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Everything posted by Shadeykins
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Control a cleanbot/medbot/mulebot at roundstart / as observer
Shadeykins replied to Landerlow's topic in Suggestions
Given that medibots can zippidydooda with bodies (IE: drag people) and mulebots can run over people, I don't think either of those are good ideas. -
My big issue with metastation is, as Nomzy said, it manages to feel larger and yet extremely claustrophobic at the same time.
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Station/environement/hazard penalties for bad hygiene/cleaning
Shadeykins replied to Landerlow's topic in Suggestions
@Fox McCloud I forget if your blood refactor removed the property entirely (because it was defunct and not working) or changed it so it's now viable. Does blood on the ground carry pathogens now? -
Station/environement/hazard penalties for bad hygiene/cleaning
Shadeykins replied to Landerlow's topic in Suggestions
If I read it correctly, the recent blood refactor means that blood can actively have viruses that can be spread from coming into contact with it. -
Use Styptic Powder. The issue arises is when you use chems to heal the brute damage, at which point a health analyzer reports you as still bleeding (as does examination) despite you no longer having injuries. Furthermore, I have had a few times (both pre and post refactor) wherein I was unable to stop bleeding after it had been healed with styptic powder by using a trauma kit/gauze.
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Under the current system you can treat all of someone's brute damage and they'll still be bleeding.
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Permanent Prisoner Job and Perma brig upgrades
Shadeykins replied to bigfatbananacyclops's topic in Suggestions
Personally I like to think that NT ransoms syndicate agents back to their buyer, if not just horribly murdering them after torturing them on CC. SolGov doesn't actually have much (if any) authority in the region of space NT is largely situated in. -
This isn't a loss of functionality actually, just a small oversight. I believe the issue is because you can still be bleeding despite the damage being healed, the health analyzer just hasn't been updated to pinpoint areas which are bleeding. I could be totally out to lunch though. @Fox McCloud
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All depends on what you refer to as the medieval period, dissection of corpses was certainly frowned upon in ancient times but that is not to say it wasn't practiced. Field surgeons were also highly desired and instrumental in refining the understanding of anatomy (whereas scholars who shied away from human cadavers were typically clueless). I digress though, we're a little off topic.
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The issue with the stetchkin currently is that it inconsistently applies damage against targets. A full magazine can do anywhere from 140-240 damage.
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People have gone into neurogenic shock during root canals before, so no - pretty much any overexcitation of the peripheral nervous system can cause you to go into shock if you have poor tolerance. It involves piping gutta percha directly onto a nerve at 300C and it's like getting a blowtorch into your skull. Also, no. They used a local anesthetic which only freezes the gums. Laughing gas can cost upward of a thousand dollars and requires an anesthesiologist on site - neither of which I paid for. This is not to mention that laughing gas is still ineffective if you have an infected nerve (anesthetic will not work on infected nerves, fullstop). Anesthetic has not always been widely available, or widely used - there have been plenty of horrific surgical practices throughout history that did not make use of anesthetic and were perfectly successful. While plenty of medieval and earlier surgeons made use of various painkillers during procedures, there were many more who didn't. I think one of the most famous examples of this is Phineas Gage, who underwent what was effectively a poor form of brain surgery after having a blasting rod shot through his skull - all without anesthetic. My primary point here is that while a lack of anesthetic is dangerous (and highly unethical in certain circumstances), it is not a death sentence that makes surgical procedures impossible to perform. I'm /encouraging/ anesthetic use, I just don't think failure chance should be at 50% for being unable to use it largely because there are several species which can't be properly or quickly anesthetized, and there are also legitimate in-round concerns for not undergoing anesthesia, say as a command member. 50% failure rate is genuinely unusable, because you will fail approximately 50% of the steps - some of which can /break/ additional bones in the body. Not only that, but it makes an entire existing surgical mechanic (ghetto surgery, which already have a 70%+ failure rate in some steps) completely non-viable. This is why I encouraged a lower number than 50% (Maybe 10%), and for it to apply stamina damage so the person is slowed down post-surgery from the pain for a duration.
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Everyone has a relative level of pain tolerance, and while there should be some mechanic to discourage the use of anesthetic I don't think it needs to be 50%. From personal experience, I had to get a root canal without anesthetic due to an infection (anesthetic wouldn't take) and that's purportedly once of the most painful surgical procedures you can receive (and I am inclined to agree with that statement). Even if surgical steps just caused pain damage on non-anesthetized people, so they had difficulty standing/moving after the fact.
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Cheers, one of the big draws on SS13 is its lethality and the knowledge that mistakes can sometimes be fatal, even if they're not your mistakes. I don't think we should be handwaving this.away, it's why the ghost role exists and why we have such an abundance of various midround antags/ways for ghosts to get back into the round. Constructs, blobs, xenomorphs, ERT's, borers, maintdrones, pets, and all sorts of things exist solely because the game design in and of itself recognizes that people are going to die, and they're going to die a lot. You can't win every battle. Heck, you don't even have a chance of winning most of them - and that's part of the charm on SS13. A lot of times, it's better to just cut your losses and run.
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did you take a screenshot using your phone? What kind of monster are you? c:
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Standard Operating Procedure Update
Shadeykins replied to TullyBBurnalot's topic in Wiki Development
Bump @TullyBBurnalot and make sure administration is onboard. You will need a headmin at the very least to change the SoP pages on the wiki, as they've all been protected. -
The argument that they would be harder to spot as an implant is that presumably they would be incapable of manifesting, and thus always be out of view as they're embedded directly in your skull.
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You're presuming a lot of things. Pets shouldn't be dragging people around either, and often get "job banned" from pet roles when they do it in a way that affects round balance (such as dragging antags). I'm also against pets having the ability to drag, flat out. So no, you're right. It isn't that much different, and that's why it would make no sense why my stance on that would be different (which sort of defeats your entire point here). It's still a death alarm+, because while a person is fleeing a pAI can call out the traitor's name and the location with ease. People do not fall instantly unconcious from anything in this game, fullstop. A pAI in the brain is still a death alarm+ that's even harder to do away with, and harder to spot. I'm flatly against pAI buffs, because they're already incredibly powerful for what they are. If you're discussing nerfs to them, than those are nerfs - not buffs, which clearly I am not opposed to. Being able to hide in someone's brain however, is not a nerf.
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pAI's are already incredibly potent for what they are. Not wanting to see them receive any more buffs that they've already gotten is not a militant stance. They should not be slottable into anything, let alone people. They're intended to be a role akin to maintenance drones and pets for ghosts to occupy themselves with, yet as it stands currently they directly impact round balance on a consistent basis by acting as Death Alarm+'s, and literally dragging people away from harm, or in the case of MULEs, murdering people. The fact that they can't be seen while in pockets is bad enough, they don't need to be hidden in people's brains.
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I'm not sure about Bay's Nanotrasen, but our Nanotrasen plays by their own rulebook and has a relative stranglehold on governments trying to interfere with their business, both due to the nebulous laws surrounding conduct in space as well as their stranglehold on the plasma, and subsequently FTL, market.
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Thanks, Sol Gov as opposed to SolGov, probably why I couldn't find anything beyond the two stub job pages and the law code. Keep in mind that SolGov here is not the Solar Central Government, but is just a colloquialism for the Trans-Solar Federation.
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It's bad enough you can slot them into medibots that can drag people off at lightning speed, let alone MULE bots that can knock people over and run them down. I would rather see pAI's removed outright before I'd see them buffed.