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Shadeykins

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Everything posted by Shadeykins

  1. Once you got auto-fire onto someone you'd never miss, even with ballistic weapons. So yeah, it was removed for good reason.
  2. Basically someone held from behind in a killgrab should be immune to falling over from stuns (they can't act in this state anyways) or crit, allowing the person to effectively use them to block tasers, disablers, and bullets until the person grabbed has expired or until they've been released. Additionally the person performing the grab should be able to shoot over the person. This lends another layer/option for antagonists who can effectively grab people and use them as bodyshields, threatening people chasing them (if they can pull it off) to back down and retaliating if they don't. It also encourages people not to blindly rush in like idiots when those oh-so-rare hostage situations crop up. It'd be balanced by the fact that getting one of these grabs on someone is actually pretty damn difficult in the first place, and that your mobility is limited while holding a person in this manner (making it really only ideal for maintenance corridors where you can't be flanked from the sides).
  3. Your super sneaky trap that caught me, the HoP, and an engineer. Hue. Super clever though.
  4. Please keep me or someone else on the Lore team up to date on your changes, especially if they get pushed through.
  5. Either this or an actual use for all that excess power would be nice.
  6. And herein lies the crux of the issue. If there are no antags to be noticed, there are no morally questionable choices and there is no conflict. People getting to opt out of objectives they don't like is ludicrous and this is just pushing toward hugbox station, something we should really strive to avoid. The charm in SS13 is the inherent danger of its environment and the uncertainty/suspense of "What happens next?" and "Who can I trust?" that keeps you on edge. 5/8 traitors with pacifist objectives is not interesting. It is not dangerous. It just means there's effectively 3 antags, while the other five are busy politely bartering for their goods. One or two people doing this in conjunction with other objectives is perfectly fine, when it becomes the norm you just have a round of extended. If you think Wizard was an example, Raiders is an even better one. Raiders was the pacifist game mode where the Vox raiders (who were clearly antags) were only to steal things. It was pretty much universally hated and heralded as one of the most boring and pointless gamemodes in rotation. Borers has been in the same situation for a long time, as their unclear antagonist status (or pacifism) leads to ludicrous situations wherein crewmembers actively fight for/defend the rights of mind-possessing brain slugs. We should not foster pacifist antagonists, and if we do they should always be the assassinate objective of another (or multiple) antagonist(s). "If you are not willing to act as an Antagonist, or if you have to leave the round midway, Adminhelp so someone else can fill your role;" As for security, Space Law is deliberately written so there is no moral dilemma and no ambiguity. "As a member of Security, higher standards of play are expected of you. You are expected to follow Space Law and Standard Operating Procedure correctly, when playing Security." Want to know what's a more interesting moral dilemma? Having been contracted to kill your friend, or someone you really don't want to. There's an almost infinite complexity and richness in that, as opposed to a security officer deciding they should be sympathetic to someone working for a terrorist organization consisting of space pirates and opposing corporations. The Vox scenario doesn't even come close, as that's literally just a bored civilian (who is bored because antagonists either don't exist/aren't doing anything) occupying himself by playing pranks on security. There is a difference between arresting the confirmed enemy of the corporation, and not immediately tasering and arresting everyone who so much as steps through the security lobby doors. Example town. If you worked for a store and the competition hired someone to steal something of a sensitive nature, you wouldn't barter with them or offer sympathy even if they were nice. You would immediately call your superior on it, or even the police. If you did barter with them without the express authority of higher ups, you would probably lose your job. This is nicely supported by this segment of the rules -- you're not supposed to be doing this without ahelping. "If you wish to RP a corrupt member of Security (taking bribes, beating a prisoner, etc), then Adminhelp for permission first. We're generally willing to give permission if the situation warrants it, or you have a valid justification" It stands to reason that there's really no moral dilemma when a well-known terrorist organization, consisting mostly of space pirates, funded by NanoTrasen's opposition sends a hostile agent to your workstation (hostile agents which are known to be violent/serial liars). I don't mind cutting people leeway or humouring clever and intelligent ideas. Your clown and the antique laser example (ironically) is likely predicated on a round where Travelling Merchant (the clown) managed to convince me (the Captain) to send a fax to Central Command which ultimately resulted in him being awarded the antique laser pistol in exchange for some museum tickets and a deposit. Want to know what's great about this example? He was also a changeling and discreetly created a lot of work for security by helping his syndicate peers and pursuing other objectives (one of which was an assassinate objective). @ZN23X You seem to be under the mistaken impression that I'm quoting the wiki. I'm not. Every quote I've pulled has been from the server rules or is tightly incorporated with the server rules (which Space Law happens to be). I've also been here for over two years, so I don't really see where you can get off implying I should go to another server because "Paradise isn't right for me". I'm not opposed to the occasional traitor who goes about their theft objectives in a clever way, I'm opposed to gameifying hugbox and encouraging it as a normal and regular occurrence. By the by, this is the full clause you're quoting. Emphasis on the latter part. "Great cases of RP may excuse certain crimes. Adminhelp if you wish to intentionally break a law. Just remember, you will get fired for it if you can't cover it up. The threat of a ban still applies." Also, double-posting is really poor form. Please use the edit function.
  7. I really don't understand the logic in bending over so far backwards that you're willing to tolerate groups that are explicitly hellbent on killing people and are vehemently opposed to the interests of the company you're intended to work for. I appreciate people being clever and interesting, I fail to see how either of those two fit into that paradigm in a way that isn't worthy of the command officer in that situation receiving a job ban or a talking to. If you're not applying Space Law appropriately (and permabrigging 'innocent' vampires and deconverting known cultists is outlined in Space Law) you can be subject to job bans. It's written right in the rules that security is under heavy scrutiny in regards to these sorts of things. Your suggestion is to allow people to choose only 'pacifist' objectives, which aren't very well supported in the first place and run counter to what an antagonist is supposed to be doing. It's before your time, but I will say that wizard objectives were changed from theft-like goals to "cause as much mayhem on the station as possible" because of friendly antagonist nonsense that was not enjoyable and heinously unpopular.
  8. <333 So good. As I said I'll have to enslave you to make me sprites sometime.
  9. Change them to midround antagonists nobody cares about but should care about. * Unactivated Swarmer * Xeno Queen is good * Cortical Borer corpse (why people tolerate brain slugs is beyond me) * Abductor science tool
  10. I suggest you very thoroughly re-read my post, since the bulk of your response is predicated on a misunderstanding about something I already addressed. Nowhere do I endorse cultists sitting off station, I simply state that to get back on station they would have had to have left a rune. It's also incredibly hard to have a silent cult, since 90% of your conversions are more interested in faffing around. The cult sitting back and building up is a common occurrence because it's one of the only few ways they can achieve their objectives. Cults (like shadowlings) are designed to be stealth antagonists who almost entirely rely on being too powerful to stop by the time you realize their presence. Theft objectives do almost absolutely nothing to spice up the round, especially since a lot of them are mundane objects that either nobody cares about or neglects to pick up from their locker 50% of the time. The hypospray and NAD are probably the two theft objectives that require some serious forethought to get, because they're always in someone's bag. Letting people play AntagLite does not add anything substantive to the round, it just leads to dull rounds where everyone is sitting on their hands wondering what happened to all the antags. Most of the interesting/unique and exciting things in SS13 are caused by antags. You tracking down a vampire with your buddy officer, risking your neck to save a friend, desperately (and perhaps futilely) fighting a massive plasmafire, or when you're down to the last man on a blob round and have the gut realization that you're going to have to sacrifice yourself in a nuclear explosion while everyone else evacuates. Playing Mall Cop where you're trying to find Dr. Johnson's favourite pair of defib paddles he lost is not interesting. We should not incentivize these kinds of objectives, if anything most of the existing theft objectives should be scrapped in favour of unique/interesting ones that you have to go out of your way for. IE: There used to be an objective to get off the station with corgi meat, and this could actually be *quite* the task if cargo was lacking in points. Stealing 100 moles of plasma on the other hand requires you to walk up to a tank that nobody in engineering is ever standing beside (conveniently located by maintenance) and click a button. Unused slime extract is even easier, because you can mass produce it and nobody will even blink if it's in your inventory. Jetpacks can be ordered, can be stolen from EVA, can be gained from mining points... Getting a jetpack is legitimately as easy as asking to be a gateway explorer, and grabbing one on your way in. Even better? Transfer to engineering and say you're wiring the solars, again, nobody blinks. While I appreciate that for some people playing antag can be frustrating/hard (a lot of people feel bad/get really anxious. The first time I got an assassinate objective two years back I legitimately cried over it), this is I predicated on a misunderstanding of what the role is intended for and the gravitas of your actions. While I enjoy keeping people in the round to the greatest extent that I can, character death is a necessary component to push the round forward/inspire people to action. This is especially true in SS13.
  11. I think this is the first time I've seen this come up. Having disarm spam drain stamina down to about 50% (very noticeable slowdown) would not be a bad thing at all, and wouldn't remove the mechanic/RNG the hell out of it.
  12. There's no issue with not wearing your ID. But if you pop up as unknown and the code level is green, 10/10 times I'll search you if I'm playing security. And if you're not immediately dropping your bag within 5 seconds of being asked, most sec officers taze you anyways.
  13. Bodies will be found and people notice other people missing. There's no honestly "discreet" method of killing someone on station and more often than not your kills will be sloppy which leads to a chase. This builds intrigue or can help to elevate the threat level on station and gives security and medical something to do. Nobody particularly cares if something is stolen unless it's the NAD or Hypospray. The majority of command veterans won't really care if the RD loses his vest, if one of the hand teleporters goes missing (because a head always steals it anyways), if a jetpack is gone (really I don't understand why this is an objective), or if the station blueprints are missing (they just fire the CE, generally). Cults also leave evidence, because whether or not they're screwing around off station they've left a rune somewhere on station that can be discovered. Vampires should not be protesting for rights (in fact, if someone's definitively a vampire you can permabrig them immediately), and cults are incorrigible with the interests of the station. Antagonists are antagonists, they should not be sitting around having tea parties and concerning themselves with the dalliances of worker's rights. In fact the clause that "you don't have to go after your objectives" hasn't been present in the rules for some time, the only thing that's implied is that you shouldn't be uninteresting. As pulled from the rules... If you are not willing to act as an Antagonist, or if you have to leave the round midway, Adminhelp so someone else can fill your role; and Remember the goal of an Antagonist is to make the round exciting, fun, and dangerous, within limits. You should make an effort to add to the round, as opposed to simply completing your objectives and carrying on normally.
  14. I think these are all sensible sans the antag related ones. That's just bound to encourage validhunting.
  15. The entire point of an antagonist is to create conflict/make the round interesting. Quietly shuffling off to the side and stealing without creating a stir whatsoever hardly achieves these goals and sort of removes the point of there being antagonists all together. Most people enter the round with the express interest of waiting to see what happens, when nothing happens most people are understandably perturbed. Traitors shouldn't be Extended+. If you don't want to be an antag, ahelp it and get it passed to someone else.
  16. I'm aware of the hand position. I'm talking about the north-south overhang at the sides of the sprite.
  17. Marginally increase the telebaton stun time and increase it's cooldown time by a full second. Easy solution, though honestly a telebaton can't consistently keep someone down anyways.
  18. This is deliberate by design. Borgs are not meant to have hands and they are not meant to be human equivalents or replacements. IIRC it's a deliberate design decision for there to be such limits on the magnetic grippers, but I could be wrong.
  19. I don't like the side overhang on the sprites. We have some feminine jumpsuits already and I think you should take inspiration from those instead which make use of shading on the jumpsuits rather than changes in the actual size.
  20. @FlattestGuitar Shift + Enter to new line is because of messaging systems which also happen to utilize "enter" as "send message". It's got nothing to do with anything else and is only standard for these sorts of applications. Standard behaviour is enter produces a line break (Which is why every proper-sized keyboard shows the return symbol on the enter key). ^ does not produce proper posts. That makes me want to pull my hair out any time I'm making a list and want single breaks for formatting. People who make walls of text don't use the return key anyways, which makes your argument moot.
  21. Gender exists because it's a useful tool for divying up certain tasks/labour for the sake of efficiency. Most of the tasks commonly thought of as "typically of a specific sex" vary from culture to culture, with only a handful being universals (found across all cultures). On planet earth there even exists societies where women marry women (or ghosts) and become a husband/surrogate man for the sake of continuity in a family line/dynastic line (going as far as to adopt all the male accoutrements and responsibilities). From an anthropological perspective, there's really no reason for gender not to exist in culture - even in scenarios where there are no biological differences between male and female. It's genuinely just a method of dividing up groups for tasks. My point here is that contact with human species is not really a necessity for the concept of gender to be a thing. As for Vox, if they're bioengineered there's equally no reason not to have a binary. Again, division of labour between their caste-like ranks or to encourage competition/form useful bonds between Vox and so on and so forth. Dimorphism exists for far more than just the purpose of propagation. "Slime People don’t have inherent genders, but often assume a female or male gender and the associated accoutrements to adjust to the culture encountered aboard NanoTrasen facilities." is the line from Slime People lore. While it's interesting as a suggestion I really don't see/haven't seen any sort of demand for it to be an option whatsoever, though in the case of diona it may be fitting since nobody seems to recognize them as male/female in the first place.
  22. Presently this mechanic uses the standard upsizing/downsizing mechanic (generally referred to as best quality) which blends pixels together when an image is up/downsized in an attempt to preserve appearance without causing undue aliasing. My suggestion is basically for someone to code a filter that makes use of "nearest neighbour" principles so that things get upsized/downsized while preserving their pixel density/not blending pixels. This will eliminate stand-offish blurriness associated with upsized images and downsized images within SS13, thereby preserving the characteristic style of SS13 and making things generally not look so damn awful when they're scaled up/down. I will upload an example later when I'm not stuck in uni, to give a visual demonstration of the differences between the two (for those unfamiliar with texturing/photo editing).
  23. Actually looking at the data the top earners throw a conservative amount of punches, with the punchiest players being on the lower end of the spectrum. The majority of karma earners throw 0-50 punches, with the biggest earners throwing on average 25 punches a month. Produce a graph showing the amount of karma awarded by people who play medical and people who don't to see which percentage of karma as a whole is awarded to MD's. This is a long-standing statement (surgeons get the most karma) that everyone seems to deny, so it would be interesting to see figures. Would also be interesting to see antag vs. non-antag, to see who gets more.
  24. As said before, it's going to require you to look at every single jumpsuit/uniform in the game and make the slimmer alternatives. While it is good in principle, when standing east/west the bodies in SS13 are only about 5-6 pixels wide, and north/south it's like 7-9. If you can find a way to make it not look terribly janky that would be fantastic. I just don't really see it being doable, since it's going to call for a reduction of a pixel on either side (you need to take from either side, or the sprite won't be centred on tiles) which equates to a 15-30% trimming of the sprite's size (very substantial). It may be more conducive to look into using a percentile reduction (much the way dwarfism works) and code in a better filter for downsizing/upsizing. Right now things that are upsized/downsides utilize a "best quality" filter which blends nearby pixels (which is why you get that fuzzy appearance) rather than a bicubic or nearest neighbour approach (which would preserve pixel density/not blend things. If you do go the route of male/female parts make sure you *absolutely* get a coder (if you're unfamiliar with BYOND) and lock the options to people who select female. The vast majority of "male" IPC's are already the ones picking the feminine hairstyles/body colours, so if you don't restrict it you're going to get male IPC players picking the female parts which negates the entire purpose of your suggestion/idea.
  25. Dionae and slime people are the only other "genderless" (and I use that term loosely, because they actually just lack a sexual binary; gender being a term used to refer to cultural roles) species. Slime it is outright stated and written in the lore (despite how unpopular that might be) and Diona it is implied since Dionae are just a massive horde of nymphs in a pile. Vox have a weird physiological caste system, but it is nowhere even remotely suggested that they lack a male/female binary. I honestly don't see why this would be necessary at all though, it feels like a needless complication in a game where it's already way too hard to identify male/female, let alone species that lack this binary. Dionae aren't technically even people since they're a collective consciousness.
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