineering or atmos is unbearable for me anyways. Haven't actually considered switching to using the engicart, but i fear this thing would be stolen or looted pretty quick if i would take it with me all the time.
  11. The engicart is a cute idea but i don't see any acutal use for it. A engineer can store all of the nesseary gear, there is no need for it to store tools, toolboxes etc. It just clutters the interface to a point where i just open my engibelt and grab the things i need (with actual icons). So it would be only usefull if it could store gear that the engi can't, like a hardsuit, firesuit, welding fuel, water, this sort of stuff. Also i think storing curcuit boards is a good idea. Edit: Maybe i would go so far and pimp it with a EngiVend and a YouTool. Let's be honest i would only drag this thing around with me if there is something major to repair like a giant bomb going of somewhere. I often had to turn around because i was out of airlock controls or cables or something like that, while repairing something big. I think this would be situations where the engicart could shine.
  12. It's to late and i am to tired to read it completly. Seems complicated and awesome, i am totally up for it. But i fear this complicated of a engine would never be approved by the admins.
  13. Yes, but also no. What happens if the singularity is loose, or the station is totally overrun by xenos. I think there should be situations where you should just be able to peace out.
  14. My thoughts on the big map you posted, maybe you can keep some of this in mind for the new map: General: - The walls to window ratio seems very off, it defenatly needs more windows. - At the windows there should allways also be a window against the wall, even if it serves no purpose, but they look odd. - I like the park, kitchen, bar thing going on, although the bartender should have a backroom. - i love the clean pipeing and cables - On a station this size there need to be more borg recharge stations - I personnally like the idea of security having offices in every department that also grant them access to the departments main hallways (not the actual rooms). This could be a thing on the new station, especially if it will be as big as this one posted. - There needs to be some kind of second hallway, the escape paths seem very limited with only one way from getting from north to south. maybe some sort of cycle that goes aroung the station? - adding some generic rooms that serve no or little purpose to secretly do stuff or hide, like a second toilets, dorms, small supply closet with replacement lights and a oxygen canister maybe, that sort of things. - Every rooms needs to have it's own atmos alarm, firealarm and there should be AI holopads in almost every room, to allow for some more AI RP. Maintenance: - Needs some small maintenance rooms, for gear and as a place to hide stuff or yourself. - In general the extremly long and empty maintenance tunnels look boring. They could probably use some windows and other details. - More airlocks in mainteance so that a breach in the SW part would not depressure the medbay if the medbay maintenance would be opened. - There need to be more external airlocks, if i would be in the medbay and for some reason need to EVA. It would problaby be faster taking out a reinforced wall and replace it behind me, than finding an external airlock - I do like the APCs in maintenance idea, but does the game understand that the APCs are acutally for different areas? (even if they had been destroyed and i have to replace them)? Head of Staff offices: - i assume the Offices above the AI room are all for Heads of Staff - The security for the offices seems very very weak, especially considering that they are in a area that will have almost no traffic. With this layout the captains laser will be stolen every round. HoP office: The security seems weak considering how far away it's from the bridge and security Solar Arrays: - Need airlocks into maintance - APCs should be hooked up to the main power grid not the SMES at the solar itself Atmospherics: - That pipeing .. Engineering: - A storage of this size with only one tile pathway, ohh hell no. Emitter tetris for experts - There needs to be much more stuff lying around Security: - Sees fine to me, except for the windows from the Detective into maintenace, what's up with that? Science: - R&D needs to be at a window towards the hallway (swap misc. research with R&D) - Rest seems fine Medbay: - seems good to me, most airlocks should be see through i think. Bridge: - I like it, but i miss some windows to the hallways, so you can actually catch a word with the captain once in a while, or see if it's not swarming with nukies.
  15. Very touchy subject. I think if you plan something well in advance it is reasonable to ask an admin beforehand and everything is ok. It get's much more difficult if you have a quick action forced uppon you, like someone catches you red handed standing above your dead target. Especially if that happend in a crowded area, like the medbay. You can easily beeing forced into a situation where you are rushed by the mostly unarmed staff dripping in one by one into your room trying to be a hero. Then you are presented with a choice: Try to flee and loose your target, get revealed that you are a traitor (no one believes the guy that ran away) or you stand and slaughter the iditos rushing in, which makes you a mass murderer. Either way, you get boned. What i am getting at is that in many cases not only the traitor should act responsible but also the "heros" rushing in to help. In the end they forced the issue, the also had the choice just to run or at least stay back. As it stands right now rule 6 is very vague and this two sentences are very loaded with goals to be propperly considered in a split second decision: In my opionon this rule should include much more examples as to what's ok and what's not. Words like challange, fun, exciting and enjoyable leave way to much room for interpretation and may be perceived very differently from person to person. Which gives the admn the ability to decide everything on a case by case bases but it leaves the players in a grey area and in the end the player is the person beeing banned, not the admin. This is all comming from a person that almost never plays antag, except for something like Xeno or Blob where your objectives are cristall clear and you don't run into situations where you have to explain yourself. That beeing said, in the few times where if have been asked by admins they agreed with my opinion. But even then it breaks the immersion and makes you doubt your actions for the rest of the round.
  16. It's a balance matter, when the drones were new they had a normal space cleaner bottle (250 units max i think). They could clean everything and made the janitor and janitorial borgs kind of redundant. I fear that everything more as the small bottle they currently have will result in the same issue. Soaps are infinite right?
  17. Let's be real here, the people that make the effort to go into the Forum are usually more involved and care more about the game. I would assume most people would just go with singulairty, because they know how to work it, or they never play engineering and just want a super stable engine. At first you might think: why is that bad? Issn't it what the majority wants? Well, think about what happens if there is so mechanic in question that involves science. I personally almost never play science, i am not the person that should have a say in what happens with science because i am tempted to just pick the one that i would like best while playing Engineering or Security. Like science not having access to anything dangerous, so i have a easier job in security. At least in the forum people are more reasonable, so you see a good amount of people actually arguing as for why a certain engine should stay. So i am generally against polls because recent gaming history showed that blindly listening to the playerbase does not necessarily result in a better game, but in a casual game. That's not why i personally play SS13, i play it because it's deep and has a lot of very great mechanics most games today miss and it hurts to see machanics beeing dumbed down. I don't mind involving the community into a discussion and listening to arguements but a simple click to vote button does not seem useful to me.
  18. I wouldn't mind a propper way to do this, but my current workaround is pipeing into space to a connector with an opened canister attached. I really don't like the fact that the blueprints are CE only and also a traitor item. This keeps them in the CE locker for the entire round. I would really like the ability to copy the blueprints with one of the copy machines. It should create a "Copied Station Blueprints" item that works like the blueprint but does not count towards the objective for traitors, because they need the originals including watermarks or whatever. This way the CE could copy them and make them usable by engis or atmos techs.
  19. i don't know if deforkifying would have some downsides, but i would appreciate the ability to use the github search function for paradise directly.
  20. Is this a thing by now? Because it should be
  21. i like the idea of different written languages, can't wait to fill out the HoPs forms with Vox symbols.
  22. Seems like a good suggestion to me. I would not overcomplicate things and code it so that only lockboxes that haven't been opened yet and only contain one item will be denconstructable. Search for the containing item and try to deconstruct it and delete the lockbox + the containing item.
  23. I like that, if the captain is smart enough to understand that one of the heads is trying to undermine him, he could stay close to the computer or have it watched.
  24. That's excatly my point, the Singularity does not provide anything in terms of gameplay except for the initial setup. If you set power to 0 and turn it on it will never starve and never grow. Again, boring, why have it at all? So much for the normal operation, how does it break out? There are basicly two reasons: - A engineer fucks up the initial setup, e.g. missed a part in the containment or put the power too high for too long. Result: Round ends before it started, no gameplay, no fun and a waste of time. - A traitor is actually allowed to release it (i would assume without admin permission he is not allowed to release it) Result: Also forced a round to end due to the fact that the singulairty almost allways flat out deletes critical (non replaceable) parts of the station (e.g. Atmospherics gas storage tanks) and usually comes with loads of lag. I would argue there are much more "fun" ways to end a round. The supermatter is also set up fairly quick, does require care and can if you are willing to put the work in, you can make it also self sustaining. Especially if it would be placed where the singulairty is now, near atmospherics. Several people improving the engine allows for RP and can create friendships or hate relationships, which if not taken to a grief level, does improve gameplay and makes the round more interessing. If the supermatter goes boom, it has this nice warnings and does not force rounds to end. If people are somewhat clever, then they should gravitate towards the medbay and the chemistry should produce anti toxin pills. But if the round is already on the edge, then the supermatter melt event could tip it over and would also force a round to end. But it's allways in the hands of the crew and not some random roll as to where the singularity goes to. Also the main reason as to why the supermatter goes critical, is that most engineers simply shoot it to often with the emitters and put it on a very hard to control level. It's not that it is to complicated to control, but players are to lazy to read even the easiest instructions. Just create a little note with the basics of setting up supermatter: - Fill the system with one or two nitrogen tanks - Wait a little (like one minute) to let the gas cool down - Turn emitter on - Shoot the supermatter 3 or 4 times with one emitter - Turn emitter off - Profit If that's to difficult or you want a engine that you don't need to care about (e.g. only one engineer online) then you can simply set up the good old solar arrays. Is that the player Nomzy or admin Nomzy speaking?
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use