Jump to content

Kyet

Retired Admins
  • Posts

    2,129
  • Joined

  • Last visited

  • Days Won

    48

Everything posted by Kyet

  1. A better solution might be to automatically un-dna-lock mechs whose only authorized user enters cryo.
  2. Trials are unnecessary. 95% of the time, the suspect's guilt or innocence is easy to determine, and as a result, there is no reason to have a trial. In many cases, sec doesn't even need to talk to the suspect at all to determine guilt or innocence, as simply searching their bag is enough. For example, if someone is accused of being a syndie, and searched, and found to be carrying S-level contraband, that's it. Nothing they say is going to get them out of that charge. Ditto, if they're accused of being a cultist, searching them and finding that they have cult items is enough to determine they're a cultist, regardless of what they say. In order to even justify a trial, you need to be attempting to charge someone with a crime that doesn't hinge on the provable facts about what happened, but rather, hinges on less obvious things, like motivation. Essentially, you need a charge where the facts aren't in dispute, but rather, whether to convict or not hinges on subjective things, like whether their actions are considered to be in NT's best interests or not. For example, if you're trying to charge someone with mutiny, but the person they committed mutiny against was acting terribly, and they argue that their actions were in the best interests of NT... that's an example of a case that's vague enough that maybe a trial might help. Even in these cases, though, sec rarely has enough time/support from the rest of the crew to mount a trial. Usually, even in case like this, people are simply far too busy to mount a trial. In cases like this, usually what happens is that the ranking crew member (HoS, or Captain, or Magistrate) simply makes a decision, and it sticks. In the very rare case where the crime is one that's suitable for a trial, AND there are enough people/time/etc to do the trial, AND people actually want to do the trial.... even if the trial is done, it typically gets interrupted halfway through, and things default to one ranking person just making the decision and it sticking. Trials are time consuming, and they tend to consume a lot of attention from command/sec, which actually makes it easier for the rest of the station to fall into chaos... and everyone knows this. As a result, command/sec have a disincentive to allow trials. In short, forcing trials for crimes, ANY crimes, is not viable or desirable. Trials are, and should be, rare things, for niche situations, and slow rounds. They're time-consuming, which is good when nothing is going on, but simply not viable during busy rounds.
  3. Saying that IPCs are underpowered is a bit... hard to believe when they're the most popular race after human (according to a suvrey I saw done awhile back). If they were really underpowered, I suspect they wouldn't be so popular. IPCs being weak to brute damage makes no sense to me. They're made of metal, and feel no pain. They should really be hardier than any organic. There is quite simply no flesh that I know of that's better at resisting blunt trauma than metal is. I can't think of any surface that would be better at reflecting away or radiating heat than shiny metal, either. That said, if IPCs were to lose their vulnerability to brute/burn damage, they would need something even stronger as a weakness to compensate. All species being reskinned humans is fine with me. I'd prefer each species to be more unique than that, but I'd rather have all species be reskinned humans than have species have wildly different power levels or strengths/weaknesses that make no sense.
  4. Sec Officers: Many exist More can be sent by centcom if you increase job slots More can be hired from crew, and the extras can do the job just as well Many copies of their gear exist, and more can be obtained With Chaplains: Only one exists You cannot increase job slots to hire more if that one is permanently lost You cannot hire them from crew either, because while you can give them the job title, the job title does NOT confer chaplain powers Only one copy of their gear exists, some of their gear becomes unremovable once equipped, and getting replacements for their gear is difficult Practically, chaplains likely have special knowledge of how to use holy water that the average sec officer does not have Given the great disparity above, it simply does not make sense for the chaplain to be wandering the station during cult/vampire rounds. They should stay in sec, blessing water tanks, administering doses of holy water, and helping protect the brig. Yes, they might be able to help on the front lines, but: They're effectively impossible to replace short of admin intervention, and your anti-cult/vampire efforts will be severely hurt without them, so... can you really afford to risk losing them? They're quite likely to be a target of the vampires/cult. So... they may need to stay in secure areas for their own safety. If they're killed, and sec doesn't realize it, a fake replacement chaplain can do an insane amount of damage, for example, by providing fake holy water that enables vampires/cultists to avoid being identified, or even escape. For all of these reasons, chaplains shouldn't be going full crusader during cult/vampire rounds. If they want to help, they should be staying in the brig, assisting with prisoners, while sec watches their back. Going rambo as chaplain in these round types can really cripple the station's ability to respond to threats. If you die... that's it. You probably won't get replaced, and nobody else can do your job. The only big reason to leave the brig as chaplain during confirmed cult/vampire rounds is to use your book to erase cult runes. That can be a major help, and is worth doing... but you should probably take at least one sec officer with you when you do so.
  5. Interesting. I should probably add that a recent PR of mine added redspace portals to the game. They're an actual game object now, /obj/effect/portal/redspace. They look like the orange portal created by the portal gun. Mechanics-wise, they work the same as bluespace portals, except that they allow teleports from/to areas that bluespace portals don't, such as the syndicate depot. They could also easily be used for things like a 'portal to hell' or other normally hidden/inaccessible location.
  6. Xenomorphs created in xenobio are 'fake' simple ones to prevent them from laying eggs and triggering full xeno outbreaks. Xenobio makes monsters every round. If every other round had a xeno queen that laid eggs, every other round would become a xeno round, and players would not like that. Terror spiders cannot be created in xenobio (or any other method in science). Xenos and terror spiders are already intelligent, lore-wise. Terror spiders that grow up (from spiderling to spider) in the gateway are not player-controllable. Characters bitten by a white spider in gateway who run to station will die from the infection, rather than bursting. In general, I made it hard to use the terror spider gateway to trigger an infestation of the main station. There is no such thing as a non-aggressive terror spider. I greatly dislike the fact that it is even possible to create non-aggressive xenomorphs in xenobio. IMHO the fact that non-aggressive versions of xenomorphs exist robs them of much of their fear and intimidation factor. Normal space spiders are quite simply not intended for player control. Aside from having no means to heal themselves, they also have no way to ventcrawl or open doors, resulting in them being stuck in the room they spawn in 95% of the time. Space carp and other simple monsters tend to be the same way. They're not coded for, or intended for, player control. Addressing the coding part wouldn't make them good candidates for player control without substantial mechanics tweaks. If we were going to tweak them that much - we might as well just make new monsters at that point. It would be nice if xenobio could make nasty monsters. Something more dangerous than current fare. Xenomorphs/tspiders that can reproduce, though, are too dangerous for xenobio to be able to make.
  7. If you want to try it, here is my advice: Early on, build minerals before you build anything else. Ultimately, all other resources are derived from the things you build with minerals... so if you focus minerals early on, you can set yourself up to have a great economy later. Your energy credits should be positive (so you can hire leaders, etc) but they don't need to be highly positive. Science can be ignored for awhile. You'll get lots of research from salvaging wrecks anyway. The base game gives you misleading information in a number of cases. For example, 'equivalent' can mean anything from 'half our strength' to 'twice our strength'. Install the mod 'additional map modes' on steam. It converts uselessly vague words into more precise numbers. So you can see, for example that the person next door who has 'equivalent' fleet strength actually has 1,200 fleet strength to your 800, and thus is not someone you should be declaring war on. Understand that you take a large penalty to science and unity output for both the number of planets you have, and also the number of pops you have. Fewer, bigger, well defended planets are better than lots of tiny ones - both economically and defensively. I try to keep myself at 3-4 planets for as long as possible, to take maximum advantage of this bonus. On the other hand, control of space, particularly resource rich systems, is a major benefit. Yes, there is a penalty here too, but beelining for that +20 minerals system is almost certainly worth it. To be able to do this, you need strong minerals income, decent influence income (I suggest democracy) and happy factions (choose factions that are easy to keep happy, like technologists).
  8. Re: smuggler gets to be a spider, yeah, that is probably a good idea. My original beacon item called TS to the station, but there was no guarantee you'd end up as one of the TS, and they had no loyalty to you. Thus... you might get killed by your own creations. Good for a hijack item. Not really good for a game mode item, due to bad incentives. Re: making both TS and blob use level 5 biohazard, I'm against this. Aside from the fact I think the current level 3 alert is cool, I also think that if we're going to merge 3 and 5, there's really no reason not to merge all biohazards into one generic 'biohazard' alert. Everyone ignores level 7s anyway. Personally, I think its cool that we have different levels of hazard. Re: knowledge that there are no other threats... I could add a new, yellow spider, that infests corpses and uses them to sabotage the station, bursting out and back into spider form after a couple of minutes. Alternatively, I could add a queen ability that doses a crew member with strong hallucinogens that make them friendly to spiders for a limited time. Both of these abilities would require very strong limitations, in order to prevent a single person releasing the tesla, or whatnot. Not decided yet. Still at the idea stage on these.
  9. Basically yes. All spiders accumulate energy over time, which they use to fuel their natural health regeneration. You can gain a major buff to your energy by eating. To eat, wrap a humanoid corpse, and you'll bite into it to suck out the fluids.
  10. Ever played Starcraft 1? Remember the psi emitter? The beacon that lures the zerg to a world? I actually coded a version of that, which lures terror spiders to the station. I could add that as a syndicate item. Probably adminspawn-only.
  11. Its complicated, but basically: Gray terror spiders without energy heal 50% faster, at 15 HP/minute, rather than the normal 10/minute most spiders get. Gray terror spiders with energy still heal at the normal high-energy rate (30 HP/minute), but their energy depletes more slowly. They can remain in the high-energy healing state for 50% longer. This also means they get 50% more healing from the same amount of energy. Overall, this means that grays, played in a hit-and-run style, are much harder to take down than their 120 HP health pool would indicate. If you do 60 HP damage to them, taking them to half health, they'll likely heal themselves right back up to full health inside two minutes. This makes grays much stronger than you'd expect when played as hit-and-run attackers, or as ambushers. The problem most people have with grays is that they just charge in and fight until they die... which is the exact opposite of how the gray is meant to be played. If you want to rambo, play a red. If you want to pick off a long stream of people, while recharging to full health in between each fight, play a gray.
  12. Greys also do massive damage to anyone caught in a web. Any web - not just webs created by the greys. Thus, they work very well at both solo and team ambushes. In addition, they regenerate health quickly, making them excellent for hit-and-run. You can still argue that they're weaker than greens and reds, but still, they do have some advantages. Greens I may tweak later on to be able to produce a higher-tier spider under certain conditions.
  13. Thoughts: Queens are designed to be spawned alone, not in a group. Why not just spawn the queen directly, 5 minutes in.... perhaps inside the vent network? TS could be a mode. But all that would really require is extended... plus a guaranteed event X minutes in that spawns a queen or mother spider.
  14. Suggestions: - Use your real voice for all videos, not a synthetic voice. The synthetic voice is just terrible! I couldn't even make it all the way through the MD video, because I couldn't bear the synthetic voice. Even if you can't use your own voice, then at least get someone else to do the voice bits for you. A synthetic voice is just never going to cut it. Some of the voice results are hilarious ('vox breath pure nitrogen!')... but most of the time, the synthetic voice just makes it massively harder to understand. This is the absolute last thing you want in a tutorial video. - LOTS of typos that need to be fixed in the on-screen text, e.g. "demege" instead of damage. - Cover three broad topics: diagnosis (ie: how to identify damage types), triage (ie: how to figure out which patient needs treatment first), and treatment (how to treat brute, burn, toxins, oxy, brain, mutations, viruses, etc). In that order. Perhaps also a section on medbay tools (ie: things to know when using defib, cloning, SR, medical HUD icons, etc), and one on medbay etiquette (ie: no patient stealing, working with the CMO, working with the other areas of medbay, when to yell at them for not doing their jobs, etc). - Have a contents table at the start of the video. Also, have links in the description to jump to the major sections. - Don't put yourself or your work down in your video. "I made shitty flowchart" isn't something you should say. Either make a decent flowchart, or at least don't point out that its shitty. If you can't make flowcharts, present it differently. - You don't need to replicate all the content on the wiki.
  15. This is pretty fun. I encourage everyone to give it a shot.
  16. I'm interested, but I think I passed out early, and missed the time. How did it go?
  17. For the benefit of those of us who don't play on Oracle, could you please explain what these are / how they work?
  18. A few thoughts: During the initial upgrade, you may want to upgrade R&D first, as I thought it makes printing more parts cheaper/faster. The most important upgrade for the ORM is the matter bin, because it multiplies the amount of minerals that ore gets processed into, resulting in dramatically more minerals. If you only have enough minerals to produce one top-tier matter bin, this is where it should go. Upgrading the exosuit fabs in robotics is also incredibly important - they will guzzle insane amounts of resources if you don't do this. Sync in R&D, then sync in the robotics lab, then sync on each individual exosuit fab. Not doing this wastes huge amounts of resources and prevents robotics building some high-tier parts. If you later increase tech levels / get more upgrades, you will have to repeat this process. If you are RD, make sure that robotics syncs then updates the fabs - half the time they don't and they waste minerals as a result. When upgrading medbay, make sure you upgrade the cloning area with at least phasic scanners, and use the cloning console to set 'autoprocess' to 'on'. Then drop the RPED, hop in the scanner, wait five seconds, and hop out. If you later die, the pod will automatically start cloning you, even without your body. Once you have set up autoclone, consider telling security, or at least Command, so they can use it too. If you are RD, you can upgrade the teleporter to make it calibrate instantly. That can be useful. A single sheet of uranium/diamond/etc can get you a materials level, and may be cheaper than making a component. Once this list is finalized, do you mind if I add it to the R&D Tool, perhaps as Balthus-suggested? I've been meaning to add a new set of suggestions based on a more up-to-date R&D. Be aware, though, that I recently updated the underlying R&D data and there have been almost no changes to it at all since last year, so as far as I am aware, the old dogbeast guide is still mostly accurate. If there are any specific things in that guide which are wrong, please let me know.
  19. https://github.com/ParadiseSS13/Paradise/pull/8995 The maints probably won't merge something like this unless it uses config files. Even then, not a guarantee at all. So, to start with, I created a single 'highpop' new config file with additional job slots in it. Hopefully that can be merged. These slots open after roundstart, so that we can ensure each department has at least a skeleton crew. If we opened them prior to roundstart, we could end up with situations in which certain departments were overstaffed and others (e.g: sec) operated on a skeleton crew. Re: Armorer, the reason I say its not viable is that: I get the impression the maintainers hate the idea I hate the idea too Brig Phys already works like this. It was intended to treat prisoners, not sec. Now it gets used as sec's own personal mini-medbay. A sec-loyal person with R&D access could similarly turn bad, fast. Instead of outfitting sec, they could outfit themselves, they could steal all of Science' supplies without Science being able to do anything about it, etc. In short, it hands an enormous amount of power to someone who would already get the benefit of the doubt from both the crew and other security forces - which is an invitation for bad behavior.
  20. (I re-numbered your points in that quote, so that I can reference them independently) 1. Would require all game modes to be changed to use scaling mechanics similar to autotraitor. Might also require changes to the way jobs are assigned (to prevent people with 'sec' on high never being antag-eligible in this system) 2. Not that hard to do. Would probably be a lot of debate about thresholds. 3 & 4. Adding an alt title is easy, but if I were you, I would push for a genuine 'Security Cadet' job. I know a fair few people, including myself, support it. It won't be easy to get merged but it will solve, or at least help to address, multiple issues if it does. I envision Security Cadet similarly to how you imagine constable / dispatcher. 5. Possible. TG has such a system. Can actually already be done if officers request it at HoP office. 6. Not viable. 7. This is a duplicate of 3. 8. This is a duplicate of 4. 9. This would severely impact Sec's ability to do their jobs, as many, many officers set arrest status on the fly. 10. Headsets don't have cameras. Did you mean helmet? Like the ERT cams? Doable, but I expect a fair few to object. 11. Don't bother having a dedicated dispatcher job, just have a sec cadet do it. 12. If you want to make sec's life better, and say they lack upgrades, then nerfing one of the few genuinely useful upgrades they do have doesn't seem to be the way to go about it. 13. Not great, for reasons discussed previously. 14. This violates our policy of not karma-locking vanilla jobs. Overall, if we're looking to translate this into actual github PRs, I would suggest starting with idea 2 (adding more slots at predefined crew intervals), or possibly the 'security cadet' alt job title idea. After that, the next most promising idea would probably be making 'security cadet' into a real job, separate from officer. I think this has the best chance of being merged as a variety of people seem to be in favor of it for different reasons, which might be enough of a coalition to get it passed. Personally I still favor the piecemeal approach simply because big PRs can take a very long time to be resolved, and generate enormous amounts of discussion, etc. They're big projects. Still, if you've been specifically told by someone with actual authority over PR merging (ie: maintainers or headmins) that an overhaul would be better - I would take their advice.
  21. You make some good points: We lack enough job slots to handle our population. Having more game modes that scale based on sec pop, rather than having static numbers, might help. Job auto-scaling would help too. There's been a lot of people bringing up 'sec cadets' for many different reasons over the years. Perhaps it is time to give them a try. However, there are several issues with what you propose: You're conflating a lot of problems together. You might have more luck trying to tackle them separately. Getting consensus about what to do in tackling even ONE of these areas would be a challenge. There are some proposals in here which are just outright not viable. For example, the idea of a 'sec armorer'. It would drastically change game balance. Even more than brig phys, and brig phys is already disliked by some people because its being used in a way far more sec-favorable than intended. It was intended to allow a medic to treat prisoners, but it gets used as sec's personal medic and excuse to never visit medbay. Hooligans are just greytide... but worse. We get enough chaos from greytide as is, we don't want to legitimize it. These ideas are not prioritized. There so much here that realistically, we can't implement all of this at once even if we did agree with it all (which many won't). Instead of throwing out every possible idea, pick the... two or so ideas you think would help most, try to build consensus around those. Once they're merged, then look to iterate and improve on them.
  22. That isn't what I meant. What I meant is: HoSes have the freedom to REJECT transfers if they want. They are not obliged to accept transfers.
  23. As far as I know, we do not require HoSes/sec to accept transfers into their department.
  24. The changes in https://github.com/ParadiseSS13/Paradise/pull/8949 have been merged. Marine outfits should now be functionally viable.
  25. Remove pen from PDA. Place e-dagger/pen into your PDA. Discard spare pen. Problem solved.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use