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Everything posted by davidchan
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The law would, at best, be grounds for confiscation of items being used to deface. And there would have to be clear cut lines and ACTUAL policy on arrest, otherwise security is going to take it as an excuse to taser, cuff and strip the clown of his items every round. Or if someone just wasn't showing them the respect they feel they deserve (with many of our security regulars thats basically anyone not groveling at their feet and kissing their boots) they can just say they disarmed or resisted arrest and have them locked up for assaulting an officer and other bullshit.
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Bad security will abuse any and every chance they can to ruin the round of someone they don't like. When it comes to Space Law or SoP, there is really no room for vagueness or opened laws that have potential for malicious use.
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https://github.com/ParadiseSS13/Paradis ... -755229303 PR got merged. A small victory for engiquality
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It's not used because it currently does nothing. According to the notes it was supposed to be used in surgery to help prevent infections but it was never fleshed out and given a function, so unless you want to RP and splash an inert and useless chemical on someone under the knife it won't do anything. Hence the suggestion to give it an actual use.
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Having sterilizine offer immunity/prevent infections while it's in a patient would probably make it useful, since it would save doctors time. At .4 metab rate that would make a 50u pill last 125 seconds, or just over 2 minutes.In terms of balance I wouldn't even mind seeing the metab rate for the chem reduced a bit further, to .1 or .2 making a 6u pill last for a minute.
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Mechanic and Chief Engineer have access, IIRC, but yeah the whole of engineering department should have ORM rights.
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Restore Old Space Law Definition of Vandalism
davidchan replied to unmovedmover's topic in Suggestions
My intent for CS would be that you don't serve a brig sentence if you are doing community service, at least not for that "crime". Sentences under 5 minutes are barely worth handing out since it takes the average Security Team at least that long to process, search and argue before putting a person in the cell. There would definitely need to be guidelines and policy as far as CS goes, but it would allow for little things like graffiti, littering and other such things of that nature to be solved in an oh-so-peaceful manner, possibly opening the way for more active punishments when it's clear that sitting in time out for 10-40 minutes isn't going to discourage more incidents. -
Restore Old Space Law Definition of Vandalism
davidchan replied to unmovedmover's topic in Suggestions
Its usually the clown. How the hell are you going to fire the clown, give them an actaul job? -
Restore Old Space Law Definition of Vandalism
davidchan replied to unmovedmover's topic in Suggestions
Being brigged for vandalism is probably the most dickish thing security can do, and let's be honest about 90% of sec regulars are just looking for an excuse to lock the clown up. A better solution would be to add community service to space law. Offenders of minor crimes being required to clean up their own mess wearing shackles and a hideous orange junpsuit. Put a mop and bucket in security and maybe some soap so that anyone who thinks putting graffiti everywhere or redecorating with blood bombs is funny can be forced to clean it themselves if caught. -
Suggestion: Please add sunglasses to the loadout menu
davidchan replied to CapFlareGun's topic in Suggestions
Flash protection is irrelevant these days. Flashes aren't turbo stuns like they used to be, they only confuse and annoy people. Why the hell NVSechuds had their flash protection removed is beyond me when the welder implant is even better and can be grouped up with one. Adding sunglasses and prescription sunglasses to the loadouts wouldn't be a major effect to balance, the only time I see Sec using flashes is against borgs, against carbon mobs they always go straight to the taser or stunbaton. And I don't even know the last time I saw someone use pepper spray despite it's abundance on the station, I'm actually kinda shocked we don't allow mace as a self defence weapon seeings how half the masks seem to block its effectst. -
You actually can't wipe the server from RnD or Robotics, you need to break into the server room to do that proper,and wipe both the robotics and RnD computers to ensure it sticks. While I was originally for the lock, I've had a change of heart as it didn't really do what it was meant to do (for me at least), in stopping robotics from taking supplies or hoarding materials, the players still will hoard what ever they want and if they are assholes enough to steal materials from RnD machines they are assholes enough to destruct and even steal machines do to RnD themselves. The lock should be at the door, not the computer.
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This would kinda make hijacks ridiculously difficult.
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The item description, unless changed in the last few months, for the cmo hypo is that it is a prototype delivery system using an air injection needle. Or something to that degree, can't search the git on mobile atm.
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I would actually be in favor of the SM being uncapped and able to eat 1/4-1/3 of the station when it detonates. 1) It announces when it's even in danger of going in critical and updates/spams the announcement every time it goes up. This gives Engineering/AI/Who ever has access or tools a chance to intervene to vent and fix the Atmos condition in the chamber, or eject it. I'd strongly encourage there be a check that deletes the SM core if it approaches the edge of a Z level to prevent it from flinging back around to the station like the current Z level layout tends to always do, it'd be funny the first time Perma, sec and the bridge get annihilated by a slingshot SM bombing, the 5th or 100th time it happens would be rightfully infuriating. 2) In the event that it's rising multiple percentage points per update, it makes it an incredibly risky sabotage item for escape alone antags since if they make too much of a mess or fire in the chamber to overload it before engineers show up, they are just as likely to get caught in the explosion themselves and fail their objective. 3) The danger of the explosion alone should be enough to make people not want to touch it or seal the chamber so that it can't be unboxed and activated. There is still 2 other engines plus solars/turbine for power requirements of the station, so not every round with have an SM, and people who routinely fuck it up can be told to git gud or face an engineering ban. And it's generally just fun to play with, a super creative type could find a way to get the SM to the asteroid, set it up in the middle and detonate it for !FUN! mining. As for engine containment not being suitable for SM purposes... I'd argue otherwise. The only thing it needs is a blast door on the bottom and a few removed space tiles to ensure the SM doesn't get caught on the way out. A plasteel/plasglass cage could be assembled around the tesla/singulo starting area relatively quickly, the only major issues would be setting up a mass driver to shoot it away (optional) and setting the piping and filters, being that it's already in space exposed tile areas you wouldn't need a freezer since space is already -250c or so, just make a loop of thermal cross over, build two filters (or more if you're efficient) to sort out the plasma and oxygen from your coolant (either N2 or CO2) and dump the space cooled plas/o2 into the waste loop and you're basically golden. Radiation collectors would need to be moved closer to the core, but that's an easy fix.
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More restricted items isn't needed. The hypo the CMO has is a prototype, giving every doctor one is just making syringes even less relevant than they already are. Even if we go goon style and restrict what can be put in a hypo, there is still a lot of beneficial chems that do crazy damage if OD'd upon, as well as things like Ether that you could just lul slap someone with 20u of before they can even notice and react to the chatbox. Your heart and intentions maybe in the right place, but the actual suggestion would be pushing further towards the power gaming mentality that we don't need.
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If you have to lower the brute damage it can do then by all means, it's very useful for Medical. Not to mention with the Goon code it apparently has a safety mechanism installed that would prevent harmful chemicals from being added unless emagged. He means it's an unblockable stunner basically. Every click injects 5u of what ever you load up. Ether bottles spawn in medivends, hacked vends have toxins and various other chems can be acquired by nonantags that are lethal or screw you up bad.
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SM maybe the easiest to screw up, even by expierenced engineers, its also the only engine that gives you a chance to fix the problem. Its also doesn't make emps so its relatively safe for ipcs and borgs to help. The only unrecoverable screw ups are if you manage to start a fire, which takes the same incompetence or sabatoge as not using the containment field with a sing/tesla There is also still the choice of sing/tesla for those who can't atmos or refuse to learn another engine. Now if some one was saying use the vg sm as the default engine you'd have a point, the 10 stage rock scares me and makes me think anyone who pushes it to its upper limit is down right insanse
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Definitely would be for the SM being readded to secure storage for set up. Ideally all the engines would start there (sing, tesla, sm, teg and antimatter if that's been ported yet) and eng smes would be charged enough to give the station 30 min of power or so to give engineering time to assemble and customize the engine area for their needs. Solars can be wired to prolong this, as can the turbine. Failing that, the argument of space is irrelevant. The engineering outpost shuttle can be moved, maint expanded and the solars can be shifted to give space if its decided that sing containment can't be modified or changed. Imo engineering is becoming a non job, engine set up takes 10 minutes tops to complete, borgs and drones can safely start the tesla and then engineers typically spend the next 2 hours doing anything but their job, breaches are sealed but pipes never get fixed and your lucky if engineers fix the wires and machines if your dept explodes. Giving them more then. 15 minutes of work for a 2 hour shift isn't going to kill them and setting up solars is easy as its ever been if they don't want to build contaiment from scratch.
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The damage on the e-bow is its limiting factor. It shows up suit sensors and medhuds, its super suspicious if someone takes tox damage and then just vanishes from the monitor, and a doctor is gonna say something if someone at full health took random damage, collapsed and was dragged off in view.
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Apcs have a hard limit of their input output rates that makes tweaking powernet usage a nightmare, without recoding how apcs function the only other solution would be adding more apcs. As for SM setup, there was a pr or suggestion a while back that made the containment area a large empty room with materials one would need to assemble what ever engine you wanted. It was shotdown because "too much work for round start engies" Getting tg rapid pipe dispenser would alleviate most of the problem, but our pipe system isn't compatible at the moment. Making things like the turbine relevant and competive would also help( currently turbine is capped at 150kw without upgrades and that's 30 minutes of work.)
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I just want my super matter back
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I never had a problem with Sec Antags, mostly cause the difference between regular sec and antag sec was antag sec had an actual reason to kill you and the rest of sec would kill you because you annoyed them. I'm neutral on this, but the amount of salt and drama regular sec players are making over this is rather amusing. Can't imagine working in a department without being able to trust everyone else along side you? *gasp* It's like every other job on the station! How horrible! Pretty much every argument for no antag sec could be made for no antag sci in how powerful they can be and the gear they have access to by default.
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PR was posted. Support it, criticise or put your input to help make it better.
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Nevermind, missed the update apparently. Move along, these aren't the droids you're looking for.
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I know there was a discussion a while back about buffing early game blobs a bit while making them need to cover more of the station. Blob rounds only lasting 30-45 minutes at best is underwhelming Like any RTS just because the blob is big doesn't mean victory is assured, a 500 tile blob is huge but they don't really get notifications of damage so while it might have tons of resources it might not realize a team managed to push through its flank and wipe out its resources and nodes. Old blobs were kinda fun because the snowball and extra blobs that could be brought in, multiple ERTs and the occasional Death Squad to seal the deal and end a round that had gone on too long. They were chaos but they worth every second of it