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Everything posted by davidchan
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Double bonus points when these hypocrites absolutely ignore the AI/Borgs when the reverse is true and the Silicons are trying to get crew out of obvious danger areas or get assistance with tasks that require hands and otherwise beyond what a borg can do (organ implants/transplants, atmos manual valves, doors and equipment with AI wires cut, ect...) I'm usually amazed at how these people expect silicons to have perfect situational awareness and superhuman reaction times, yet just getting their attention requires everything to and including a sec borg strolling up with a stunbaton to get them to an area they need to be in. Extra double points when these same people who average maybe 30 minutes a month playing as silicons scream and rage on the git when ever buffs or balance tweaks are recommended for borgs or new modules attempt to get added.
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When playing as a borg and people automatically assume you're under Crewsimov or similar variant and give you ridiculous Law 2 demands, then immediately ahelp against you for not following your laws without ever once bothering to check what lawset you're under or consider their demand was overruled by other pressing matters (like doing life saving surgery as a mediborg and some greyshit just wants to loot the OR) Playing as a miner and you get a mother load of minerals, haul it down to RnD and ask for some minor upgrades to your gear, only be flatly denied, told Research isn't done or they have something else going on. As you stop in the bar to take a break and await Science to do something, you then hear the familiar stomp of a combat mech go past not 10 minutes later. Also when you mine and are told to come back later or the scientist has an attitude and takes offense to you trying to do your job and get them to do theirs, only for the next miner to wander along to get showered in toys and gizmos for bringing up a satchel full of glass and plasma, and then be told when you get back that they used up their diamonds on other things and can't give you anything till you mine more crap. Vampires, that's all that needs to be said. Though, specifically vampires and changelings that feed on unmonkeys. (why has this not been coded out but Swarmers and Peacekeepers still get pulls to nerf or remove them?) When you're playing as blueshield and everyone wants you to do everything that's specifically not your job. From the captain wanting you to arrest the clown for farting in the main hall to the CMO demanding you come arrest the assistant stealing first aid kits cause the HoS won't do anything to the random civs outside the bridge screaming for you to give them all access or find the head of staff who won't answer the radio, has their sensor turned off and is most likely rogue or dead in space somewhere after saying all of five words over command before going silent. Attempting to customize the engine layout to work better for your needs (compact Tesla, dual singulo, TEG/Super matter refit) only for somebody to just flip the PA on without even checking if the pen is clear or set up. Trying to atmos and do a project only for a borg/drone/CE to burst in, start ripping your pipes or 'fix it' and inadvertently dumping your super cooled waste loop right into the distro line. *BWOINK* Playing the good little scientist, max out RnD fast as you can, waste little material as possible and run about the station upgrading anything and everything you can think of to make people's jobs and rounds more entertaining. Never receive anything more than a token thank you. Drag 3 people onto the shuttle and heal them back to full in the sleeper, pass out space drugs and adrenaline pills and any other gadget you could print off. 0 Karma. The next day roll robotics, spend 90% of the round re-reading the wiki on how to make and maintain bots, slap a few new power cells into borgs and hook a few people up with robot limbs while explaining that mining has done nothing so you can't make anything fun. End of round, 5 karma gain.
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I can't see any reason to support this. ERT are not crew. I believe they can be added manually to the Manifest to avoid the problem of turrets shooting at them. If turrets attacking them is common enough to be a problem, then seems the bigger problem is turrets being built where they shouldn't be.
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It's been in the game for years, so that is part of why it is exists still. The other part is being that it just water+ in terms of slipping, harder to acquire and more effective but similar in function. Antags and Non-antags alike can use it (chemists love to use it against nukes) as a non-lethal self defense item. It's also part of the few chems that interact with IPCs as drugs for them.
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Currently there is no procedure in Security SOP, Legal SOP or Space Law to indicate appropriate Labor camp points for classes of crimes (except Capitol which are automatically permanent.) I feel this is partially why Labor camp is so rarely used, aside from it's poor location/easy escape to abandoned outpost as it has no generally accepted limits on how many points you can assign to crimes.
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Bumping as @TullyBBurnalot nor any of the Space Law nerds have acknowledged this.
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The Stock Mech battery is 7500, not 15000. They start with basic Power Cells, not High-Caps. I scream at my fellow roboticists every time they fail to do this. Additionally: Avoid firing up your fabricators until RnD has gotten at least level 6 Engineering. This shouldn't take more than 10 minutes for any competent Scientist/RD to do, and you can get the boards from Tech Storage (legally) to help them boost their other RnD levels up so they can print and decon the Pacman boards. The higher your sync'd engineering level on your fabricators, the less materials they use. For those in RnD this can be accomplished by destructing the following: (Parenthesis indicate alternate item that gives same level and is reasonably easy to get if you can't get the primary) Micro-Manipulator, Analyzer, Capacitor, High Cap Cell, Super Cap Cell, Flamethrower (Oven/Grill), Plasma Sheet (Plasglass), Circuit Imprinter, Pacman, SUPER Pac and MRS Pacman boards. Tada, Level 6 engineering.
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So, let's talk about this badger finally. Bluespace Wormhole Generator, better known as a/the Portal Gun, fires blue or orange projectiles that create linked wormholes between the two when both are active, similar to the handheld teleporter. As far as I'm aware though, wearing and using this weapon to get around while wearing a bag of holding or belt of holding (which cause teleporter malfunctions) has no danger of malfunction. It's locked behind RD access and some RnD level requirement needing 1.5 diamond sheets, .5 silver and 2.5 metal.When a mob is struck by a projectile, they take 3 damage and are shunted 3-5 tiles away (sometimes more). We on the same page now? Well there are a number of problems with this item, not the least of which that it has no limit on the shots it can fire. Unlike every other projectile weapon from RnD it doesn't have a shots it can fire before it depletes its internal battery. The damage is low but the consquences are high, assuming you aren't teleported into space or other dangerous environment that can kill you over time, the weapon can drop you on walls or in gaps you can't maneuver out of, making this weapon a near death sentance to those who may not have a set of tools to destruct objects. These shots also travel till they hit something, so people off screen can be affected by it to. In short, the shots of the weapon need more limit. From travel distance to number that can be fired at one time. Whether it's self recharging like an AEG or Captain's pistol, or functions more like a laser rifle that needs a manual charge at a charger every 15-20 shots, the gun needs to be fixed so that it can't be infinitely fired at pursuers to constantly launch them to areas they may not have access to get out of.
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Restoring the medical security post/checkpoint seems like a good thing. The exam room is only ever used for SSD storage these days anyways. Making it a karma position or just an extra job would be fine, I'd stress that it should not be an alternate title of the security officer. Access, they really should only need sec, brig cells, sec equip, and medical access to their security locker and put a criminal in a holding cell in their office while waiting for security to come make an official arrest. Cloning and Surgery could also be added to the access list, as these are the two locations that a lot of intruders are trying to get to, so being able to quickly access and remove the unwanted (or help out with the growing corpse pile.) Head of Staff would be HoS, though deferring to CMO on who is and is not trespassing or causing problems. Med Guard would primarily be focused on keeping medical safe and secure unless there is a station wide emergency (OPs, Blob, Active Slings or Cults, etc...) IMO a similar job could be created for Cargo and Science, as these two departments often have problems of their own and desirable equipment to steal or use. I know some people will say add an engineering guard but I don't see the need for one when most engineers don't even want to stay in their own dept. Kitchen/Bartender guard could be possible but you'd need to expand them both and push maint out farther.
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Someone needs to make a UI or method so that Atmos can ID swipe a vent/scrubber and/or hacking these things to manually change what the vent is doing. Also vent crawlining antags (xenos, swarmers, borerers, ect...) need a way to clear/unweld vents from outside.
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Far as I can tell you can't tell what headset a person is using just by the chatlog, only the type (Intercom, Bounced Radio, Headset, Bowman, Borg/AI) so I'm not sure what you're going at. The major thing people are complaining about here is that the voicechanger can't let you imitate the Captain/Blueshield/HoS/Warden/Sec Officers or Detective unless you get your hands on a bowman first, or vice versa if you have a bowman and try to imitate anyone else it'll stick out a bit that you're using a method they can't.
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Yah but that partial immunity to flashbangs though. I mean, it's like people feel it shouldn't be possible to notice someone's illicit gains or theft.
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I've always taken the headset/comms icon as just characters picking up on the quality or sound of the transmission. Station Intercoms and Bounced Radios would sound like someone on speaker. They have powerful mics that pick up sound in a wide area as they aren't meant to be held up to a person's mouth for optimal use. Regular headsets might have a bit more grainy sound as the icon and sprite graphic shows them off to the side of a person's mouth over their cheek, where as bowmans clearly wrap around to sit under a person's chin to get the best quality. Borg/AIs use voice synthesizers so never quite sound like a person and rarely, if ever, have background noise of the station. I do agree that the change was a minor nerf to the voice changer, but it would be better to give the voice changer the ability to mimic certain kinds of headsets or intercoms so the well thought out agent could better hide the deception.
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I'd disagree with you. Strongly. I'm tired of Vampires misting right into the Armory or Genetics to powercheese.
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Magistrate office is directly connected to IAA office with just one door. Magistrate can easily enter here and use request console. This is terrible logic. Aside from the fact that request consoles are everywhere to begin with, you can hear 3 or 4 of them depending upon where you stand in Quartermaster's office. Request consoles are very specific job (areas) to get supplies or help they need, as well as allow for the sending of information and (anonymous) tips to specific areas. If someone believes security is not applying space law properly, particularly in capitol offenses or major crime cases, they should be able to send a message right to the magistrate.
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Mist form is incredibly overpowered as is, giving it even more buffs without putting it back into line with the traditional lore is nonsense. As far as 'traditional' mist form goes, it shouldn't render the user invisible, at least not immediately, it should not allow passing through air tight objects (walls, secured windows, airtight airlocks/fire shutters) and it shouldn't be faster than the standard run pace of an unencumbered human. As it stands a cuffed vamp can just mist, travel in any direction for a few seconds and then stop in any of the hidden walls or alcoves across the station that 99% of the player base doesn't know exists.
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NT Rep isn't a member of Command either but they get Bridge access. They have 0 authority over the crew and only purpose is to provide advice and push people towards the SoP/Legal way of doing things and ratting out anyone else to CC. Magistrate is the only VIP who doesn't get Bridge access and that's kind of weird imo.
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Admins all have different levels and opinions on what is acceptable in both rules, policy and general fun of the round. For some admins, they will intentionally and purposely throw a wrench into a stable and steady round to add some chaos, player drama and give reason for people to turn on each other so long as they keep it within the rules. Other admins will literally call in a death squad to eliminate a Captain or HoP who thought it would be fun to open up a few clown slots and have them serve as bridge crew in a role comparable to the Blueshield or NT Rep. Admins just need to sit down together and hash out what is acceptable fun and what is not, as there are very few, if any, rules or public guidelines in place preventing admins from derailing or crashing down on player generated fun and events, despite the players themselves following SoP and the rules.
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Pedantic mode aaaaaactivaaaaate: Vampire's jaunt ability is called "Mist Form" cuz in certain Vampire or Dracula mythos, they can turn into a cloud of mist to get into otherwise impossible cases. Going through walls is, however, weird and it might be more interesting to make Mist Form a temporary ability to Vent-crawl or pass through airlocks or windows something, instead of solid metal bulkheads. Would at least fir the flavor a little more. If that's suppose to be their mist and/or bat form its way of the source material. Mist form was slow and only really used when they were lethally wounded. It was also supposed to be slow method of travel. Makes them invisible, no clip and stupidly fast travel speed, can be used as long as the vamp is concious, a which combined with their stun removal and X-ray means they can gg-nore situations they shouldn't be able to.
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Even without the monkies, Glare (their AoE stun) is FREE. Its unlocked from the start, costs 0 blood and only has a 30 second cooldown for what I believe is a 10 second stun. Useable while prone or otherwise stunned yourself. The only people immune to it are Borgs, other vamps and thralls.
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Well changing could use a retool so walking down a crowded hallway is all they need to to get their genome objectives. Why the hell do they need combat powers if their primary method of feeding can be done without your victim knowing? Vampires how ever, are not in a good place. Can't say I ever liked them to begin with but their power set is insanely op; aoe stun that has no counters, jaunt which makes no sense for vampires and is a wizard thing, spawn bats which is space carp+, and the ability to overcome their primary weaknesses. All of which can be unlocked, spammed and used with impunity within the first 15 of a round since nonsentient mobs from genetics can feed their power and they can easily jaunt right in even without a related job. And that's just the tip of the iceberg
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Removing SR would be fine by me, or nerf it to needing other rare reagents (mutagen, holy water and omnizine are all infinitely produce able with minimal outside help) OR retool to work with defibs to expand the revival window (a person whose been dead 15 minutes would need to 15u to revive, each attempt damages internal organs and SR would be toxic so any left over could possibly kill / melt their organs Edit: Also @Shadeykins Exactly what are you getting at? Cryotubes have been fixed/nerfed so they don't multiply healing chems in them (1u of cryox doesn't turn into 5-25u anymore) and they are among the slowest methods of healing available to medical right now, in addition to being easy to sabotage and generally avoided by paranoid crew because they stun/sleep occupants. To compare, brute/burn healing in cryotubes is a waste of time because SP/SS/SF patches heal INSTANTLY in large amounts, so as long as your chemist is doing their job these are always the most effecient route. Toxin healing in tubes is slow and best done in (upgraded) sleepers where you can dialysis any active poisons such as spider venom out, apply Pentetic Acid which purges toxins AND reagents. Sleepers also provide Mutadone and Mannitol in limitless quantities, as well as Oculine which was given a needlessly long and complicated recipe when ported for a medicine that just restore minor eye damage and hearing loss. Cryotubes only major uses are healing critically wounded patients, such as those that have been bombed or otherwise taken 30+ damage from 3 or more damage types, and t1 or t2 clones/slime victims with clone damage. For nearly anything else its a waste of time as the body needs to cool down before healing starts, and warm up before they wake up, doesn't repair bone damage and requires complicated cocktails of mitocholide, mannitol, occuline and cyrox just to heal internal injuries that can usually be done faster in surgery anyways.
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Just to add, Robotics doesn't have Science headsets in their lab either, so if you get a job transfer you have to beg the RD or a Scientist to get you a spare from Toxins/Test Lab/Outpost just to get science channel too.
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As the NT Rep if people are bringing information to you, you can always pass it on to the IAA or redirect the complaint to them directly. IAA should mostly be worried about how Security is treating their suspects and co-workers, is there any evidence or witnesses to a crime or is this just the first person security found? Magistrate should be concerned with how Space Law and punishments are being applied. Primarily this comes down to making sure people aren't being executed or minor offenses and that people aren't being brigged excessively long times and vice versa, if the penalties a person built up would make for a permanent sentence then the Magistrate should inform Security about. Otherwise I fall back onto the Magistrate if I ever am unsure just how to sentence a person when it's clear they did a crime but I'm not 100% certain which category would apply. The NT Rep is mostly just concerned with Command staff, ensuring the Heads are doing their job, not abusing their position and generally seeing that CC's orders are carried out while occasionally sending reports back to CC on the progress of the shift and helping CC/Admins know what the Command staff is actually aware of and what details they might be missing when making judgements.
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I haven't played much with the botany system myself but it seems like all the worst parts of RnD and Chemistry slapped into jar and given to a civilian job with some borderline sekrit khem elitism going on. Plants either need some kind of limiting factor on them like how genetics DNA works or the system needs to be scrapped.