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Everything posted by CinnamonSnowball
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Orange and Violet Alerts, Changes to Alert Calling
CinnamonSnowball replied to Retrograde115's topic in Suggestions
This can honestly already be done by a competent Head of Personnel setting MD slots to priority (same for Engineering emergencies). Personally, I don't really see the mechanical appeal of extra access, and feel like it'd be abused more than used responsibly: - Engineering already has plenty of tools to get into places, even including an SOP clause that allows them to break into places for the purpose of repairs. - Medical doesn't really need extra access anywhere, as ideally the only person who should be outside of medbay is Paramedic, and giving the entire department extra access just for one person is somewhat overkill; they could use a different method of gaining extra access when they need it. As for the argument of adding some atmosphere to the game, I feel like the status screens the AI/Captain/not sure who else can change already do a decent job of it, only that they're not used very often. Maybe those could be expanded instead of adding an entire new alert level? And if the status screens aren't a convincing argument, remember that any head can already also make station-wide announcements whenever they want (and if you need to notify joining crew of something, ask the AI to modify the welcoming message). A head who likes contributing to the atmosphere can do a lot with just them, assessing the severity of the situation and giving crew plenty of updates on how things are going. -
I would like to point out that every single radio chat message in your screencaps that isn't 2-3 words gets split into two lines. Considering common chatter more often than not is longer than that, you basically only got half the usual chat view compared to before. I'm aware chat highlights exist and all, but those are for specific phrases you definitely don't want to miss. People want to pay attention to the general comms conversations, too. While you could also argue that you can simply lower the chat font size, that's not really a solution either, only an inconvenience for those who prefer a larger font size to read stuff more easily. In general, being able to see a couple more columns of tiles on the sides - which I personally don't really see the usefulness of outside of maybe combat, and we're not strictly a combat-oriented server - does not seem like a good tradeoff for worse UX, on top of creating some other balance/design dilemmas.
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1. Assistant; would've ran for Doc or Paramed, but as those are already taken, Assistant drip will do 2. JSON: 3. Literally just now, so 02/25/2023; `e491aa9c2e` should be the exact commit 4. Wagging would be appreciated c: Also, amazing job making those videos, they're truly legendary; mad respect!
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Clone Memory Disorder is all fine and dandy until you remember that somebody would have to actually enforce it for people to abide by it, which would be a bit of nightmare for the admin team as I've occasionally heard from admins commenting on the idea. Also, calling an uncloneable disability option "utterly redundant when the DNR button exists" shows a bit of rude misunderstanding for the use of it. Do agree though that cloning making revival of assassination victims very easy might be a problem, even if I don't have much experience with antagging myself. Maybe antags could be given some extra tools provided for their assasination objectives, something like a small injector-like device that can simply render a dead body unrevivable?
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IMO, cloning as a common form of revival is fine. It could use a bit of rebalancing to make setting it up and using it require a bit more thought than just asking Chemistry for some Cryoxadone in an IV, sticking it into an LRP monkey murderbag, then pressing two buttons on the machine, though. There have been ideas floating around to make cloning slightly more involved - using stuff like new coroner-only tools which would extract something along the lines of the patient's DNA (husking or otherwise rendering the old body unrevivable) that the cloning machine would then require to begin the cloning process - but if I recall correctly some technical difficulties stopped the attempt. Alternatively, cloning could maybe be given some extra side-effects like permanent mutations irremovable with Mutadone that would require Genetics' involvement (actually giving them a reasonable excuse to be part of Medbay), or maybe an occasional missing limb that didn't properly grow in the cloning pod. One thing I'd like to see though, is for those side-effects to never be fully nullifiable as is the case with current cloning upgrades, which completely remove the chance to acquire negative mutations (which is already fairly low as-is) and even let you gain positive ones at no risk! I'd also absolutely be on board with an official "uncloneable" disability, as it'd give people who dislike cloning or may have RP reasons to make their character unresponsive to it an easy mechanical solution (ideally with appropriate in-game feedback), with the very clear label that it's a disability they're willingly taking. On the other hand, SR could absolutely use a bit of a buff; compared to cloning, it's currently the worse form of revival in almost every aspect, which is a bit ridiculous - without proper preparation and experience it takes a lot longer, is a lot more dangerous thanks to the possibility of gibbing someone with it, requires you to fix all original conditions like injuries and internal bleeding/broken bones that might need surgery, and also doesn't leave a body for the coroner to inspect. I feel like the side-effects should be toned down a fair bit to actually make SR a viable alternative to cloning before people even consider learning and doing SR revivals more regularly. As for whether we even need revival to be common - I'm fairly certain the answer is 'yes'. People have raised points about some antags we have like blob, which almost requires a steady supply of crew to fight it otherwise it tends to snowball out of control, but even besides that - there are people who can't devote much time in their day to the funny spessmen game of which rounds each take 2 hours on average, and it doesn't make for a very fun playing experience to be completely removed from the round because nobody found your body in 5 or even an extended 10-15 minutes after some antag happened to shank you and hide your body early on.
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Adding New Item: Advanced Medical Hypospray.
CinnamonSnowball replied to Venuska1117's topic in Suggestions
Sounds like not bad of an idea to me; currently you can just get and carry three separate hyposprays anyway, so this would pretty much just be a QoL item that saves on awkward inventory management, assuming the same chemical restrictions apply. The capacity upgrades are probably unnecessary, just keeping it at 30u or maybe 20u per chem slot shouldn't really be overpowered anyhow? Plus, non-surgeon doctors don't really get any science tool upgrades besides the compact defibrillators, of which the selling point (being able to carry them in a bag and use anywhere) rarely even comes up; this would fill in the niche a bit. -
Floor tiles PR feedback thread
CinnamonSnowball replied to AffectedArc07's topic in General Discussion
Do keep in mind that dismissing people's valid feedback as "they just don't like change" is not very good either. -
Floor tiles PR feedback thread
CinnamonSnowball replied to AffectedArc07's topic in General Discussion
Partially mirroring my late GitHub comment: not a fan; the whole station turns like 40% darker as well as more dull, since the new floors seem to trade natural gentle discoloring and color smudging for flat coloring and a group of dots on each quadrant. With the darker tiles, places like Medbay/Science become gray rather than white, and the half-white-half-colored tiles lose a lot of vibrancy and contrast. The change also messes with the general floor-wall contrast difference, not sure if in a good direction. One place that does look a bit better is the kitchen, with the black-white tiles becoming a bit less straining to look at, though that's about it. The maintenance plating has the opposite problem, being very smooth and shiny - almost cleaner than regular floors - which is odd for what's supposed to be a comparatively seldom-used, run-down maintenance tunnel with dirt and cobwebs galore. I'd also agree that having the dotted floors everywhere is a bit much visually, imo the new dotted variant should indeed be a separate tileset and be used somewhat sparingly; the dots also give the floors a slight "high-traction" feel they aren't supposed to have (as that's a separate unique tile type with actual gameplay effects).