-
Posts
3,621 -
Joined
-
Last visited
-
Days Won
34
Everything posted by Shadeykins
-
I'm pretty sure this thread is in direct response to all the other races getting massive recent updates with a million sprite variants. Pardon me, but. Such as? Most of the things I can think of have to do with parity to other existing races.
-
End the traitor's "contact" suggestion at round start
Shadeykins replied to alexpkeaton's topic in Suggestions
It should also be made clear to the player that they are a potential collaborator and not a full antag, as well as to the antag themselves. -
Battery is probably never going to be added. There's been numerous polls, plenty of OOC talk, and the bulk of people agree that it should be in there as we had it before. The most we got is a mild change to the assault classification. So yeah, we're probably not going to ever get battery.
-
It'd be a pretty big IPC nerf, IMHO. Sometimes you want to be on harm intent without people knowing.
-
I can take a crack at it some time. I've done plenty of work with gameworld lore, server lore, short stories and writing in general. I used to handle a good bulk of item descriptions back on a server I helped dev, so it shouldn't be too hard. I'll just take a look at the other lore pages and template it appropriately. I'm also already a wiki contributor so yaaay
-
I think what it was was the preferences SQL reset. As soon as someone mentioned that happen over OOC I started seeing nuke-ops again.
-
Oh yeah, no worries. Those are all the old ones we had, I've actually been digging through the master file for icons, and been redoing a lot of them. I think I've uploaded/changed about 40 icons at this point. By no means is it bad, it just doesn't follow the formatting of the rest of the page up until that point. I'll probably change little of it's content, and more change the flow/structure of the section itself.
-
Much love. Thanks! I guess with the new round types it has slightly less chances of occurring in relative terms.
-
Looks good! I'll leave the genetics guide to you since you mentioned that you wanted to redo it/edit it further. Keep in mind that the cloning guide is now in Guide to Cadavers instead of Guide to Genetics.
-
Finally got around to redoing the cloning guide. Subject to further editing, of course. http://nanotrasen.se/wiki/index.php/Guide_to_Cadavers It is now appropriately included with the Guide to Cadavers (regarding dead bodies) as genetics is, and never has been responsible for cloning in practice (despite what we would all like to believe). The section therefore logically belongs in a medical guide, not a science one. Medical guide now links to Guide to Cadavers for cloning procedures rather than Guide to Genetics. Changed Guide to Cadavers icon on the main Guides page to better reflect that it includes cloning. Also reformatted and changed the guide to Cadavers as well, as it had many strong references to CMD that made it seem like CMD was a rule. CMD reference still exists but is now properly credited to being an optional. Removed "Dead" section from the Cadavers page, as it had nothing to do with medical procedures or autopsies, and simply covered existing rules. Parsed the cadavers guide itself and changed formatting, as well as some incoherent/incorrect information. All present information should now be up to date with current server implementations regarding autopsies. Oh, and I uploaded some icons, and formatted others down to 32x32 to fit with the wiki's schema. I will be eventually editing the cryogenics guide now present on the medical page to fit with the page's formatting, as well as giving it 32x32 sprite versions. Oh, I also added the top-secret "Shadeyboo" page, which is just where I do construction on pages more or less.
-
A big appeal to me about SS13 is that while there are a lot of skillgap closing mechanics, it still features a lot of skillbased movements/decisions and the relative tact with which you act actually has payouts and planning/forward thinking can give you a solid advantage. There's plenty of chems (Some even attainable legally) that will mute, or mute & paralyze a person almost instantly. All it takes is a syringe gun or a hypo. Pop and stun. Most antags also have valid ways of muting/silencing their targets before taking them out - the only exception I can think of is vampires and wizards and I'm not even positive on that. This sounds like it just lends an advantage to self-antagging or cults, neither of which need the advantage (since cults already have instant stun, instant mute, 15 sec paper).
-
Maybe I'm just incredibly unlucky, then - but I've been playing for a solid six to ten hours a day for the past week and have only seen one round just now. It used to seem like I was present for at least 5-6 nuke-ops every 3 days about 6 months ago.
-
Can this please be jumped back to it's original levels? Ever since the implementation of new game-modes, nuke-ops has been more or less buried and almost never occurs now.
-
Rules on contraband, validhunting/vigilantism & enemy of NT
Shadeykins replied to alexpkeaton's topic in Suggestions
You and I both know that isn't happening. That's why it's called "validhunting." The targets are antags and therefore valid. Difficult to pin down, maybe not rampant but a round-killer nonetheless, and the rules currently tie the hands of admins unless there's damning evidence. Regardless of effect on OOC attitudes, what I propose is not inconsistent with reality. Here is the proposal, spelled out: Harmful actions taken against a suspect in a crime are briggable unless ALL of the following can be demonstrated to the satisfaction of the charging officer or investigator: 1) The individual who caused the harm became involved in the encounter with the suspect by chance and not seeking it out, 2) The actions were reasonable under the circumstances, and 3) Any harm done was in self-defense Rules in-game can certainly model player attitudes. A rule such as this is not unique to games or even to Paradise Station. If it isn't happening, then maybe you need to adjust your outlook because clearly the administrators don't take as much of an issue with this as you do. We're medium, not high. This is not as big an issue as everyone is making it out to be. I don't see nearly as many people going for "muh valids" as everyone here claims to be going on - and I play Paradise a lot. Problem players will be dealt with by the administrators, we don't need player policing. -
Rules on contraband, validhunting/vigilantism & enemy of NT
Shadeykins replied to alexpkeaton's topic in Suggestions
Oh, okay. In that case, let's make all of Sec admin-only. You're conflating things. This thread is about attempting to police a relatively OOC mentality in an IC fashion by forcing security to sit on the hands of over 50% of the playerbase on top of their regular job. If people are being major dicks with validhunting, that's for the admins to resolve - not the players. It's not nearly as big an issue as everyone likes to make out, and there are easier codeable alternatives to rectify it. For instance, vamps not lighting on fire with holy water... Cultists not auto-deconv'ing and being able to make unholy water, etc. -
You are the lucky ones! Every other round I'm immediately asked for lube/meth, or someone who's not the virologist wants radium (wot). Anyways, I can see the arguments against - was just thinking in terms of departmental parity.
-
Rules on contraband, validhunting/vigilantism & enemy of NT
Shadeykins replied to alexpkeaton's topic in Suggestions
Policing is not for players, it's for admins. Please, no player policing. -
What you're suggesting is isolating chemistry from the crowd... and chemistry was intended to be more of a make it on the spot pharmacy to lift the burden from the doctors that treat every damn minor scratch people have (too bad greytides only ask something {meth} from it). And if you have breaking in problems just call security... the usually patrol near medbay. I honestly don't think isolating chemistry will affect it any more (it's already pretty bad). In fact removing their public counter/ability to freely give out drugs to people in the medical bay might actually IMPROVE chemistry. Or jobbans. I can see the downsides, but a chemist pretty much has no choice but to listen to someone drone on and be incessantly annoying forever and demand meth, whereas every other department (save cargo) can shutter.
-
Rules on contraband, validhunting/vigilantism & enemy of NT
Shadeykins replied to alexpkeaton's topic in Suggestions
This thread is moot. We're medium, not heavy. You are allowed to know all the ins and outs of every antag. You are not required to feign ignorance, nobody is. Antags should thoroughly expect to be robusted by available crew whenever they are outed, especially when they always pose a direct and immediate threat to the station. Outed antagonists should reasonably expect for any nearby crewmember to table them when given the opportunity, or for other crew to run away screaming at security for help. It's simple self preservation. Validing isn't as bad as everyone here seems to believe, if it was people with red balloons would get immediately robusted 100% of the time. The survival of an antagonist is the antagonist's responsibility, not the admin's or the crew's. The only time I can reasonably see 'validy' behaviour as an issue is when people are outing an antagonist without knowing they're an antag yet. Things like holy water grenades randomly being tossed around, for instance. -
I get what False said, but my suggestion didn't involve anything to do with that. I can understand where it comes from though. I was literally just thinking about greytide and people breaking in when it came to this. Maybe make chemistry a bit further south, and have two windoors, one with privacy shutters? (The one pointing toward the lobby). The northern space could be changed to be the chem equipment room or something and secondary storage could be expanded to actually have purpose.
-
Was more thinking for ludicrously annoying people constantly requesting meth, and the greytide that breaks in. Everywhere else on the station with a windoor has shutters, why not chem? It's still easily broken into from the south.
-
Simple suggestion. Add in privacy shutters on the chemistry windoor.
-
Capulettium or Capulettium Plus. There's your instant stun drug, neither of which have adverse or overdoseable effects. A syringe gun is also obvious, and requires aiming/being loaded. A hypo is instant, does up to 30u, and gives no notice to anyone but the person injected. You know how many people I've killed by hypo'ing them as a traitor CMO, and going "Oh! They went SSD." and dragging them off? it's a lot With a beaker in your opposite hand, you pretty much have instant reload/firing capability. I remember when we still had Chlorate, you were basically a walking death machine.
-
This. I'd also like to add that the CMO also has access to a syringe gun--not to mention the authority to more or less force any doctor/chemist to hand one over even if someone else gets to them first. This is one of my biggest irks about the RD and CE, right now, too--they have 'superior welding goggles' that offers full welding protection (and therefore flash as well) but don't limit visibility one bit---therefore, it's a complete upgrade for them and there's literally no reason to not wear them 24/7. In the case of the CE, the superior welding goggles make sense as you (as a proper CE) do no small amount of welding. I'm honestly unsure why the RD receives them, however. Also, for clarification on my edit I meant flashed *as the CMO, not *by.