-
Posts
372 -
Joined
-
Last visited
-
Days Won
1
Everything posted by Twinmold
-
I have a ton of peeves of people, and am not going to cover all of them: - People who want to have better role-play, then don't role-play * Refuse to do paperwork for jobs that are supposed to do paperwork * Generally, doing something just because it's 'faster' (not doing paperwork, Tesla every shift, most powerful chems, no anesthetic, breaking into places, not role-playing, etc) * Refuse to use self-preservation when a threat risks their safety just to 'try to be the hero' as most every role excluding war declaration by Nuclear Ops (though should still act untrained if they don't have the actual records to support them being trained with weapons) * Refuse to act out pain when not taking anesthesia (as a carbon-based life-form) * Yell at everyone for really stupid reasons (especially towards those who are new to the game, aren't very good yet, and are trying to learn in-game by role-playing it) * Inversely, not helping people in-game who are trying to learn in-game (usually the same people yelling at these people; show some human decency and teach them using role-play) * Those who act outside their role, such as doing surgery when a surgeon is right there (especially when they have no record they can do said thing in their employment record) - People who feel they are entitled to everything going their way * Break into places you don't give them access to (gateway) * Generally, those who break into anywhere to try to steal (you could properly give a reason you need something and someone might give it to you) * Inversely, those who refuse to give something reasonable to someone just because they might be an antagonist with a good reason/wants to do something fun for people * Those who act like absolute brats to security all the time and demand release/lawyer (if you know you are innocent, act calm, not freak the fuck out; they'll be more likely to actually listen to you) * Demanding Head of Personnel assistance immediate at round start because you didn't give the job you wanted/don't like the people you are working with - Those who try to always interact with the Captain rather than the appropriate department, such as reporting threats to security * Those who call out for Captain for really any reason other than survivor situations or Head of Personnel needs without a Head of Personnel
-
Reminds me of a recent round (within the last week) I was AI, saw a civilian with full access, very first thing that civilian did was go into the Captain's office, taking his space suit and gear. This isn't inclusive of all the other stuff people take across the station they really shouldn't be touching because they are taking it away from other people who do have the access already (raiding surgery, armory, engineering, science), or as Jovaniph noted, making some areas very chaotic and full of people (such as Robotics and Research and Development).
-
The reason to try against it is simply what's the point? It's more than just a few people wanting to add hands when you have plenty more people who do not want them added, because it'd give the cyborgs too much power. Part of balance is ensuring no single entity is too powerful. Cyborgs get a lot of bonuses that Carbons do not. Why make them more powerful? From a real-life and role-play perspective, they would NEVER be more powerful than a Carbon, or even better than a Carbon, for fear they'd rise up (which already does happen in the game). Secondary comes from the role-play aspect that if you make them completely independent, everyone loses their jobs and now you have something 100% of the time better and you might as well not play the role because cyborgs are better. It's the same with using the 'best' methods: We don't want to support people always using the absolute best methods, but to work with others to do things. Hence, cyborgs still need to interact with crew. It's a role-playing game at it's core aspect, and part of game design is remembering that and working around that so that it's still a proper multiplayer game, not a 1-does-all game solo game.
-
Borgs do not need to be the 'masters' of anything. Borgs have many advantages, including time and speed, that other players must prepare for ahead of time or wait. For example, unless the AI is following you, a cyborg can get into anywhere faster than a player that doesn't have all access, and on top of that, cyborgs can get into most rooms that are bolted shut that players must hack open unless they are emagged. This can many times save 10 to 20 seconds, which doesn't sound like much until you understand that's all the time it takes for someone to be killed. For a medical cyborg going after an injured, they can start healing them on the way back to medical from more critical situations (at least stemming the damages) better than any other role in medical prior to getting to medical. Once in medical, a medical cyborg is also capable of fixing up the person in about 95% of the cases on their own with no interference (this is including in my statistics as a human doctor, what I play, where VERY rarely do I need to pull out/replace organs (amazing, <1% of the time with the exception of brain transplant, a maybe 2% at most, which object removal making up the remainder of the percentage, 2-3%). Medical Cyborgs are already pretty powerful in all rights as are, coming from a player who's main character is a doctor. They don't need to be 'better', which a fast medical cyborg is on par with me, and there are very few doctors who are 'masters' of their field and have the speed that a cyborg can have. It all depends on the player and their skill. The 'not having hands' aspect of all cyborgs is something that's existed longer than I've been playing Paradise, and something that isn't going to change. 'They should be equal' is not going to be a valid work or argument, because let's be honest in two regards: Firstly, they shouldn't be equal, and secondly, they each have their own pros and cons already that makes them benefit in difference ways. The list that was noted earlier? Carbons have to prepare to counter a lot of those things, cyborgs don't. Want to counter no air? You need to have a tank ready, equip it, and your default one is only about 10 minutes of air on default settings. Cyborgs can just charge in, no waiting, good to run from encounters. Want to counter atmospheric damage? For cold, any space suit will do, but you have to acquire a limited-access item to do it. Cyborgs can run right in. For heat/fire? Carbons have to get an atmos suit or CE's suit. Cyborgs can ignore heat for the most part, and for fire they can run through it without too much issue as long as they get the damage taken care of. (PS, atmos is becoming more dangerous, so why would you claim this makes no difference?) The immunity to most chemicals has come up, so the only real counter to cyborgs is EMP/flash. What's wrong about that? There are a LOT more counters to players than that, including a huge list of chemicals that can help and hurt them that they have to take time to try and counter. Cyborgs are immune to ALL sicknesses and MOST antag abilities. For example, against vampires, cyborgs are completely immune to glare, something that can screw over a carbon quickly unless they have the blindfold, and someone isn't normally just going to carry that with them as it's highly limited. You cannot steal from a cyborg and you cannot disarm spam a cyborg. Cyborgs can also easily push you away from them. With energy requirement, that's no different, really, than an IPC with the exception you must use a cyborg recharger (same as drones). There are two in robotics, one on the AI satellite, one in the dormitories in the last bathroom stall, and one in engineering (why'd you forget this one?). You can interact with electronic equipment, such as APCs, air alarms, etc, at range. Carbons must have ID access and unlock it to interact with it. You are more capable of solving some issues much quicker than waiting on engineers. With 'immortality', there are more things that can hurt Carbons than cyborgs. If you get killed in maintenance, just like a player, it's just as likely you won't get found. With cyborgs, anyone who checks the Cyborg Console will know your condition as you cannot disable their sensors. With Carbons, you can disable suit sensors. The 'free will' is assuming the AI is going to order you to do things, or that most players are going to order you to do things. And depending on your laws, you may be able to outright ignore the person. Crewsimov, for example, puts protecting of crew above the orders of crew, so if you are actively protecting/saving someone, you can tell the crew to sawed off because you ARE following your laws in listed order. The lack of hands is hardly a debuff, as even as a Carbon a lot of the things I'd need hands for when I'm a doctor, for example, I don't interact with. Only really picking up items is about it. Cyborgs have far more advantages than disadvantages, and are supposed to focus a single department. But they also have advantages outside their department that Carbons (in most cases) don't have, including more freedom of movement and interacting with systems. On top of that, why would Carbons reasonable make Silicons better than themselves beyond what they have already? Consider the RP implications, as well. We already know how bad it gets when cyborgs rise up against the crew, and they can easily take down the cyborg console and make it so crew cannot just lock you down or blow you with ease. That's just called planning.
-
The issue with making it priority 0 would mean anyone could call the Quarantine Law, then reset the AI and if the AI was traitor, their Priority 0 law for traitor gets erased. You can't make it an ion law because then it's an 'error' law and would have to be removed anyway, but would also force the AI to have to do the ion law over their traitor law. It would be nice is AIs had 'Directive Laws', that go under ion laws and above numerical (starting at 0) laws.
-
I do agree that anything that is to enthrall, mindslave, convert, or subvert to tell them to commit suicide is just idiotic. That isn't fun for your target in any way and not something we want to be supporting. It needs reminding that the people you are telling to off themselves for your objective are also players, and you're basically telling them to take themselves out of the round with no chance of not being killed. 'Go fight security.' does give you a technical chance to prepare and properly take down security if you are smart enough. However, it's still iffy. Using any of the above methods as a crutch for a role that doesn't exclusively need to use it (shadowling and cult do, it's part of their mode) is just too easy sometimes, unless you give them something fun to actually do. And people (myself included) wouldn't mind it as much if we weren't asked to kill ourselves every other time just so they either clean up evidence or kill us (seriously, do the dirty work yourself, you're an antagonist). When I do request people to kill themselves, it's usually end of round and they aren't my slave so they have every possibility to outright decline, perhaps even turn me in, but I do try to give a reason most times (sad story that fits my character's background). Personally, I wish it was possible to have a preference that makes it so you never get kill objectives.
-
As of this moment, if I remember correctly, the conversion only lasts 5 minutes, which is one of the major down sides of the item. Should there be a way to tell someone is a thrall? Perhaps. But how would you suggest going about that? To tell them knowing when they stop being a thrall is something they are supposed to 'role-play' (*gasp!*) of basically, "H-how did I get here?" You can use the same thing of, "They appear to be dazed as their mind returns to them." The issue is, considering the missionary staff is Chaplain only, it's REALLY easy to meta (not just the fact it's a bit red staff). Could make it so, if not already, you have to two-hand it to use it, not sure of its mechanics. Maybe give it the ranged 'chant' for 2 or 3 seconds, if you remain in view of the user, it 'converts' you for the 5 minutes. Just long enough that it takes a stun to do, which seeing someone with a stun is a bit more noticeable, but just short enough a time most players can't react before they are thralled. Limiting the number of thralls you could have at any one time would be useful, as well, lending you to manage them a bit more (2 or 3 thralls at any time maximum, if you grab any more, the first in that list you lose grasp of as a thrall, ending their conversion early).
-
Good news, everyone. The layout is mostly considered for the main station. It's being reviewed now to decide if any major changes should be made before I move onto adding in piping and actual items. If you have feedback, give it. If there is something you wish to see, state so. I can't say anything is guaranteed to be added, but if I like it and it passes review, we'll see to add it.
-
Really, it'd just be making the stamina icon reflect only stamina damage, and health icon only health damage. I believe some other servers already have this, and as much as I don't like saying it, I think /tg/ is one of them, so getting something like this implemented might be really easy, for display purposes, at least. It'd also be more user-friendly, as people won't think they are taking damage from stamina attacks and won't disproportionately respond back with actual attacks as easily, at least for newer players where it can be difficult to know what's going on.
-
@ZN23X Disarm spamming someone as is will already make it difficult for someone to get between point A and B or has the potential to lock someone down. If when the person gets up from knockdown like that they have 100% stamina again, after the stun time is done, they'll get up and be able to run, as disarm stamina damage would not stack in this case. How the stun time is calculated, however, may adjust how things work, though. I couldn't say for sure without practical usage of such an application. People already disarm spam just to be a shit to someone else. Nothing would change here and is more an administrative thing as it's not really possible to code people not to be little shits to others without 're-education'.
-
This sounds like something that should and could be implemented not as its own value, but by usage of the stamina value, which would be a lot more openly available and obvious to the players already as it's already implemented. The only suggestion would be to make stamina its own user interface icon rather than part of the health status (last I checked, if you take stamina damage, your little icon will change to reflect this).
-
This also wouldn't stop people from just clicking behind them rapidly to look behind them, something that can already be done.
-
We'd need Regens or a head staff to pin it, I believe. Could be nice, as it's something we need more work towards. I'll state that this moment, progress is a little slow as I have been utterly focused with studying and Arma 3, but I do have the base-line of security planned out. I just need to do perma and the bathrooms I want, really. Then the AI satellite is next.
-
Greetings. Looking for some people to play Arma 3 with, including Epoch (primarily) and Battle Royale. Sigholt Starsong and I are looking for players to play with semi-regularly or just to have some fun, do some tactical role-play, survive, wipe people out, die... The usual in Arma series. If interested, message one of us on here, respond here (if I remember to look), or message one of us on Discord.
-
Nor does your side of the stance: It's a matter of perspective and intention by the players. If someone wants to screw over the antag, regardless of how they get back into the round they can do so, be it ERT or mid-round antag (with really the only exception being blob; some are just EASIER to do so, such as revenant). It's a matter of perspective of ERT being designed to be counter-antag (thus bring order) vs mid-round antag being strictly to increase entropy (thus bring chaos). How they go about doing so can hide many underlying intentions, such as meta-grudges, meta-knowledge use, and valid hunting via targeting specific people when you reasonably wouldn't go after them.
-
Vice versa the antag doing well could lead them to easily taking you down if you don't hit them when the crew is still at it's strongest and able to fight them, too. Yeah, the crew will be going after you, too, but since they'll be split between two threats, it can make it easier for both sides and the fallout of the event means easier to take down the other antag before they can focus on you solely.
-
Antags using powerful methods is one reason why we have ERT, a powerful counter (when done right). It STILL comes down to an admin going 'ok, should we send in the ERT and what kind'? If the antags responsible for getting the ERT called aren't being cheesy as all hell and the situation isn't dire, we normally reject ERTs or put a delay on sending it. When they are just wrecking the station and causing mass amounts of chase or chaos, we can send one in quickly. The 'difficulty' of antag is partly based on how aggressive the antag is in the first place. We can adjust the difficulty by some degree in some cases (with example an ERT or SIT, to counter or help them). Stating that just because someone gets to choose to get into the mid-round antag position and only has the knowledge of antags doesn't change something: They know WHERE the antags are or their plan or a combination of information. It doesn't stop them going after that antag or their base of operation or where they might have hidden something. It's still meta-knowledge, and the only difference in appearance (but it is still the same thing as an under concept) is it looks like a grudge instead of a valid hunt, but that's because YOU are also an antag. In essence, it's the exact same thing. You could be going after that person because they are an antag, but have plausible deniability because you are also an antag.
-
I would like to point something out, then... What are you situating as 'valid hunting'? The point of security ERT is the exact same as security in general, with a focus on bringing an end to whatever is causing the chaotic situation in general. Valid hunting is, in general, to find any particular reason to consider a person valid as an antag to be stopped, brigged, and/or executed. As I stated prior, the only difference between those coming from dead chat and in-game is the potential for meta-knowledge to leak, but regardless of that, that same knowledge can be used in any randomly assigned mid-round antag roll, too, in which they focus on those who are antags, either to stop or help them, which would be the same basic concept in either case to take validity to hunt them, either to aid or harm them. From a role-play perspective, the crew aren't supposed to have to fend for themselves in all situation, and in fact in rare situations should they have to. Take consideration of new players, being thrown into this situation where there is no more backup available. A steep learning curve has just become even steeper, and is likely to keep newer players from coming into the game because a difficult game is even hard to get into because suddenly someone just killed all of security and the only ones who can stop them (and probably failing by this point) is the crew. We don't want to support antags having a harder time or killing security with the only issue then being crew, which as stated before, isn't going to really stop them. But at the same time, it's already a huge random number generation chance against them because it takes one crew to stop them, but they have to be successful in every instance to beat the crew. By limiting the number of appropriate people to counter the antags, it evens the playing field between the crew and antags in a number of cases, and supports more interesting tactics rather than just the common ones. I can still call out Rule 5 (Play your role) because people aren't supposed to be going against antags if they aren't security (with rare exceptions) and antag-fighting isn't fun for everyone, nor is it always interesting to see the station fall to chaos. It's more work for admins as it, as well, because now you have the antags calling out the crew as valid hunters instead of the appropriate people they expect to be against them. We should be going for fun for the whole, and much of that is by the role you select to play: If you really want to be the counter to antags, go security, not scientist, engineer, medical, etc. Each person has fun in a different way, which is why having so many available roles and goals for them is good, and at the same time, this is a role-playing game: You shouldn't be playing for the mechanics of the game, but rather the story you build. Most of our higher rated rounds are when people have more role-play interaction rather than antag interaction, though some of the highest and best dealt karma given to players are those antags that role-play and make the round generally more interesting by not killing people, and making the death of the people they kill more interesting for the victim. The ERT is also capable of bring people back into the round who have died for various causes, and people in observe and dead chat, especially in the long run when an ERT would normally be called, makes up a large percentage of players on an average shift (connected or disconnected because dead). With how it's worded, it sounds like you feel every ERT is a valid hunting group, which to be honest sounds like a 'I died to ERT, please remove them' approach. If valid hunting is an actual issue with ERT, we need to catch them and have them reported on the case when it happens so we can better investigate. At the same time, we can find out the validity of the situation (did they legitimately have IC evidence to go after them person or is it actually meta-knowledge), in which we can handle proper judgement and punishments. In this case result, valid hunting is only finding evidence, and how hard they push for that evidence. It's a vanilla position to the game and something that will not and/or should not be removed. We as admins still have final say on if an ERT is even sent to the station, and therein there's still the chance for rounds to go much more astray than expected. Removing ERT would be removing a very real response to a situation from Central Command and removes a very powerful tool for admins to try to calm a situation if we feel the chaos needs to lower. We are to find and adjust the level of order and chaos in a round depending on how we feel the shift should move, same with seriousness and silliness. If we just had a very high-chaos round, we're likely to try to make the next round more calm, and that could include sending an ERT if chaos starts to build beyond an acceptable level for the goal of the round. We have many options, and there will not be the removal of such options.
-
Your ECT already exists in terms of Code Epsilon. We as admins still pick if a squad is sent to clean up or not, before or after the event is called: They are not mutual inclusive of one another. It doesn't change ID access (which is something you can't change since it's attached to the card in the form of a chip, otherwise command would just have a database they could access to remotely change anyone's ID without issue). ERTs have been a part of SS13 for a very long time, and the use of meta-game knowledge is punishable on an administrative level. Obviously, not everything is perfect and can be proven, though numerous things can be. At the same time, you can actually imagine the main sources of problems would ALREADY be known to the ERT through camera monitoring and briefing of the situation, so the 'big picture' could already been known. Removing ERT is a poor move and punishes players even more because of the idea that people always know what's going on and use that knowledge, consciously or or sub-consciously. We have trust in our player base to follow the rules and be trusted not to use certain information. We enforce the rules against these players when it's found they have violated the rules and the trust we've given them. As for valid hunters in general, it doesn't stop either side: Be it from dead chat or in-game, the concept of a valid hunter is the exact same, and unchanged. The only difference is the amount of knowledge they have from a meta-game perspective, which is not valid hunting, but meta-gaming. You're suggestion seems to stem from a common idea of no one should have any meta-knowledge and be able to play the round itself because no one can be trusted, which is actually of poor form to enforce when at the end of the day, this is also just a game. Do we have rules to make things more fair for players? Yes. Do we enforce these rules to the extent that we find fair, rather than just the word? Yes. Should we punish everyone for the issues of the few? No. Should we stop people having a chance to rejoin on mere speculation of the group rather than the individual? No. Should we remove the ERT because of the potential of valid hunters? No. Otherwise, why not just remove every possible item or method that allows for valid hunting in the first place merely because of how it's used? You wouldn't have a game left, to be honest. ERTs have been part of the game for a long time, and removing ERT isn't going to make it any better, it'll actually support antagonists ALWAYS killing off security since it'll just come down to the ramble of crew against them after that, something we actually have been trying to get away from. We have been pushing for antagonists not to kill off security and crew not to go against the antagonists themselves. ERT is a nice intermediary as if there is a lack of security, the round doesn't just end (say the round starts with virtually no security). We have a chance to call an ERT if security doesn't fill up in a reasonable time and things start getting chaotic, such as if a bunch of people are dying but don't feel a shuttle is an appropriate course of action. This way, people have a chance of getting back into the round more likely than just mid-round antag roll (especially if killed early or selected observer) so they don't have to sit and wait an hour and a half to two hours just to get back in. It's more than about the letter of the law/rules but also the enjoyment and fun of the game to players.
-
Before adding these to any sort of map (I was already going to use the directional signs we have but don't use for Cyberiad to make finding your way easier in Ragnarok), we'd need to ensure these are something we want. For example, perhaps provide some pictures with placement thoughts for the Cyberiad (just get a picture of the map, then paste the sign in a layer over it, merge the layers, then show us the end-result) so we can know if it'll look good. It wouldn't be hard to add a little bit of darkening around the exterior of the signs to make them pop a little bit better (just inside the white lining). Make the visuals, then get Kyet's, Elysian's, Free's, and False's attentions. They look nice, but we need to see practical application ideas to decide if we want them actually added to the code. From a personal standpoint, I can only see the practically of Security (for use in the main lobby), Medical (again, main lobby), Cargo (once again, main lobby), Science (to denote main access), and Engineering (again, denote main access). Command doesn't really need this (there are two entrances and having too many signs could be distasteful, though just outside the main accesses in the short hallways could work) and Service is too spread out to make it practically to have.
-
I suggest taking a proper look at what 'lawyers' actually do. They do help settle disputes, they do help clear up legal terms with the crew, they do look into complaints (lawyers for companies, for example, really do this to figure out potential harm and counter it if possible). That is, the title Lawyer is actually perfectly fine for what it stands for, it's just people forget that lawyers do more than just trials, even in the real world. They are there to help answer any questions someone might have and settle disputes (preferably without going to court as then they don't have to put in all the extra work and still get paid pretty well). Public Defender isn't something that really should be here, merely for the fact that Public Defender is actually picked from the crew at large when there AREN'T any Internal Affair Agents or Lawyers. Public Defender is the one that I feel gives the confusion, since it sounds like protect everyone from shitcurity.
-
Just because there are bad Internal Affairs Agents doesn't mean removal of the titles is necessary. The main job of Internal Affairs ISN'T just looking into security, but ALL station complaints in regards to peer-verse-peer basis. The second job is ensuring Space Law and Standard Operating Procedure is being followed through for Security appropriately for the situation when a valid complaint comes up. Lastly is trials when security has nothing more than circumstantial evidence rather than hard undeniable evidence (hence why trials are so rare, there's VERY few cases this ever applies and trials take a long time to set up). The Internal Affairs guide even tells them that them getting in the way of security or being overbearing will lead to their access to security being revoked by the Head of Security, hence meaning security would have every right to arrest them in that case. They retain their access as long as they aren't getting in the way. From a legal standpoint, they should only really be getting involved when it's a Capitol-level offense or permanent detention worthy. Otherwise, if they wish to talk to a prisoner, they must do so after the prisoner is already in the cell, presuming they are not told they can't by the Warden or higher. Are trials rare, yes. But lawyers and public defenders aren't just 'trial monkeys': They look out for the best interest of the crew and company. Security is crew, too, and people tend to forget that. If someone is being an utter shit and not getting the message clear through IC means after multiple incidents, adminhelp: They might just end up getting job-banned from Internal Affairs and having their contract terminated.
-
@Rurik I have yet to decide where I want to put the AI, though there are both good and bad reasons to move the AI to the station itself. Current AI is actually not that hard to repair when terminated, and moving the core is very simple. The AI being off station gives it an extra layer of security against MOST antags trying to take it offline, but more input about if we should move it station side would be appreciated from a lot more community members, as right now I was intending to make it a bit easier for security to access by putting the satellite access connected to a main hall near security. Making the labor camp shuttle closer to the prison wing would give it more visual, and likely more use, so we'll have to see. A camera monitor meant to just monitor the labor camp might be a good addition for watching it. @Ziiro Having an auto-lathe in direct access to the crew could be a good or bad thing, as it makes things that are uncommon much more common. This includes ammo for some guns. I'd like to hear more feedback from the community about this. As for tele-comms, that's remaining off station, though will likely be changed a little bit. For robotics, I could add a second OR table, add the 'space' for mech storage (one for medical, one for security) as well as more borg chargers (one in security at least, one down by cargo, still one in engineering). Robotics will be right next to medical, so there won't be need to add one to medical itself. There would also need to be one near arrivals, perhaps the security checkpoint. @Dinarzad I can change medical a little bit, possibly move the CMO's office a little bit. However, I'm not sure how well that'll go overall. I'll see what I can do. However, I do feel it's also unnecessary in that the items the CMO normally has are ALWAYS on the CMO (it's probably the only full set that you should always have with you). However, putting the psychiatrist up front might be nice, but having the patient ward right there also supports him checking up on patients with break downs. Since his office overlooks a main hall of medical, he'll immediate be more prominent, rather than being in the back of medical like the Cyberiad. The Detective and Chaplain, in current design, would have to go through maintenance. Both should be talking to reception first, anyway, so medical knows they are there rather than just waltzing into the morgue because they can, so doing it this way makes it more suspicious of them if they do access through maintenance, but also supports vampires being able to get blood without resorting to having to stun/cuff/kill every time. Breaking into the morgue still requirements them, at least until they can jaunt, opening the door, which would be immediately noticeable to genetics and anyone in the cloning room. @EvadableMoxie My main character is actually a doctor major, and I've spent a LOT of time in medical over the last year and nine months. Overall, I'm trying to make something that looks nice but also still works functionally. You are right, I should increase the little hallway there a little more, or add in another way in on the opposite side (which would be smarter, honestly, as it moves medical up slightly and adds more space overall for medical expansion in the future). The break room and CMO's office should be moved down one, which works well in clearing up the main hallway. The Operating Rooms are smaller as some of the items inside are not necessary. It is possible, however, to make them one tile wider without affecting the maintenance too much (push it out one more) which would get rid of the 2x2 wall section by the power substation. The back room is a pre-operation room, ICly to get a patient ready for surgery proper, as well as including more basic items and patient personal closets for their gear to protect their gear from the random greytide just walking it. It's the say for having the patient personal closets in cloning. The back room also makes it possible for antagonists to steal some medical supplies or attempt to steal someone/give antags a drop location for people. Overall, that room is ONLY for some extra equipment, roller beds, and RP-wise preparing a patient proper for surgery. For chemistry, that's not much an issue as even in current chem they just break the windoor and, boom, they are in. Don't even need to enter medical proper. Nothing changes from that, as no one should be entering medical storage anyway if they aren't a doctor or chemist. This just makes moving medicines that much easier. We also don't want to keep the design the same, so this gives more risk to the CMO not monitoring chemistry if they unlock it, which they shouldn't be doing anyway. The extra space for cloning would help with adding/upgrading cloning as well as processing bodies, since it's right there with the morgue, instead of across the hall. I will not be adding a third operating room, but the plan is to add a full surgery crate inside the storage room in the back of medical, in case tools are stolen or medical needs to set up another operating table somewhere (get creative!). 2 sleepers is enough, as they also get 2 inside their personal escape pod! Mind you, the pod itself IS public access, but I could possibly add a lock for it that requires someone with a medical access ID to at least unlock the airlock (or just hack it open!). Thoughts on this, people? I should add in an examination room, but it's also not quite necessary as is, as it is almost never used. Depending on how I go about it, I could make medical sprawl a little bit more north, moving science a bit more to the east. The one near the paramedic's office is meant for critical patients coming in, so they can quickly be scanned, stablized, and then moved immediately to surgery. That way they don't have to look through the front of medical, which is a bit more fore in the station. Of course, this is all still a work in progress. Security-side of the station will also have a small docking area, one for an escape shuttle pod over there and a second ERT access point.
-
As it has started to come to be known, I've recently taken up the mantle of making a new station to better support large job distribution and to have more space to better spread the large number of people currently present on the NSS Cyberiad. It's design features many things present in other servers, things that many people have requested be done for a new server map. The common complaint with Metastation I've heard isn't that the map is large, for it is, and does have things in its design that I support, including a new layout, but that it's chalk full of bugs, has 'too much' making it seem more crowded than necessary, and that the map seems put together too much like a game of Tetris. My understanding of it is that Metastation itself is not an original map, as it was taken elsewhere, and was being re-purposed for Paradise. This has lead to a number of inconsistencies, in remapping, adding things, and reworking systems, having lead to the 'too stuffed/crowded' feel and bugs that have been being handled by Fethas to make the map workable, something many people agree would be good as we'd have another working map, able to change the meta of the game slightly by change maps occasionally. The intention of the construction of Ragnarok Station isn't to replace the NSS Cyberiad, but to create a new station to have a new play style through the usage of the map itself, and spice up the game with a fresh environment. Mechanically, only a couple of things change, and these changes are only map-related rather than code related. One such change is giving each department their own power substation, rather than all departments running off the main grid. What this does is allow a few different checks and modifications to the way admins can interact with a department as well as antagonists going after a department. Before, if you cut the power, it's going to start knocking out pwer to the entire station, and there wasn't a 'safe' way to do so short of breaking into engineering and turning off the SMES machines, otherwise you'd need gloves or a power outage to take power lines down or break into a department with ease, presuming the engine or solar arrays were not hot-wired to the grid. With the addition of department substations, you can, as long as you know the wires before-hand to break into a substation through the doors, simply turn off the SMES to the department and watch as the APCs slowly drain. With a power-sink, you don't have the exact same freedom, however, that you had before, but you can quickly drain any department of all power rather than having to slowly drain the entire station just to get to the one room you were after. Hooking up a power-sink to the main grid would deny all departmental SMES machines any input of power and knock out all of service rather quickly. It gives a more focused attack on a department rather than general station, excluding doing so to the main power grid. This adds an additional check, though, for admins in doing so, as it has been tossed about to be able to see how much a department takes in actual power, to see where we'd like to increase power usage of machinery to make power slightly more realistic, such as increasing the power costs to use a cloning machine. How much is reasonable, however, remains to be seen and requires see what the actual affect on a department this would have. In doing so, upgrading SMES machinery will also be more of a probably venture for science and engineering, and could even support making it so that departments are more likely to adjust their input/output ratios to support their department or turn non-critical systems off to conserve power, changing the dynamic of the game's engineering systems, a thought that has been entertained recently. I am currently looking for any suggestions people have for what they'd like to see in this new station, design-wise. Once I have the time, I'll add some pictures of the layout of various areas I have so far. I'm not saying I'm taking all suggestions, but if I like one, I'll see if I can implement it. Same for changing anything that is already laid out, as I want to have the station layout ready before I do any major item additions and what have you other than piping, wires (and APCs), doors, and 'general' appliances (lights, light switches, fire alarm, air alarms, etc) before adding in the major tables, objects, etc, so we know how an area will look before we put the final touches in and get adjustments out of the way. https://github.com/Twinmold93/Paradise/tree/RagnarokStation Some current points of notice are: - Polaris Docks: Escape and arrivals are both on the same side of the station. You can still bomb Docks 1 and 2 while making it possible to leave the arrivals shuttle between Dock 3 and 4 (bombing Dock 2 will make Dock 3 unsafe, but leave Dock 4 untouched). - More Maintenance: Maintenance tunnels around the station are generally larger than now, in they sprawl more and have more nooks and crannies. More rooms and more space for construction for both engineers and crew (with permits)! - Departmental Substations: Changing the mechanics of power via just a map change, departments now have their own power sources, fed by the main grid. Now, you can cut the power to an individual department or just ignore safety regulations and hook up the department to the main grid. - Port and Starboard Pod Bays: Highly requested by many people was making the mechanic more directly able to interact with crew, by giving them more direct access to the very crew. Making the mechanics office directly adjacent to the Starboard Pod Bay gives them just that, but now you also get a pod bay on the Port side so you don't have to go all the way around just to enter the station! - No More Engineering and Science Outposts: In this design, the engineering outpost is no longer implemented, leaving many to wonder "Why?" In a sad truth, it serves no actual purpose and is practically unused other than for antagonist, much like the Science Outpost. In that regard, both are not being included. This is, however, PENDING in design, as I may add in the Science Outpost to be for Xenobiology and/or Toxins Testing, making the station itself have less science on it. In the case of Nations, this would mean Science's direct weakness would be Cargo. Depending on necessity, the Labor Camp may also not be added back in. - More Escape Ways: With the change of where the general port of the station is, where the arrivals and escape shuttle are, it'd make sense for there to be more larger pods on the station, capable of carrying crew away in case of emergencies. As such, medical and security both get a public-access large escape pod each, opposite sides of the station from each other. Makes moving the injured and hardened criminals safer. - With More Escapes Means More Entrances: As the station is designed around having more access points to it, it'd make sense for the Emergency Response Team to also get at least one more point of entry. Not only can they dock all the way down at Dock 1, they can also dock right next to security. This changes the balance a bit by giving them options, rather than just being awaited all the time at Arrivals. Naming Scheme (Norse Mythology): - Central Command, NAS Odin - Main Station, NSS Ragnarok - Tele-Comms, NXS Hermoth - Escape Shuttle, NTV Vidar - Cargo Shuttle, NTV Freya - Syndicate Base, SRB Loki - Syndicate Nuclear Shuttle, STV Tyr *SLB = Syndicate Response Base * STV = Syndicate Transport Vessel Current plan is to turn the derelict station into an overgrowth situation, named Yggdrasil. The asteroid itself would be named Jormungandr due to its general hostility and size. Current Layouts include: - Arrivals: https://i.imgur.com/uqvTbng.png - Cargo: https://i.imgur.com/GUnW1Tr.png - Chapel, Library, and Visitor Dormitories: https://i.imgur.com/gKMvYv0.png - Cryo Dorms, Holo-Room, and Locker Room: https://i.imgur.com/JuOtyU1.png - Engineering: http://i.imgur.com/N4ApWJn.png - Medical: https://i.imgur.com/vCGmCkR.png - Science: https://i.imgur.com/rZqtG65.png - Security: https://i.imgur.com/yetF7B1.png The main station (z1) overall layout is pending and being reviewed to take a look at the station layout overall. Some rooms are fully decked out (minus pipes), some have just a few things, but both of these are few. Looking for feedback, including if I should move toxins testing to the asteroid to replace the science outpost. Of course, if Lavaland gets ported fully, I will have to update the asteroid again to allow it to work, but that's a necessary evil. Otherwise, I will be taking the current asteroid map and stripping the science outpost more likely than not. Once we decide what we are doing with Lavaland, we'll see what happens. There is no turbine in this station design, though there is space near engineering for a Thermal-Electric Generator (TEG), including much of a burn chamber. The space vented room adjacent is used to make the cold loop, but you have to do it yourself. So get creative. Got questions, ask!
-
Trying to pair traitors and changelings as 'the effective same antag, just with different support' is wrong. Traitors ARE supposed to be, for most cases, stealth. While changelings SHOULD be stealthy, they are not limited the same way as the very nature of a changeling is to get as much DNA as possible, up to and including killing other changelings for THEIR DNA sample packs (after all, you get all the DNA they took if you take theirs, if I remember correctly, via the husking ability). They are able to get that DNA very simply from the DNA sting, but saying they are limited to only the bare minimum takes out half of the point of what changelings are supposed to be doing. It's actually relatively easy to find a changeling, especially if they aren't a 'good' changeling, like your example. Prints are, after all, left on husked bodies if I do recall, and if they fail to hide those prints/change their own identity, and security/the detective specifically is keen on tracking down and plotting out the traces, they can actually pinpoint a changeling from a group of people. Blood on the victim, such as on their weapons or other defensive items, can also lead to the identity of the changeling when they were attacked, which does give the detective a lead. A good detective, with enough thought and effort, can track down changelings. Normally they just have to prove the perp did it. With changelings, they need to do a lot of investigating, and are your best weapon tracking them down. That is presuming the changeling is being very careful about it. And if the changeling is being too 'active', they'll likely get caught before the detective finishes their investigation. This 'changelings can't be found out' is kind of bad. They can be found out much like a traitor can, but are just a bit harder to keep full track of, due to shape-shifting. The difference is proving they are in fact a changeling, which the Detective would have to have a pretty conclusive report to verify or there be witnesses to them doing changeling things. Changelings are usually given extra sway as husking IS a valid tactic for them, and they could even use the form in question to blend into a situation that may prove favorable for them. I merely wish I saw more changelings actually using the forms and showing they deserve to be going to that extent. The issue is how hard it is to 'act' like certain people, especially if you've never interacted with them before. You need to study up on them first. P.S. There is a way to find out if someone IS a changeling outside of what I noted., but it's a trade secret. You'll have to find out yourself what it is yourself.