Coldflame
Members-
Posts
498 -
Joined
-
Last visited
-
Days Won
2
Everything posted by Coldflame
-
Generally the Blueshield won't be given any orders beyond 'protect the heads' . If they do, it'll more than likely be either helping sec or doing the legwork for something bureaucratic. There's no single person the blueshield always works directly under, but generally they'll either stick to one specific member of command (more often than not, the captain or HoS), assuming they don't either become the one-man security force the station needs (which, thankfully, doesn't actually seem to be that common). I honestly think the best solution would to state the blueshield's direct superior as central (whilst also making it clear the blueshield DOES defer to command). If that were the case, it's make sense to giver them a fax machine (perhaps alongside a duty to report on wellbeing of the heads and possible security risks to them, like an actual bodyguard would do).
-
Rules on contraband, validhunting/vigilantism & enemy of NT
Coldflame replied to alexpkeaton's topic in Suggestions
This is a simple problem to avoid: If you're an antag- Don't get caught with antag items If you're not an antag- Don't dick around with antag items -
synths can examine using ctrl-shift-click
-
Image in the OP reminded me of an idea I had a while back that fits in with this suggestion for a moderate TC cost, traitors can buy a molar pill/discreet implant that can be filled with a chem they acquire themselves, and then later taken subtlety. On-topic, a crafty traitor can already do this, but for practicality purposes and being able to decide the time of revival it seems like a worthwhile buy as well as interesting (though sec will sometimes incinerate antag bodies).
-
I've said it before in a few other threads, but here's my take on the matter: The sec problem is derivative of two main causes: Problems with security, and problems with everything but security. Security suffers from a fair share of problems. The only one regularly highlighted by people who complain about sec, is that there are bad security players. This is a problem that can never be fixed; however if good sec players outnumber bad ones, it can be dealt with entirely IC (though eventually bad sec players will need either OOC intervention or an actual attempt on their part to improve their play). Inexperienced security players are distinct from bad ones, despite the way they end up treated; few people play sec for the first time with a sound understanding of how to play it perfectly. The biggest problem with sec regarding shitcurity is that it can be boring, stressful, or anywhere in between; if you've spent an hour and a half barely surviving dealing with antags, shit piling up on you twice as fast as you can shovel it, then you see someone breaking a windoor for no reason, who responds to being told to stop with 'Fuck you fascist!', it can be hard for some people to keep their cool and deal with it exactly by the book. I'd say the bigger problem with bad security stems from the crew. Security are near-consistently subject to insults for little to no reason, the actions of an individual reflect on the whole department, and people refuse to let anything go- For example, if an officer (wrongly) steals something extremely minor from a prisoner, you can expect to have a group of five people spending the rest of the round hurling abuse at anyone near the sec lobby demanding their wrench back. A significant portion of the crew seem to have a complete disregard for space law except where it concerns sec- I can't be the only one who sees the hypocrisy in complaining you got an extra minute in the brig when you broke into cargo and stole a toolbelt for no reason. Greytiding in general makes it a lot harder to play good sec- what's the point in being lenient with minor offenders if you know that the vast majority of them are just going to re-offend as soon as they get out? The general 'Us vs Them' mentality the crew have towards sec make it next-to impossible to work well with them. Just as an extra point: people complain that sec don't let people surrender before arrests, yet at least half of criminals are liable to bolt as soon as sec ask for them to stop. tl;dr: bad sec exsist, they're in the minority most of the time but are a problem. the crew give sec a hard time constantly and it makes it difficult for them to do a good job If you want to have better experiences dealing with sec, here's what you can do: - Don't commit crimes in the first place- the easiest solution. There's little to no reason to break space law as a non-antag that doesn't involve being a dick. - Play sec- if you think sec players are bad, do a better job yourself. You'll increase the average quality of the department, and maybe even teach people a thing or two. This doesn't mean officer- IAA, Rep, and Magistrate also help a lot to keeping sec's quality up. - Don't be a dick if you're arrested for a crime you commited- The more trouble you give sec, the more trouble they'll give you. (side-note: the longer you take getting into a cell, the later you'll get out. making sec have trouble brigging you does not help you in the slightest) - Cooperate with sec- If you help sec out, they'll be spread less thin and will be able to dedicate more time to each case, hopefully meaning people have a better time; ideally you'll let them search you, answer questions if you're a suspect (even if innocent), report crimes, and provide any assistance when needed (don't go vigilante, though). (sidenote: this should be in general discussions, not suggestions)
-
The skipjack is already difficult to raid; with disablers, it becomes impossible to raid without an ID/method of dealing with the disablers. The problems with heist as a gamemode don't have anything to do with the skipjack. Disablers on the skipjack will also probably result in an hourt-long stalemate sometimes, with neither side able to advance on the other. If we're talking more about heist in general, the problem is that it's boring. Vox without a kidnap objective have no reason NOT to trade away literally everything they have and leave within the first halfhour; the station has no reason not to trade either, as the round ends (and so does the boring gamemode- the problem is circular). Failing that, Vox will attempt to raid; they can't, they're not properly equipped to, and as such rarely succeed. tl;dr: skipjack is fine, the problem lies elsewhere, disablers will make the problem worse
-
That doesn't make sense, if you weren't supposed to board it they'd just have teleporters. The Pod Pilot at the very fucking least should be able to get within line of sight of the nuke ship and not get his pod blown to hell in a matter of seconds. Nuke's ship is for opening up the team's entry options and making escaping more engaging than pressing a button, there's no reason for the crew to board it. I do agree that the turrets kill pilots too fast, though. Heist's ship is intended to be the vox's base. They go back and forth from it, and take their stolen goods/people there. If it's made impossible to approach, then the vox become all but above consequences- anything/body they take is theirs for the rest of the round. and they can hide there until the station stop looking for them. Vox should either aim to not invoke the wrath of the crew, or complete their objectives quick and clean.
-
Representative's Journal: Luca Trovato
Coldflame replied to Nakhi's topic in Stories of NSS Cyberiad
It's the same process as a normal thrall with an additional 'stage'. The implant goes around halfway through the enthralling in that case. -
Boarding the skipjack is part of the game mode and shouldn't be made difficult- if the raiders kidnap someone or steal something, it should be possible to recover Nuke's turret is there because you're not supposed to board the ship.
-
Science needing to have a remote dependency on other departments is far from a bad thing, considering the massive advantage they have over the other nations. The two biggest problems with science's advantage is access to mechs and chem grenades. Mechs are, as they currently stand in nations, simply too strong. The only nation with a remote ability to combat them is sec, and they're still pretty much at sci's mercy if they have more than one. By the hour mark, sci will usually have begun preparing for a murderbone spree,
-
Make the Clown's Shoes immune to banana peel slipping
Coldflame replied to Edd's topic in Suggestions
Remove the ability for the clown to end up the butt of their own (not actually that funny after the first few times) joke as well as introduce new ways for the clown to be a dick using the slip system? No thanks. -
Why not give the Rep's fancy pen the ability to write in both blue and black?
-
-Arrest criminal -Get brain -Take them to organ grinder -Tell them to try and grind the brain
-
When I saw the title I was thinking you meant something like . On topic, I do like the idea, but it might encourage lower levels of RP, given it relies on the screw acting in certain ways and reacting to antag items.
-
Selling brig access for karma isn't a good idea at all, frankly.
-
Bartender's Sturdy Top Hat; opportunity for a reference
Coldflame replied to Edd's topic in Suggestions
Speaking of the bartender, are two beanbags even enough to down somebody? In my experience the shotgun's only useful as a deterrent to keep the bar calm. -
this is literally everything wrong with vox but worse much, much worse
-
I believe it's weighted to favour rounds that usually go on for the full 2-hour duration, as well as mean the majority of the rounds are gamemodes that follow the traitor format (traitors, lings, vampires, etc). The more interesting gamemodes such as heist and nuke often lead to shorter rounds. I do think that traitor and its variants have too much of a monopoly on the rotation- I personally don't see the point in traitorling; solo lings aren't that interesting and eat an extra tier-1 rotation slot. Moving traitorling down to tier 3 would mean it still serves the anti-validhunt purpose of not cementing the roundtype as soon as an antag is found. I also think some gamemodes could stand to be higher in the rotation- nuke, wizard, and in several cases heist produce short, action-oriented rounds that can break-up a string of slow rounds- I'd also like to see rev reinstated as a rarer gamemode, but that's a different discussion entierly slightly more off-topic: is the gamemode selection entirely random? it seems like it's somewhat bias towards picking the same mode several times close to each other, and (this is completely anecdotal on my part) some days seem to have some of the rarer gametypes crop up a lot (of my 6 nukeops rolls 3 were during the same day)
-
Only change I would like to see is xenos losing access to disarm intent (or at least not having a version of it buffed beyond any reasonable point). Once a xeno clicks on you once with disarm they've got you stunlocked and can do whatever they want with zero chance of you escaping.
-
stay on topic, there are plenty of threads to complain about sec in
-
There's no counter to chainsawstims and it encourages mindless murderboning. The chainsaw nerf helped this problem slightly but there's still absolutely no way to deal with it. this probably comes across as me being really salty but seriously, fuck chainstims
-
Anybody has access to the observe function, so game logs weren't actually private to begin with. That said, this is still probably a bad idea- admins are here for a reason, we don't need internet detectives going on crusades to try slip up players they don't like
-
Don't some servers have implants that give you one of the HUDs (I heard someone mention it). As a mid-tier science item that could make Kidan viable sec choices whilst still giving them a distinct disadvantage.
-
Being able to crawl slowly in softcrit would provide a reason to not altf4 as soon as it happens if you're on your own, and could be used for some cool things- it should be really slow though. Piggybacking honestly seems pretty redundant here (pulling's different on lifeweb and not everyone has a backpack, as well as varying carry limits so it's only an option under certain circumstances), but I could understand why people would want it for arrpee or cringe-tier romances (in the same vein I'd like to see a fireman's carry for wounded people but that's another thread entirely).
-
Like others have said it encourages griefing- a bigger issue I see is that by making things public access you render jobs completely obsolete- Cargo's now half as useful as they were previously, chemist is all but useless, and you only have to go to medbay if you're seriously injured.