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Munks

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Grey Tider

Grey Tider (1/37)

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  1. At the very least it should follow Keroman's suggestion But no, I don't see how anyone who is just in the position on a temporary filler basis until a real one is sent should be in the line of succession for taking command of the entire ship.
  2. Arent pAIs just meant to be a fun thing and not have a terribly huge impact on the round itself? All of these would give a huge advantage to people who have a friend willing to pAI for them
  3. I'm confused now. Is it that shadow people are too strong or is it that they are too useless? In reality shadow people can get away with spending stretches of time in the light, taking damage all the while, and finally retreating to darkness to regenerate. In these periods of time, just about every job becomes feasible. For the jobs that would be very difficult to perform mainly from a box, there is a light switch in just about every room on SS13. For instance, as a box person yesterday, I had to get surgery. The good surgeon darkened one of the surgery rooms for me and we had no problems... constantly healing doesn't automatically mean you're not going to be useless. and if they're going to just play normally and duck out of the light every once in a while to heal, what even is the point? (other than to piss off people watching crew monitors) in reality, no, they're not going to do this, they're just going to break all the lights in their workplace and demand that everyone stumble around in darkness, sorta like how shadowpeople already do Currently boxes function as they are described in this thread, yes, even for shadow-lings. Did you not know this? Furthermore, night vision is not an extremely powerful mechanic. Many races, such as vulpakin, have natural degrees of night vision. Giving natural night vision as one of the solitary boons of this proposed race is really not that impactful balance wise. "natural degrees" yes, a microscopic difference that isn't near enough that they don't ultimately end up using an external light source anyway. kinda different versus literal night vision. "we're going to rp it good!" "no, we're going to constantly damage ourselves because it's literally the only way we're going to contribute to gameplay!" one or the other. you dont even get to use rp as an excuse because, again, people with such a condition wouldn't even work here. but this is paradise roleplay, or in other words "lets do it because it's cute, tehee~" unless, of course, the shadowling carries around a weapon too, which of course they will because they're going to be in maintenance all the time. LOL just like vox players right? except, no, vox players dont do shit to roleplay it outside a few minor vocal quirks. speaking of, how exactly would one go about arresting one of your shadowpeople? as someone whos had to deal with a shadowperson cultist before, it was fucking awful for everyone involved, and that didn't even involve a brig sentence. Ignoring the blaring issue that we're going to have to break the brig lights just to hold them, which not only will be incredibly agitating (and dangerous as hell) to anyone who doesnt have built in nightvision, are we just going to have to resort to nearly killing them dragging them through the hall (or of course run the length of the station through maint tunnels in pitch darkness which is always delightful)? or should we just expect them to play nice and not run away as we drag their box through the hall, which naturally they won't just so they have something to bitch about (see vox refusing to tell you what pocket their nitrogen is in when searched so when it gets taken off they can scream about us murdering them) all i'm seeing here is Vox 2.0 except even worse to have to deal with and with free nightvision, for no reason other than teehee look at my cute boxes <3. this will be nothing but a hassle for everyone involved to have to put up with, and to be honest i'm reeeeally not looking forward to having to work in complete darkness because I had the misfortune of getting stuck with a shadowperson. Engineering: Completely shit out of luck if you get stuck with one, gonna have to break all the lights because pretty much every engineering action takes a couple of seconds to do. Cargo: Pretty much the only department shadowpeople could potentially be useful in, as long as they're in mining. Cargo office workers, they'll just sit around and chatroom while someone works the counter. Medical: Cant pull people in boxes, so sit around and wait for dying people to limp to you. Surgery is the same problem as Engineering with the action timers, so tell all your coworkers to fuck themselves and break the lights and operating console because you absolutely HAVE to play a shadowperson. Medical would be so fun to deal with all the lights being gone, by the way. Science: This already happens anytime some idiot goes shadowperson, and even with science being as low intensity as it is its still annoying to put up with. But with default race shadowpeople, science will be bathed in darkness all the time, which will work great for when science gets converted to the cult like it does every cult round Security: YOU ACTUALLY SPRITED SECURITY BOXES. YOU INTEND FOR SHADOWPEOPLE TO PLAY SECURITY. WHY? Command: Our command regulars are useless enough without the extra excuse of having to be in a box constantly. I'm sure it'll be delightful for Blueshields to look after too. Basically, you're taking your own personal gimmick, asking for it to be turned into a whole playable race with the added bonus of night vision, and ignoring the fact that you're going to perform awfully as one and make the round worse for all who have to deal with you. But it has a decent chance of going through, because heehee cute x3
  4. "They have a narrow and singular advantage of healing brute and burn in darkness" haha totally, they just passively regenerate the two most prominent damage types in the game, no biggie right? "Balance wise being a box person would be more of a burden than a boon, but roleplay wise it is fun, challenging, and interesting." This alone would be an automatic "no" on most rp servers. Why, exactly, would people like this be hired? Even in a non-RP sense, you're promoting a race that would be completely fucking useless as most jobs as they'd die without their boxes on. This would just waste job slots. Large karma paywall or not, you're suggesting a race with PASSIVE BRUTE/BURN REGENERATION AND BUILT IN NIGHTVISION. Additionally, cardboard boxes preventing light damage would give the antag shadowlings a way to travel through lit areas without issue, which is a buff they totally do not need. Did you even think about this?
  5. as a gremlin enthusiast i am offended by how drastically their digitigrade anatomy ends at the waist and turns into the standard SS13 humanoid body. could do with being shorter and/or a hunch but given this is a stat suggestion thread and not a general gripe thread -- gremlins are infamous for blowing themselves to shit on a regular basis. slight fire/explosion resistance? or pain tolerance? or, as the goggles are sprited in, some sort of inherent eye stat buff, possibly welder resistance (this is iffy because i dont know how this would interlap with flasher resistance which obviously shouldnt be a species-wide thing). this is all assuming of course that their likeness to gremlins doesn't end at just the sprite and name
  6. There's actually already a sprite for a tacticool looking plate carrier-style vest, and it's even already ingame -- albeit the only spawn I've ever seen for it is in the suspicious supply depot, aka the turret deathtrap on the derelict z-level. Never known why it's so heavily defended when it's just a resprite of regular sec armor, same stats and all. I could see it replacing, or (preferably, just for the sake of having a choice like we do with headgear and jumpsuits) spawning alongside the standard vests for security. I like both the current vests and this style depending on what uniform I'm wearing so I'd really appreciate getting the choice. The contrast between the militarized vest and the standard ones we already have would also help underline for Heads of Personnel that their locker equipment is for personal defense only and that they aren't security. The only issue with the plate carrier I think is that the side sprite is much bulkier looking than the regular sec vest, it doesn't seem fitting for standard everyday corporate security work. Additionally, concerned that the horizontal molle looking shit might cause confusion with the not-often-used bulletproof vests in the armory. On the subject of helmets, there also spawns alongside the vest the swat/syndicate helmet, though while the vest might look more bulky the helmet almost looks downright sinister and stereotypically Syndicate so it might need some sprite work (that and kind of dorky looking if you dont have shades on) I don't know however if this has some sort of history as legacy spawn equipment for syndicate teams, like how the red space suit you'll find floating around in space was once nukeop gear. If so, I suppose it might be a bit strange to have Security wearing it. If nothing else, I'd like to see these as one of the STHF cargo crates, perhaps as a sort of intermediate between the standard gear and the slow yet strong SWAT gear we can already order. Given that people RARELY manage to get the shit from the syndicate supply depot, it's a shame seeing these go to waste. (Also, agreeing with Spacemanspark, big fan of the corporate uniforms and wouldn't really want to see them go)
  7. The last several rounds (3-4 ish) I've played, xenobiology has produced multiple (2 minimum, up to 4 though) changeling buddies. While scientists having a bunch of changeling bodyguards when they're already cooped up in Research/Xenobio all the time is bad enough, a bunch of them tend to join Security and subsequently stomp antagonists Changeling rounds only ever have a small handful of changelings for a reason, and you shouldn't be able to produce a full round's worth of superpowered antagonists whether you're a crewmember and having them protect you/help Sec, or an antag and thus getting a bunch of changeling servants. Its stupid. Why bother with cloning when you can guarantee yourself changeling powers, in return for just being a different character? In fact, why even spawn in at all when you can just have one of your metafriends do xenobio and spawn you in as a changeling guaranteed? The prevailing defense is "it's really difficult!" but given I'm seeing it literally every round I play, and a large number of them, in like 30-45 minutes tops, it can't be that hard. And no amount of difficulty justifies fucking up the round's antagonists by having a private army of changelings to either hide behind or send out to do Sec's work for them
  8. Its rare that you're going to find more than one person who has genuinely done something worth being given karma and not just because they're your friend or they look cute or did their basic job or whatever. And no, this "vote karma" does not ever need to be a thing. If someone has done something worth being given karma to even one person -- whether going above and beyond the call of duty in game, or good instances of roleplay -- they deserve to get the karma. End of. You dont need 20 witnesses in the area to also agree to give their karma, not only because you're hardly ever going to have a single action witnessed by so many people, but because hardly anyone even remembers the system exists half the time. Not to mention the griefing potential. As for negative karma... the absolute last thing para needs is even more enforcement towards hugboxing. This server has an insane enough problem with circlejerking as it is. Mob mentality is huge here, as is metafriending. Certain cliques would have way too much sway over peoples' karma, just because you crossed one of their friends. Not only that, but people here can be petty. I've seen nonantagonist heads of staff tell an AI to its face that they're leaving it to die during an evacuation, because said AI called them an idiot earlier in the shift. The very notion that the average player should be able to PENALIZE people like this, locking them out of the arguably more interesting jobs and races, because they happened to anger you or impede you or just not follow your lead in some form, is awful. It is not a responsibility that players here could handle. Maybe if our quality standards were higher, but they aren't.
  9. I have a question regarding step 1 of the containment setup, regarding use of the PACMAN generator when there's significant power loss. During a shift last round, the engine required serious repairs because the CE was the only engineer and he turned off the PA completely, allowing the singularity to reach stage 1 and stop powering the station. As there was not enough power in the SMES to charge it back up, I (being somewhat inexperienced in anything other than straightforward setting it up at roundstart) set up a PACMAN outside to power the containment field until I could get the Singularity up again. Just as I got containment up, however, the generator exploded, causing minor damage (destroyed a shield generator and emitter, luckily I did not get the singularity up again and it was quickly fixed) I'm wondering, however, if you can tell me what might have led to this, so that I can avoid it in the future. I assumed that I just "overcharged" it somehow, but since you suggested it in your guide it sounds like it should have been safe. We had also been falling victim to grief on the part of a Maintenance Drone, could that have contributed?
  10. During my time on the server, I've noticed two items which kind of hinder both job performance and response from emergency services (Security and Medical). TL;DR at bottom of post. First item is the difficulty in requesting assistance, it's not uncommin for shouting in all caps "MEDICAL TO SCIENCE"/MEDICAL TO SEC"/"MEDICAL TO MEDICAL" to elicit no response whatsoever, either because Common is flooded with people screaming about explosions or the departments just not paying attention. To help with this, I think it'd be nice if there was at least one wall-mounted Emergency Services notifier in each department, as well as in each wing of the main hall (Starboard, Port/Arrivals, Aft, Fore). By swiping your keycard, the terminal would light up and by clicking on it you could choose Security or Medical which would send an alert to people with the corresponding PDA cartridge installed (Medical priority going to Paramedic if one is present, however, to sort of alleviate the issue of Medical Doctors/Surgeons/Morticians responding to calls when the Paramedic has nothing to do. If the paramedic doesn't read the message in a short amount of time, say 30 seconds, it is sent department-wide) as well as the main corresponding terminals for each department (Crew Monitors for Medical, and Camera Monitors for Security). AI would be notified as well. The swiped ID would be logged to keep people from swiping them and running away just to fuck with people, like what happens with fire alarms. If neither security or medical is selected, an automatic call would go out to both, in case someone was too busy being assaulted to choose an option or passed out before they could. However, before this period of time is up, the swiped ID could be entered again, cancelling the alert. This presents Traitors with the choice of either taking the time to take the ID off the incapacitated crewmember, cancel the alert, and risk manual detection; or using that time to flee the scene as fast as possible. The terminal can also be emagged, which would make it appear to be fully functional but never actually sending out a call. The sabotage can be detected either by removing the circuit board, or exposing the wires and using a multitool. ================================================================ Another thing which would mostly be a quality of life change for paramedics would be the addition of special gear and functionality to the ambulance bed. Currently in my opinion, the ambulance is a bit cumbersome, and with the ease with which the bed detaches, a bit more trouble than it's worth when someone is in need of immediate medical care. Another issue is that people aren't recognizing the special purpose of the Paramedic role: pre-hospital care. Just like it's irritating for me when Medical Doctors do my job and I have nothing to do, I imagine the same situation exists when a paramedic carries around a full supply of medical equipment and treat everyone on the scene instead of transporting them to medbay. Another issue is that due to our mobile nature, we don't have immediate access to the supplies in medbay, nor can we carry around a bunch of medkits because of the need for the defibrillator. I propose that the medical bed be equipped with it's own battery slot, and some additional equipment: an intubator, which halts Oxygen Loss damage but does not reduce it OR the cause; a mounted dialysis machine which halts toxin damage; a skin glue dispenser which reduces brute damage to, at most, 100; and a toggleable hyperbaric cover which reduces burn damage to at most 100 and reduces, but doesn't eliminate, radiation illness. All these systems would be independently activated, but each would add their own drain to the battery. The ambulance bed would also be intended for the option to use it without the ambulance tug, sacrificing speed for easier handling of the bed. When riding on the ambulance, the option to shiftclick open doors, similar to AI, BUT NOT CLOSE THEM (to hinder its use as an escape vehicle) could be present as well. The ambulance door access could be determined by an ID scanned into the tug ignition key; and the bed location could be permanently indicated on the crew monitor as long as it has a battery installed. =================================================== I apologize in advance if these are sort of overly ambitious or outlandish requests, I'm just looking for way to increase the gap between Paramedics and MDs because the general sentiment towards the Paramedic role currently is just "blue doctor". I tried to limit their criminal potential while still adding some sort of benefit or counter for traitor interaction. This is the first time i've gone and made a big request like this, and I'm open to criticism or suggestions. TL;DR: +Wall mounted Emergency Service pagers ---Scan ID to activate, choose Security or Medical to send alert (AI included in both) ---If neither is chosen in 30 seconds, automatic alert sent to all three ---Alert sent to PDAs with security/medical cartridges installed, and Crew/Camera Montitor consoles ---Paramedic PDAs are prioritized for the PDA message, but all Crew Monitors/CMO PDA will show the alert ---If the Paramedic does not acknowledge within 30sec, all medical personnel are alerted ---Can be cancelled during 30 second interval by swiping ID again ---Can be emagged to intercept alert ---Sabotage detectable only by removing circuitry or exposing wires and using multitool +Ambulance Bed ---Independent battery source ---Mounted equipment to interrupt the four major damage types and preserve the patient for transport to medbay, but NOT treat underlying issue ---Can be located on the crew monitor as long as a battery is installed ---Intended for use with or without tug attached +Ambulance Tug ---Shift-Click open doors, can NOT close ---Access determined by scanning ID on tug ignition key
  11. For one of the few things in this game that players will die in seconds without, nitrogen tanks are far too scarce in number (the only ones I'm aware of being the ones in EVA, and ones you make yourself using nitrogen canisters) Playing medical, it's not uncommon that I'll have to try and save a Vox whose tank was stolen. A round last night with an unresponsive AI and me having no access to EVA (forcing me to keep the Vox in cryo for a long time until I could get a replacement) made it obvious that we don't have near enough access to these things as we should. I'd like for there to be spare tanks (if not the fullsized ones they spawn with, then ones that are at least the same size as the extended emergency air tanks engis get) in both medical and engineering, as well as possibly scattered around in the o2 lockers around the station (possibly with the same availability as the oxy deprivation kits, i.e. not hard to find but not in every locker you come across either)
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