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Everything posted by davidchan
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+1 +1 +1 Anything to have less Tau discs.
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My point is, not enough people play the role of Chaplain because the only time you ever really have something to do is during Cult rounds. If we only improve the Traitor side of the Chaplain, people will only play to be traitors, and if they join a round as a non-traitor chaplain, they are just going to go SSD or greytide. Making the role itself productive and fun to play first, then adding antag options second should be the priority, not making it blatantly obvious to validhunters that the chaplains is an antag because he didn't go straight to cryo or start with crayon all over the chapel in the first 10 minutes of the game.
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The job could use an overhaul of face lift. Chaplains need something to do, the ability to bless or concencrate areas of the ship to give minor bonuses to people nearby, creation of holy water and sacrament (bread) that could apply additional bonuses, vague communication with the ghosts (ghosts can't directly talk to Chaplain, but Chaplain can detect presense of spirits and gain a verb to sense their mood, i.e. at rest, upset, worrisome, angry, vengful or some other aspect.) With a proper face lift, this job could not only keep the Chaplain from turning into the most annoying chucklefuck on the station who assaults people with his bible, but could potentially make the round more interesting for Ghosted players too and give them an avenue to interact with the round through IC means. In short, we need to find ways to make the vanilla chaplain relevant and useful regardless of roundtype, THEN worry about giving traitor chaplains unique options and abilities. How ever, making it so a Traitor chaplain could make a light version of the cult and throw off security would be rather neat and a way to fuck with powergamers and validhunters who freak out the moment they see a cult sword or rune.
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I hate to say it, but BestRP/Unbound Travels has one of the best Security sections I've seen. We've got talented mappers, I'd like to think someone could recreate something like it, specifically how their Brig Cells/Courtyard, Warden Office and Armory is set up. Having an Armory that can realistically armor and equip all six officers with proper weapons would be nice, since pretty much anytime it goes red the HoS and Warden take weapons regardless if they need them or not, leaving 4 laser weapons and 2 shotguns (assuming the HoS and Warden didn't take those too)
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IPCs need an overhaul in general, to be honest. They are plagued with bugs and generally do not perform to what they should be.
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Most of our Chaplains act like they are Satanist worshipers running blood sacrifices and covering the chapel in runes, or they play jehovah's witness and run around harassing everyone to join their religion or fart on the bible.
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This is how rounds start. Infact the 'intercepted enemy communication' (Aka, 5 minutes in Auto-Blue) was removed a while ago. So, Command has to manually upgrade to blue, security just needs to be better aware of whats going on. I'm fine with this, especially since players who get Job Changes into Sec have a hell of a time getting equipped, I believe there are 6 Security Officer slots by default and 8 Security Lockers (not counting the Pod Pilot, Warden or Head of Security's personal lockers), I believe they all have Security Armor in there anyways, so just changing spawn to beret/security cap and putting helmets in all the locked lockers seems fine by me. This doesn't seem like a good idea, mostly because the Taser is standard equipment, it's a non-lethal means to take unruly or violent offenders, the taser is effectively the insurance policy that late-join Security Personnel can get to the brig and get briefed on the situation, late-joining a Nuke Ops round and walking past the bridge only to get shot to hell by Ops because all you have on you is a flash and handcuffs alone is reason enough to keep the Taser as spawning equipment. Again, Batons and Tasers are non-lethals. Security staff are assumed to be trained with them. Having extra/spare Batons in the Armory is fine, but leaving security with items that are easily countered (welding masks/goggles/sunglasses for flashes, gas masks or even surgical masks block pepperspray) means security would have no reliable way to apprehend a greytider, revolutionary or antag without putting them in crit first to keep them down long enough to cuff. These items exist in the first place to give Security personnel the ablity to do their job without physically harming a person to the point their life might be in danger. Brig Physician: I don't own this role, however I've noticed a few issues with it that might be worth addressing: I strongly disagree, medical emergencies can arise at any minute, the time it would take just to find and get a Security Officer or the Warden to open up the prison to check the prisoner in the first place would likely mean the death of the prisoner. Brig Physician entire job revolves around keeping Security and Prisoner's in their custody in best condition possible. Half the time, the only RP or interaction a Brig Physician might get is doing Psych Evals or talking with brigged or perma'd prisoners, as very few Security Officers ever hang around Security, and the Warden always seems to be watching Cameras or fucking around in the Armory if they even are in the Brig at all. I can't say I've ever seen a Brig Physician with a Baton or Taser, but having a Flash or Pepperspray makes a lot of sense, since these are typically self defense items, if a prisoner gets violent or rowdy, having these handy to quickly put them down makes a lot of sense. And, against prisoners these are one of the few times they are guaranteed to work as prisoners have no protection from them, giving the Physician enough time to stun and run back outside till the Warden can come deal with the prisoner. This one makes sense, I'd like to see the Infirmary expanded a bit with a micro-surgical center and Body Scanner, though I can understand if the Physician is only meant to do First-Aid and basic medical care. Would make detection and removal of slave and explosive implants a hell of a lot easier. Would also add a few bottles of some kind of sedative to that list, morphine or ether I believe put people to sleep but I'd need someone to confirm. Eh, not really the job of the Blueshield to keep NT informed. You're a Mercenary Bodyguard assigned to keep VIPs safe, you can fill the role of advisor and request Heads or IAAs fax centcom if you feel it's justified, but Blueshield is rarely in their office as is. I'm not saying it would hurt anything to give them one, but it's as job for the IAA or NT Rep to tell Centcom the heads are fucking up, not the guy hired to protect them. Oh god, please no. I've seen enough Blueshields think they are Security as is. Blueshields have a fair amount of access as is, it's not even your job to arrest people, just restrain them until security can take them off your hands. Giving Blueshield sec access is going to send the wrong message to a lot of people and increase the number of Blueshields who patrol the station and not doing their job (aka babysitting the heads or Restricted Areas like the bridge.) Didn't even know they had this access. Seems like a fluke or hold over. Might make sense if the Blueshield is charged with personally looking into break in of areas they are incharge of, I have a hunch this might have been a lazy coding work around to let Blueshield have access to Medical Records and Security Records, but I don't know. Bug Cargo. Bug RnD. You're job is basically to babysit the Captain, if shit starts getting out of hand all you need to do is tell the head you are babysitting that you MIGHT need to get more supplies or better armaments. And unlike a Detective, you have a Hybrid Taser and Stun Baton, Revolver is basically your last resort and should be used if you really want to make a point (and probably break a bone or two in the process)
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Why does everyone label the Processing Room as Interrogation? It's only meant for use to have the Warden inform the prisoner of the charges against them, sentencing and confiscation of items (basically, what everyone does after they drag the prisoner into the cell)
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I will acknowledge that the valid hunting is just getting worse and worse everday, BUT slamming down that Security is not allowed to change a sentence after the conditions or evidence of the criminal/jailed individual change is going to cause problems, regardless if this only applies to just those going to the Prison Wing or everyone who is put in a cell. Imagine if you were revealed to be innocent or framed of your crimes and sent to Permabrig, but thanks to this dumb rule you're stuck in there until admin intervention has CC clear your name (which makes no fucking sense from an IC perspective) Security may not have known their prisoner was a specific type of antag. They might have assumed it was just a regular tator or just someone who decided to murder other members of the crew, no evidence of husking, blood drain or anything like that on the bodies that were found. And, as stated above, sentences can change if the conditions of the arrest/prisoner change. Permabrig is often seen as the last resort on how to deal with prisoners peacefully, if those prisoners continue to resist and cause trouble, the peaceful option is obviously not working and execution or cyborgification should be looked into. If a prisoner wants to cause of fuss, wreck his jailcell/prison, beat himself up or attack officers, that's his option, but security should respond with appropriate actions. Every sentence handed down by security can be reversed or changed, even execution (through the wonders of cloning or cyborging), putting a server wide ban on changing permabrig sentencing is going to result in a lot less players being sent to the permabrig and just straight up executed or borged if they have shown even the slightest antag related ablities, items or behaviors. Limiting the peaceful option just limits how much people are going to use it.
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Having multiple spawn points across the station wouldn't be bad, but having a spawn point at the derelict would be. We never use the derelict much, few people even bother to explore z-levels when telescience can do it all anyways. Drones do NOT need hands. This would just end up begging for griefers to drone their way into Head of Staff offices, the armory or toxins. Drone laws don't mean shit to someone trying to ruin someone else's round. And, legit uses for hands as a drone are slim. Plasteel is the only resource they don't have access to, for building things like reinforced walls (which irks me to no end they can't repair R walls), our drones could use a few updates or changes but I'm largely happy with the way they are save for 2 things. 1) Drones need resource synthesizers, so using metal, laying floor tiles and cable or what ever else they do takes battery charge, not some arbitrary stack count. Made even worse that synthetic resources don't recharge faster regarldess of the components in the Cyborg Charger, so Drones and Engineers have even more downtime than a sec borg, for example. The ability to create pipes as well would be nice, so that drones can properly repair and restore the station without having to do what they can and hoping the engineers will do the rest. 2) Drones need vent crawling. Mail tagging is fine and all and makes for a good rapid transport, but doesn't always let the drone go where they need to go, and our Disposals system is a large loop, rather than direct to like vents are. Giving drones back vent crawling would make them more useful, imo, and make it easier for drones to find busted pipes. Every room and corridor has vents, but disposal chutes are pretty scarce actually and being able vent crawl directly to a breach or fire without having to open airlocks would make them much more effecient at their jobs without putting undo danger to organics (going off a drone law, a drone basically is to ignore all life forms, their laws don't discourage or prevent them from opening the door to a breach or plasma fire if their intent is to fix it, regardless of who it might endanger. They just aren't programmed to care about organics.)
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Changing how it works would be kinda nice. The math aspect wouldn't be so bad if it wasn't so arbitrary. Integrating a crew monitor function to allow it to lock onto anyone with their tracking beacon set would be nifty, though requiring a calibration first to prevent a mishap (like stationary teleports) Additional components to the telepad or adding other machines to the room could also increase the effectiveness of the pad, I'd be very interested in seeing a full Star Trek themed telescience with multiple telepads to allow multiple people to be beamed around at once, such as sending 2-3 engineers at once to a hull breach in the prison wing, or recalling security officers and sending them to the bridge during a nuke ops attack.
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The problem with virology is how exactly do you make it a more active job. Even times when there is an event plague, virology doesn't handle it or even aware people are sick until cmo/captain busts down their door and drags sick people in. There is no current way to mark a disease as beneficial, so being infected with one will have anyone with a med hud freaking out when they see the green face symbol. Virology is interesting in theory, but as a dedicated job it doesn't serve a function, much like xenobiology only people who want to play with a very specific part of the field enter the lab, and everyone else ignores it, especially when crew monitor shows a dead body in there.
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I'm just kinda surprised that the Autolathe can make welding masks and fully stocked fire extinguishers, but can't create a pair of welding goggles.
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Frankly Virology is more trouble than it's worth, just removing it, giving Medical a better surgery area that can print or make their own prosthetics would be nice. Virology is just one of those jobs where you won't do anything useful unless the RNJesus favors you, or the Chemist can supply you with the radium you need to do everything right. A bigger genetics departments or biomechanical workshop (though this is probably too close to Robotics, but Science has their own, bigger Chemistry department so why not), or just about any other idea for study, improvment or alternative health care that would allow for a much more active role on the station than just sitting in an isolated lab by yourself for 45 minutes creating diseases only to unleash a plague on the rest of the station because you didn't take a shower. (WHY DOESN'T THAT AIRLOCK HAVE AUTOMATIC DECONTAMINATION?!?!)
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10u of mutadone + syringe + syringe gun = very awkward moment for now dehulk individual.
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INB4 Cyberaid is secretly catholic and suicide sends you straight to hell, ala Constantine.
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Can we please get brief changelogs for people who don't want read through the github for what's new? Please?
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Me too, would certainly make some jobs a hell of a lot easier, and others a lot more fun. Imagine the clown running from room to room, activating Holopads and forcing his image to be displayed on the bridge, in head of securities office, or any of the other annoying places. The Illusive Man, just with more Honk and a lot less Shepard. Could also 'buzz' people by activiating the holopad to their office/work area and saying hello and what you need, though I feel the AI should be able to hear ALL holopad conversations, or there to at least be a record of them somewhere like with PDA server. And lets not forget the funnest/most interesting use of this. Useful hostage taking. Force a person to link to a holopad (or configure the holopad to track them), broadcast it to a location of your choice, have them read out a ransom demand (*COUGH* NUKE OPS *COUGH*) or even give the Captain a live feed execution of one of his crew for failing to meet a traitor's demands.
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The trait is hilarously broken and should be removed/nerfed/restricted to certain varieties of plants. The rate of spread is also ridiculous, Space Kudzu was never that fast, nor was the baystation biomass. I always use a circular saw since it does as much damage as a welder and needs no eye protection or fuel, and I can barely click fast enough to cull the shit back to the main hallways when it gets into RnD. And I say this as the guy who usually gives Botany 2-3 Somatorays and 3+ buckets (360u) of mutagen as part of my RnD/Science checklist of things to help other people do their jobs.
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Yes please. As well as the team choice. Toy eswords or other foolery would be fun. Question, though. Would emagging the borg make the toy laser gun lethal? Medical borg gets polyspray and emagged paddles, so service borg getting the acid drink and emagged laser tag gun seems fun. Though I may be mistaking laser tag guns and practice guns
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Securty borg idea/add borg recharger to security
davidchan replied to orelbon's topic in Suggestions
Lethal weapons on borgs? Heck no, this is just asking for trouble, and it also completely nullifies what little advantage an emag'ed borg gets over it's loyal comrades if it needs to defend it's new master. Additional Borg Charger in the brig (and Medical), yes please. There is currently 5 Chargers on the station, 1 in Engineering, 1 in Dorms, 2 in Robotics, 1 in Engineering Power Maintenance (Maint Labyrinth) Literally every default charger is east of the bridge, with the sole exception of a sixth charger hidden on the AI Sat, and they aren't spread out that well for effective use. A Charger in Brig Lobby (south of Warden's office) would nice, as would a charge stuck into medical somewhere (Lobby desk, Break room, by surgery, lots of good locations for one) Science can make parts to build new chargers, I typically build them where I know borgs are active and have gotten Bartenders/Doctors to move a charger from Robotics to somewhere more useful as a borg before, seems funny we don't have a charger in the Bar even though thats where service borgs should hang out. -
That's exactly how hailers work right now. There are three settings, first middle and last, with first being the politer sec borg and last being the angry 'SHUT UP CRIME' mode, the middle slot just randomly plays from either category. Why the default is angry is beyond me, but nobody ever wants to change theirs because they want it to curse and scream.
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Eh, 2-3 people can quite easily work in Xenobiology together, provided they are willing to work together and not just fight over monkeys and slime pens. Restricting Xenobiology to it's own job like Roboticist is would also restrict their access from places like the Research Outpost (preventing them from getting 3 more boxes of monkey cubes), Chemical Test Lab (preventing them from getting more beakers of Plasma. Only naughty/stupid Xenobiologists grind their solid plasma), Telescience and Toxins, which can be side activities if you've progressed far enough in Xeno to get bored or just can't get the slimes you want. I understand the pain of joining a shift in science and wanting to do a specific job but being unable to because some chucklefuck got their first or just hijacked it from you (the number of times an incompetent RD has derailed my research because he wanted to test Telecom components), it would be nice if Scientists could 'claim' job areas or at least get buttons to bolt the doors from the inside (of course, with a bit of luck and know-how you can put a signaler on the bolt wires.) I'd rather not see Xenobio be segregated again, since if you join a shift with 4 slime breeders you can have some fun playing together, or you can go into any other area of science (save for Robotics) and do something else, RnD, Toxins, Telescience, XenoArch, Anamolist and Chem lab are all open you if you don't play well with others.
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I have a few thoughts on shuttle code, I don't know if other servers use these ideas, might have influenced mine since I haven't played on anything but Paradise in months: 1) Code Requirements; Station must be in Code Red (or higher) to call a Shuttle. Being in Code Blue requires Two Heads of Staff to swipe (as though raising to Red or ERT) and sets the station at Red Alert in doing so. Shuttle can not be called in Green, crew transfers being the exception here. 2) Shuttle Reason; Who ever initially tries to summon the Shuttle is given a text box to put a brief answer to why a shuttle is being called (Common entries would include 'Singularity is loose', 'Nuclear Operatives', 'Meteors', 'Structural Integrity Compromised' (heavy breaching/massive bombings) 3) Shuttle Preparedness; Shuttle ETA timer is set to 20 minutes by default, but being in Code Blue or Code Red for extended periods of time reduces this duration to reflect CentComm monitoring the situation and preparing on their end. Being in Code Blue for 30 minutes or longer would reduce the Shuttle ETA to 10 minutes. Being in Code Red for 20 minutes or longer would reduced the timer to 5 minutes. Reducing the Code would reset this timer, so going to Green would restore the 20 minute wait, going from Red to Blue would add 5 minutes to the timer up to the maximum 20 minutes. In theory, this would encourage players to focus on solving the problems in the situation to the best of their nature, or at least be a little more proactive in use of SoP (and Admins could Fax Command Staff if they feel they are just going to higher alert to reduce the shuttle rather than dealing with antags), rewarding Command staff who actually try to deter and deal with round antagonists with an early out if things get too hairy for them, and punishing Command Staff who don't do their job properly by just randomly calling the shuttle when they can't deal with the situation and have been in green the entire shift despite multiple deaths. The major exception here, being Singularity releases, as there is usually little to no warning about these, though it would give the Captain/Other heads a damn good reason to keep on Engineering's ass about proper engine care.
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Our Mesons don't have the ugly green filter that baystation has. I mean, if someone wants the ability to turn off mesons without taking them off, sure you have my vote, but if you are asking for mesons to turn everything green... heck no