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Everything posted by TullyBBurnalot
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True, but we expect our Heads of Staff to not be drooling idiots who need to be constantly babysat by the Captain.
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Part of Command SOP is going to include "All judgement calls by Heads of Staff reflect back on them", or something to that effect, so if an RD permits it and shit goes wrong, it makes the RD accessory to it.
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I'd think we could just copy paste the Geneticist over.
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viewtopic.php?f=12&t=7209
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Proposal for a new Guideline to be added to Geneticist Code Green Job SOP:
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Firstly, it was not my intention to come off as strawmanning. I was simply stating my own line of reasoning, considering recent observation of station functioning. Maybe I'm missing something entirely, but in terms of sheer damage, and on practical terms with what tends to happen in combat, I have to completely disagree on this point. I honestly don't know, maybe I've just seen Geneticists that are bad at combat, but from where I stand, a rogue mech can inflict a hell of a lot more damage to the crew than a single Geneticist. Hell, an AC2 LMG can mow down the whole of Security if they're not carrying the Ion Rifle before even needing to reload. The Phazon can be used to waltz into the Armory and steal all the guns. Comparatively, being able to remotely toolbox someone is minor, especially considering that any Geneticists who so much as brush anyone with TK immediately get on everyone's shitlist. Well, military Exosuits are also resistant to a hell of a lot more damage than any hardsuit on the station. And with the RD, syringes and Mutadone will never be in short supply. That said, the "capacity over competence" argument does hold some weight. I wouldn't mind putting it up for public opinion to see how people react to "No combat-capable mutations outside Genetics without RD approval".
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Sigh... Let's take it point for point, shall we? 1) Genetics Research is not Science Research: Science Research can quite literally be completed within 10-15 minutes, assuming a competent Scientist and minimal effort from the part of Mining. In fact, it doesn't even need Mining. The Mining Dock starts off with two silver ore chunks, which the QM can easily smelt and give to RnD. So yeah, Science doesn't even need Mining to maximize Research. Genetics Research, on the other hand, is double RNG: All powers and disabilities are randomized at the start of the round; Actually getting the damned things requires RNG not to be a bitch to you. It's more than possible for you to spend 5 minutes juggling a block from 1 to 9 while everything else mutates uselessly around you Not to mention that the only viable way of handling research is either getting a player test subject, which slows down research considerably, since you have to make sure that they don't die, or testing it on yourself. Even with two competent Geneticists, depending on RNG, Genetics research will be finished 45-60 minutes in. A single Geneticist will most likely spend most of the round hitting the Irradiate button to get everything finished, seeing as this also includes testing, cataloging and, for disabilities, removal. 2) Relative Power: 15 minutes in, Robotics is fully capable of making incredibly well-armed military Exosuits at the drop of a hat. Literally the only thing stopping them, mechanically, is resources, and if Science upgrades the Ore Machine, that ceases to be an issue as long as you have at least one active miner. Said Exosuits can quite easily murder a huge chunk of the crew and, if Security isn't on the ball, murder them as well. Said Exosuits can also only be properly countered with Ion Weaponry, and even then you can mount a Taser and ensure whoever is holding the Rifle/Carbine drops it. Genetics, on the other hand, has a multitude of utility powers that can legitimately be used for the sake of the crew. Telekinesis and Hulk are the only ones that can actually be abused properly to cause legitimate harm (Cryokinesis is a joke in that regard), but here's the main point: It is ridiculously easier to take down a Geneticist than an Exosuit. If you're the CMO, or the RD, you either have access to a Syringe Gun, or can make one. You have access to Chem Dispensers, and beakers, and syringes. Literally all you need to do is make a beaker of Mutadone, load up on a single syringe, find the Geneticist (who has less access than you, so you can very easily track them down) and shoot them. Once. Boom. Powers gone. Suddenly the Geneticist is just a random schmuck. 3) Lethal Force: As stated, the only real way of handling a rogue Exosuit is via Ion Weaponry. Tracking Beacons are hilariously useless in that regard. However, this poses an issue, in that there is one Ion Rifle at roundstart, locked in the Armory, and if the Head of Security or Warden aren't on the ball, GG. Even if they are, the Exosuit can still fight back with the proper weaponry or, in the case of Gygax or Phazon, attempt to evade the shots. Hell, the Phazon can just go into space, and suddenly you can't touch it properly. By contrast, if you're a Hulk with Telekinesis and you're abusing these powers, you are literally a single E-Gun away from lying on the ground in Critical Condition. Lethal Force being applied to rampaging Hulks is outlined in both Space Law and the Guide to Security. Harmbatoning a Hulk is even a viable strategy for the robust Officer, seeing as Hulk punches no longer instastun people. TL;DR: Forcing Geneticists to never leave the Genetics lab, ever, without taking a shot of Mutadone, is needlessly draconic.
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Literally just finished testing this in the Admin Test Area. Neither the Stun Talisman or Stun Rune are nullified by anyone wearing the Crusader Armor.
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Minor edit to Geneticist Job SOP, to clarify that both the CMO and the RD have the right to remove Genetics powers if abused.
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Stuff gets fixed if people get fired over it. Blame apathetic Command Staff who can't be bothered to actually enforce some proper work standards.
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(as graciously provided by tzo) 451. Toy facehuggers being toys is not an excuse to place them everywhere, including my superior officer's underwear drawer; 452. "Jaunt tunnels" are not a valid excuse to be in my superior officer's bathroom, either; 452a. Or the Captain's bathroom; 452b. Or ANY bathroom; 453. "Sudden wormholes" are not a valid excuse either; 453a. Even if it is completely true; 454. "Put that bag in another bag" is not a proper response when the Research Director asks me to help deal with a Xenomorph outbreak; 455. When the Chief Medical Officer asks what the Overdose Threshold for Omnizine is, I must not make up a number because I don't know what an Overdose Threshold is; 455a. I may not fire the Chief Medical Officer after finding out Overdose Thresholds are part of their basic training; 456. May not utter the words "Space Law is only a guideline", ever; 457. When the Head of Security requests our opinion on a particularly complicated case, may not respond with "Sure, why not?"; 457a. May not tell them to ask the Clown either; 457b. Or the Mime; 457c. Or anyone else except the Captain or Magistrate; 458. May not tell the Head of Personnel to "exercise your best judgement" when they ask if they should give the Clown All-Access; 458a. Nor may I tell them "ask Ian"; 458b. Likewise, may not tell them that "your dog can do your job better than you can"; 458c. Even if this is true; 458d. Especially if this is true; 459. May not tell the Captain that "comdomness is contagious" whenever they ask why the Command Staff is so incompetent; 460. May not use a general report from the Representative as an excuse to microwave some popcorn and "watch the show"; 461. I am no longer allowed any item that comes from a Protolathe; 461a. This now extends to any Autolathe item, at least without authorization from the Chief of Security and the General Quartermaster; 462. The Gravitational Singularity does not "make a good house pet", and I do not need it; 462a. Even if I somehow built a containment zone in my apartment building via applied use of spacetime distortion equipment; 462b. Access to the Astrophysics Department revoked; 463. May not tell the Trurl's Supply Department to ship a fully built Particle Accelerator along with a Gravitational Singularity Generator to the Cyberiad on the same shuttle to "speed things up a bit"; 464. May not tell an Engineer the wrong power wire because they weren't wearing gloves; 464a. Even if company policy allows it; 465. When the Chief Medical Officer complains about a lack of blood for transfusions, "use the clown" is not a proper response; 465a. Even if the Clown's blood is O-; 465b. Sending a vampire specimen and telling the on-site Medical Staff to "squeeze them dry" is also unnaceptable; 466. May not open Bluespace Wormholes to the Cyberiad because "I was hungry"; 466a. I am to explain to the Bluespace RnD Department how I opened a Bluespace Wormhole with "a paper clip, half a mattress and a stale cheese sandwich"; 466b. May not request members of the Space Wizards Federation to do it for me; 467. If I receive a message from the Cyberiad that is stamped by all active Heads of Staff, may not start the response with "By your powers combined!"; 467a. Likewise, may not tell Engineering "You have the power!" if they set up two Engines; 467b. No matter how impressive the array is; 468. May not use the camera network to narrate the crew's life over the intercoms; 468a. Doubly so if they're doing something illegal, oddly enough; 468b. Likewise, may not utilize stolen Bluespace RnD equipment to make everyone believe I am actually a voice in their heads: 469. May not tell the crew that "we always have backups" if anything severe happens on the Cyberiad; 470. Science is not a remake of "Deadliest Predator"; 470a. May not bribe the on-site Research Director to reenact "Deadliest Predator" with slimes and unstable mutagenic compounds; 471. Tajara are not an endangered species, and I should not encourage the crew to scratch them behind the ears in order to make them feel better about it; 471a. Even if they like it and it's sorta cuddly; 472. "They gave me the puppy eyes" is an incredibly racist remark to make about Vulpkanin crewmembers, regardless of how true it may be; 473. Saying exclusively the words "beep" and "boop" does not make me fluent in Trinary; 474. I am not allowed to own something just because someone else at my workplace does; 474a. This goes double if said person is Superintendent Brennan; 474b. This goes triple if it is, in any way, capable of self-locomotion; 474c. This goes quadruple if it is in any way related to Hawke Boetirson; 475. Service Borgs are not "mobile toasters"; 475a. Even if they actually dispense toast and butter; 475b. May not requisition a "legless Service Borg" because I don't want to make my own toast; 475c. May not "requisition" the Tesla Engine in order to create the "Universe's Toastiest Toast"; 475d. No longer allowed near toast
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In addition to the above points, if you actually analyze the individual Guidelines, they will not impact the gameplay of good Medbay players, as it is what they are already doing. Decomposing behavior and specifying what people should be doing allows for new players to join up, take a quick read and go "Ok, so this is what I'm supposed to do, and what I'm not supposed to do", as opposed to a generalistic set of hazy guidelines that can be easily loopholed around and leave the Justice Sub-Department fumbling.
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Make Genetics a Karma Job, and enforce more rules about it.
TullyBBurnalot replied to sdtwbaj's topic in Suggestions
SE Syringes aren't like regular Syringes, they're a different kind of injector, as evidenced by the fact it takes the same amount of time to inject yourself as it does to inject someone else. -
Make Genetics a Karma Job, and enforce more rules about it.
TullyBBurnalot replied to sdtwbaj's topic in Suggestions
Syringe guns work just as well, and are ranged. -
Make Genetics a Karma Job, and enforce more rules about it.
TullyBBurnalot replied to sdtwbaj's topic in Suggestions
Military Exosuits have precisely one purpose: to be mobile weapons platforms. Sure, you can fit the Gygax with Utility gear, but their entire purpose is to fill combat roles. That's what they are: a heavily armored combat chassis with guns. Their one use is combat. Genemods on the other hand cover a wide range of abilities that can legitimately be used for useful purposes. Telekinesis, while (sadly) abused a lot of the time, can actually be used to help people during emergencies, or just fuck around with a workplace and give the chef all the ingredients so they don't have to move. They aren't, by necessity and nature, something with a single purpose. They can be used to help the crew. --- --- --- Military Exosuits can also only reasonably be countered with Ion weaponry, which immensely endangers anyone who even comes close to the damn thing, not to mention that if the person in the Exosuit is fast/good enough, they can very well take down whoever tries to shoot them. Tracker Beacons are just laughable. Genemods can be instantly removed with half a unit of Mutadone. Literally all it takes to strip someone of them is a Syringe Gun, a Syringe and some Mutadone. Any doctor can do it. Hell, anyone can do it via applied use of a table and a Mutadone pill. I have no idea why CMOs don't just do this more often. It literally takes a single minute to stop a Geneticist from being a shit about their powers. TL;DR: Exosuits and Genemods are apples and oranges. Don't compare them. -
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Make Genetics a Karma Job, and enforce more rules about it.
TullyBBurnalot replied to sdtwbaj's topic in Suggestions
Yeah, that says nothing regarding outside of the genetics lab. ... how exactly does that say nothing about outside the Genetics Lab? "Any crewmembers", by definition, are outside the Lab. Items/Personnel outside their access are, by definition, outside the Lab. Literally that entire Guideline reads "Genetics are not allowed to abuse their powers on anything but testing". -
Make Genetics a Karma Job, and enforce more rules about it.
TullyBBurnalot replied to sdtwbaj's topic in Suggestions
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Make Genetics a Karma Job, and enforce more rules about it.
TullyBBurnalot replied to sdtwbaj's topic in Suggestions
If Genetics is being a shit: 1) Make a large beaker of Mutadone; 2) Grab Syringe Gun and 4-5 Syringes; 3) Go to town Just a few rounds ago, with there being no CMO, Genetics was happy giving Hulk to everyone. Seeing as no one needed surgery, I stocked up on Mutadone, hunted down everyone with Hulk and gave them a shot with the Syringe gun. Call Security, and have the shitlers demoted. If they protest, apply Mutadone syringe and have Security use their now very useful batons. There are two Heads of Staff who are supposed to handle Genetics. Problems arise either when the CMO doesn't give a shit about them and/or the RD has no idea how to control them. Seriously, Mutadone fixes all problems. -
My ultimate goal is 3 PAs set to 3, and 50+ Coils.
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The end result of RD Console access, cooperative Cargo, an upgraded Ore Machine and competent miners: Both on PA 3. Total Wattage: >1000000000 Watts
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Added the following:
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Brig Physician already has their own SOP, and they should really just restrain themselves to it. If they act in Medbay, they should follow MD SOP.