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Twinmold

Retired Admins
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Everything posted by Twinmold

  1. Point 1) It is recommended to, if you can, do so using the fax machine. It allows you to also provide actual evidence in a lot more easy, as you can send all the evidence you need in a singular fax report (paper stack), which is actually VERY useful for us. If they can get to an IAA, handling it via fax is better. Otherwise, the person in question may just adminhelp directly if they cannot get a hold of an IAA, the IAA is ignoring them, or there is no IAA at all, also applying to Magistrate and NanoTrasen Representative. Point 2) You can technically also talk to the Captain, Magistrate, and NanoTrasen Representative. Captain is the Head of Security's boss, Magistrate is to ensure the law is being followed (and IAA's boss), and the NanoTrasen Representative is the next best person to get a hold of the Captain if the Captain isn't listening. If these people are busy, unavailable, or not responsive, then directly messaging Central with a full report is wise. Otherwise, a cursory fax while you get in contact with one of the others to let the Department of Internal Affairs, NAS Trurl, know of the issue. If it grabs an admins attention, it's possible an admin will respond directly, but having too much could make us not read through it, especially if we know someone else on the station (like the Captain) is already handling it. Point 3) Space Law and Standard Operating Procedure are both subject to nullification under extreme situations. Obvious things, such as blobs, xenomorph outbreaks, mass chaos from any other antag, etc, tend to cause these things to go out the window, as long as these things are focused towards the situation. Someone taking the chaos as an excuse to be shit for the sake of being shit to someone is still in violation of Space Law and SOP for their crimes, but if armed security are fighting a blob and a civilian gets in the way of their shots and dies, it's not murder. It is situational. If you yourself are not doing something as IAA in these situations, you can be expected to at least hear them out and let them know what you CAN do once the current situation is handled. Context is key, remember that. If security is so down on officers that the Detective/Brig Physician have to step in, the law doesn't just stop. SOP may very well be tossed out, and they may be expected to help apprehend criminals/handle processing.
  2. IAA is not hard to play as long as you aren't being a dick to security, honestly. You are really supposed to only get involved with Capital level offenses, even as a Magistrate. If someone in jail wishes to request a lawyer, it's really up to the IAA to be listening to radios for them to hear the request and move over on their own accord. They can ask what the charges are and the evidence, but being the accused and saying 'they didn't present evidence or charges or whatever' when they actually did just to try to get out of something is what's really annoying and makes the system so much harder than it needs to be. The IAA can talk to you while you are serving your actual sentence if it's a complaint on a valid cause, such as your noted topic, to try to get the items back, but you need to remember to keep a level-head and not being yelling like a mad man over the radios, or you will end up getting ignored.
  3. The station blows up an average of 3 or 4 times a day. Get used to these statistics, and that your job may end up terminated if you are found to be Syndicate scum, and you'll do fine. Welcome to the NSS Cyberiad, Epsilon Eridani. Glory to NanoTrasen.
  4. Very simple story... I got bored and decided to start drawing... Also, because it was requested of me to do some drawing. I haven't drawn since 2012, back in high school. Picture 1: Looks like some things you don't necessarily forget... Picture 2: I based this one off an image of myself that I have from Geek.Kon. I'm not good with faces yet, but the rest seems pretty good. Glove is just kind of... Bland, but eh.
  5. As iterated before: This would be the station self-destruct itself. Things like nuke ops would still have a mobile nuke. It'd overall make more sense than an old fat boy style nuke. You wouldn't be able to counter it without the NAD or pulling the pins, depending on if it was locked again.
  6. Might give me reason to play War Thunder again... With Sigholt. Because fun. I prefer air battles, myself.
  7. One of the outright biggest issues is security already has such strict guidelines, and people fear playing security because they believe they will get banned if they mess up, even just a little. It's not the number of crimes in the system. Honestly, we are missing some crimes that really do need to be in the system. It's the lack of officers themselves. Security would work so much better if more people decided to actually play Security. More officers, more opportunity for officers to RP instead of having to double-time everything, which has further given security a bad reputation. If people have the opportunity to RP, you'll even more likely see more IAA, and even Magistrates, which can improve the chances of people getting properly sentenced. More officers gives officers less stress of trying to get to every crime (especially serious crimes), and keeps things better organized. If people are calm through it, being calm shows more confidence that you are innocent than screaming "Shitcurity!" or "I'VE BEEN WRONGFULLY ARRESTED!" does. If you really are innocent, a calm asking for a lawyer will help your case much better. But IAA and Magistrates won't see action if people don't do that or are requested by security, and honestly an officer who feels entitled to that valid arrest will try to fight a lawyer getting anywhere near you. More officers would help make the chances of actually getting a lawyer much higher, as well, by diversifying officers and opinions better, and giving you a better chance to have a lawyer requested for legal counsel. Yes, the system fails once an admin has to intervene, and the biggest issue with this: Is people assume that if they adminhelp, that increases the chance they will get unarrested, and even likely get that officer in trouble. Yes, it's a rule that officers are in fact held to a higher standard. That being said, this mentality of trying to get someone in trouble, consciously or subconsciously, or even trying to get out of IC issues with an OOC response needs to end. It's why people are afraid to touch security, why antags go rampant due to lack of officers, builds into people valid hunting due to lack of officers, especially in the late night. People don't want to fear getting in trouble, so they stay away from where trouble is most likely to be had because of adminhelps. If there is a very blatant illegal arrest, literally no evidence/witness testimony/officer literally couldn't have seen you do it, then adminhelp. Especially on trumped up charges. But I've had a few people who did commit crimes, the evidence was literally all right there, and the exchange of me with them was 'they didn't explain anything, illegal!'... This isn't the case in almost all those cases, either. I've had many times that they did explain the charges. The person literally just ignored them because they were screaming out loud, then complains when their headset is taken away. IAA and Magistrate get told they can't intervene by overzealous securtiy, when really only the Head of Security and Warden should have any say in that, though Magistrate overrides allowing legal precedence in all cases. They should just stick to higher crimes worth anything, however. Both have direct access to Central via Fax, and believe me, I read all faxes. If it needs a response, I respond. So you shouldn't fear being an IAA, because it's literally your job and unless you are being disruptive to their actually safely processing people, you have expected right to talk to suspects and get the charges verified, getting both sides of the case (usually from the Detective who should have the evidence ready). Security SOP is already strict. It doesn't need to be stricter, or we will have even fewer players than we already do. In all honestly, the people who are good at security shouldn't feel like they will get in trouble for actually playing security. These are my views on it.
  8. Simple: No. Complex: ERT are not a joke, nor should they have a chance to be. They are a proper response to a threat to aid the station, and shouldn't have a 'chance' to be something outright trying to be a meme or joke. When admins send in an ERT, it's because we believe there is a clear need for assistance to the station to handle the situation. If we wanted to do a 'joke', we have other ways of doing so.
  9. Auto-patching would be better, and last I recall someone was trying to work out the kinks to make it work (which would also make it so only one location would have to have the passcode, other than to perhaps emergency reboot the server). When the current person responsible for patching gets better, I'd personally like patches every other week, with emergency fix patches when necessary, of course, as a precaution. A number of patches that get added are fixes to the game's code, and when something is broken for 3 weeks before a patch goes through to make it playable, it does bother players (and perhaps admins who have to fix it on live *cough*podcode*cough*). Consistency is not a certainty, however, as more than just the factor of the person who can patch being around to patch plays into this.
  10. Right this moment, from local tests, which is why I started messing with Tesla power output code, Tesla, on start with 0 energy balls does 1.7-ish million energy. Energy balls add nothing to this number. It's start and instant all-the-power mode. The PR I have up will lower Tesla power by a factor of 10, but fixes the energy balls to increase the amount of power it gives. Still super easy to set up, produces a lot of energy (and can producing more power than all the other engines combined when it gets a large number of energy balls). This immediately makes it so that engineering has the option to maintain it so it doesn't produce too much power and better balances it to fit within the realm of the other engines, power-wise. https://github.com/ParadiseSS13/Paradise/pull/4695
  11. The onboard station device is meant to not move once armed, in the design I have. Once it's armed, it's priming the station's explosive mechanism/bluespace mumbo-jumbo. Realistically, it'd have its own internal power source, so that really wouldn't be a problem, so perhaps not the need for power. Effectively, once Code Delta is declared, the AI would already have a program inside it (but it'd now make more sense, as it'd actually not be the nuke itself the AI is hacking, but the overall self-destruct system. Right now, it's just the nuke the AI is hacking into, which would be impossible in its current state... My immersion of the AI breaking all laws of physics to hack something that it has absolutely no way of hacking..).
  12. Nuke ops nuke would be unchanged. As I stated, the NAD would still exist so they only need that, and for the new case would just be required to open it. We might be able to do something where it starts bolted down, attached to the station. You can wrench it to move it (takes a little bit of time), and go to any other area with power/powernet attachment and wrench it back down (also takes a little bit of time). However, to use it, it must be attached to the station. Soon as Code Delta is activated, it locks down (and can't be wrenched up). Admins can delete it and replace it with the old nuke (as it would still be in the code), and vice versa. It would just be listed, more likely than not, under the obj/machinery/nuclearbomb list. Or I could do it under obj/machinery/selfdestruct or nucleardestruct
  13. By gameplay-wise, do you mean in that it's mobile?
  14. Doing some cross firing back and forth, I may have figured out a way to go about it. Captain still has the NAD. The self-destruct mechanism is built into the station (vault), and therefore cannot be moved. He uses the NAD to open the actual lid on it, but everything else is internal. Entering the code given by Central. When you open the case, you right-click to take out a pin. You click (help intent) on the case to arm the pin. Takes the 5 to 10 seconds to arm each pin. If you click (disarm intent) with a pin in your hand, you put it back into the holder for pins. If you click (disarm intent) without a pin, you start taking a pin out, taking x amount of time to take out. Clicking (help intent) pulls up an informational, so show how many pins are in place, time on the self-destruct, and allows you to insert the given code to start the self-destruct, as well as the override. Nuke ops still only need the NAD to arm THEIR nuke, AI Malf makes sense in Delta because the self-destruct is built into the station. Soman also suggested giving the heads a way to bypass the need for the codes, in the case admins aren't on, but I think senior staff should vote on that.
  15. Power gaming is the main root to destruction of any game, and Space Station 13 is no different. People are so caught up on 'the best way' that they forget what the game is, especially to new players who are just learning the mechanics: It's a learning experience for all players, new and old. We add in new content to give the older players something new to mess around with, and have the older content for newer players to learn. But, as mentioned, there are certain people who forget this, forget that not everyone is on the same level as them, and rather have everything done as soon as possible, especially for those who want to then go out after antags. This leads antags to having to react faster, when the crew is at a low point before they are super powerful 15 to 30 minutes into the shift with X-Ray and super-equipment from science, medical having all the superior drugs available, mining having all the material in the world that will ever be needed (which science promptly steals all of and forgets engineering uses it, too, or that Cargo also needs to send material to the Trurl onboard the Arion for RP reasons). The game has become 'how can we make this impossible for antags', and forgets... You are not here, expecting to be on a dangerous station, you are here to work. People can know what antags are, but stop living with the mentality that things are ALWAYS going to go wrong, that there are ALWAYS going to be antags... Because that's metagaming, honestly. It's usually outside knowledge from previous rounds and how the code works to know that 95% of the time, there will be some form of antag on the station. Forget about antags, and start focusing on your roleplay to actually do something entertaining. This will help lead antags to becoming more bold in approach, leading to, 'surprise surprise' antags that actually roleplay. We need to get the mentality of 'play to win' to go away and become 'play to roleplay', which was the goal of the Karma system, if I'm not mistaken: To reward players who made the game actually fun. I refuse to give karma to people who don't roleplay, because that's what we are here for. To live a life onboard the station, and roleplaying it makes it believable. It's not even about unorthodox approaches to the game, but 'how can we make this entertaining'. Engineering making a supermatter? If they do it safely, why not? Just make sure solars are set up first. Remove all the internal components to the engine room, place plating down to fill the gaps, make supermatter engine. No problem. Certain things are not set or allowed for antags because of overall destruction purposes/lag. Bag of Holding is effectively end-round because it has been known to crash the server in the station Z-level if not destroyed quickly enough. We might be a little hard on antags otherwise. Sure, you shouldn't realize the singulo or tesla, as they can kill you, too, honestly, and you shouldn't fill a primary hallway with plasma, but a secluded area? Why not turn the lights off, fill the light-tube with plasma, and put it back in place. Next person turns the lights on, boom. Why not also add a low, almost unnoticeable amount of plasma to the same room so it catches on fire as you have the doors set to a remote signaler so you can bolt them behind the person walking in, forcing them to be trapped in a room on fire? Why do people not do it? Because it's 'hard', and it will 'make it easier for them to get found out in setting it up'. They want the simplest, most effective way... And that's part of why big explosions were ousted, because it's perhaps the biggest power gaming move. There were some other reasons, as well, lag being one of them. Standard Operating Procedure is IC rules, and the page for them even says they are just a guideline. It's up to the people in charge, the Captain and Heads, if they are going to enforce SOP. The only ones expected to actually follow SOP is security, but sometimes, SOP goes out the window for them, too. A situation needs to be looked out to deem if it was a necessary action, and people who like to adminhelp a breach of Security SOP, expecting/asserting the breacher to be jobbanned, don't remember that there are multiple errors to this logic: 1) Did the person who breach Security SOP have a good reason? Usually an investigation needs to occur to deem if it is even a malicious breach, not a required-for-the-situation breach, unless it is an absolute rule-break (like murdering someone literally for no reason or harm-batoning someone repeatedly because they wouldn't shut up, both capable of being classified as Excessive Violence. Note, stunning someone to stop them from running isn't Excessive Violence). 2) When you adminhelp someone's breach, we do investigate. And we can see things you can't see, or that we are going to share with you. However, when you do an in-game investigation report and send it to Central, it can definitely help us not only make for a IC return report to say ya or nay on firing/termination but also where we need to be looking. We have a LOT of logs we get, and pruning through them can make things difficult, as we might even miss something. It helps when your reports do include transcripts so we can cross-reference that in the logs. 3) When people fear they can get a ban/jobban for playing a role, they stop playing the role. With fewer people playing security, that has two effects: Antags have less resistance from an organized group, and more people power game and valid hunt because there isn't the security force to face off against antags. This can lead to people, on both antag and non-antags, adminhelping 'valid hunter/not doing their job' and 'killed by antag, valid?' responses. The valid hunters also pair with the antag mentality rather than roleplay. 4) While we never reveal the source of a complaint from one player to another, some people can notice patterns for in game changes, and figure out who those people complaining are. Especially when they complain a lot. And when you turn around and are doing their job, and doing poorly at it, they will do the same thing. This 'admins are the way to stop all bad shit' all the time puts a drain on us, as well, and puts you guys subjectively against one another in how you play the game, almost purposely by meta grudging actions. And when we get a lot of complaints from a single person, we notice. You guys want a better game, a better community? Then we all need to work on our gameplay, start trying to roleplay more rather than just win the game. Do the more difficult things because you can, not because it's hard. To use part of JFK's famous speech: "...and do the other things, not because they are easy, but because they are hard..." When people have fun with rounds, rounds last longer, and you can spend more time appreciating the work you have done. And when people start having more fun, maybe there will be fewer people thinking it's taboo for a round to be longer than 2 hours.
  16. If something like this were to happen, it still shouldn't have the .b channel. That's just, in my opinion, way too overpowered and would be abused to all hell to either annoy the AI or request things from the AI directly on any given round, or blow the cover of a malfunctioning AI because it couldn't tell if it had to use another communication medium because it can't tell if you are human or not. Also, anyone who sets their eye color to any neon color would effectively look the same, and could lead both to the AI specifically targeting them or tricking the AI into thinking they are an innovator. Looking at the pros vs cons... Pros Capable of understanding and speaking all languages. Cons Takes major brain damage if EMP'd. Do reduced punching damage. Mute Points Can't get drunk. Reasonable lore already in place. Effectively, they'd be exactly what a karma-locked species should be: Role-play based. Effectively, they'd make great lawyers, journalists, librarians, chefs, bartenders, and even potentially the Head of Personnel and Captain positions, due to being diplomatic and being able to understand and speak all languages. To me, the unable to get drunk point has both advantages and disadvantages. It would make somewhat sense, lore-wise, but many people like to be able to get shit-faced as any species, even the ones that shouldn't. Lore being in place also helps, and you did add a relatively reasonable lore backing their creation and why they haven't shown up yet, tying in lore of another star system. Since they are not supposed to be physical, and instead rely on words, they would be less likely to theoretically throw a punch, anyway, so it only makes sense. It's a con only in that it effectively means they are not as robust as other species, but let us face it: Not everyone should be equally robust because you want to be able to always fight back. If you don't like it, you yourself would never have to play this species. The implants and chips that allow it to effective understand all languages and speak them would of course mean heavy cerebral modification, and thus an EMP damaging these components, and/or damaging the brain itself, makes sense. It may be a con, but it's a relative understandable con. To further balance this out, what could happen is that the brain effectively has to be repaired with both, as of current, the Advanced Trauma Kit and, for the components themselves, Nanopaste. This is merely a suggestion on that matter, and if that damage is not fixed, effectively they just cannot understand any language other than default Galactic Common and the secondary they select. Having the components not fixed will not affect the overall brain damage count, so they can be without brain damage through fixing the damage without being able to understand other languages.
  17. Late night poker with Theodore Gregory! Hosted whenever I feel like it. I need to make a list of 'official' rules for Texas Hold'em.
  18. I haven't jumped on, so I couldn't verify name, but yes. The person who plays Kalaya and plays cards most of the time when it's set up by me.
  19. I would like to point out that I did a few matches one night (completely out of the blue), followed apparently by nickcrazy after seeing my second setup, whom got another admin to play, and then it kicked off from there with people trying to do different variants. Ace_McLazer can attest to this.
  20. My answer: WE DO NOT NEED TO REPLACE ME!
  21. Alcohols should have different 'what they give you' effects, much like the mixed drinks overall have less alcohol to the unit (if they were made with alcohol). And example would be an Irish Cream: It's 2 units Whiskey, 1 unit Cream. If 1 unit of whiskey gives you 0.4 units of ethanol, then a realistic mixed drink the size of 30 units (20 units Whiskey, 10 units Cream) would only give you 5 units of ethanol total, or if you did a full glass at 60 units, 10 units ethanol total. Effectively, even at full glasses, you'd need at least 5 or 6 of these at full glasses, paired with the body's natural absorption, to make the people with a high tolerance even have a chance to pass out, and only if they drink them in rapid succession. People at medium tolerance would need about 4 or 5 full glasses. I do like the pair suggestion for making sure the amount of Ethanol you get from drinks is proportional to the type of alcohol, and if a mixed drink continues to note actual mixture of the components, then it could work easily to note how much Ethanol they would truly get pure sip. It would also mean bartenders could efficiently know what the strongest drinks are and as long as the bartender is paying attention stop serving people before they get to too high a limit. Also, yes, Gargle Blasters should have a chance to just knock you to the ground.
  22. To the first point: Having them separate is better, for the reasons Ping has stated. And there shouldn't be a joint control of the main pharmaceutical portion of Chemistry as we run into many issues with the Genetics department with the same setup of joint-control. Effectively, you can't be fired as a Geneticist unless both the CMO and RD both agree, and rarely does that happen, and most of the time if one or the other wants to, the other or a higher up won't revoke their access from the one who no longer wants them working, and if it does, it severely harms the capability of the job, as well as effectively makes a half-filled position counted as filled on the crew manifest. That being said, I also don't believe the RD would just give up the genetics department to make chemistry more localized, and the problem we still have where genetics doesn't listen to the CMO half the time would become apparent with chemistry because people would argue as long as they are doing something for research, they don't have to make medicine to actually save people. This happens with genetics being 'too busy to be bothered' researching genetic mutations for powers for the RD's side rather than cloning those who come into medical, which is their job, just because 'oh, do it yourself. It's so easy'. Effectively, if the CMO asks the genetics department to do anything, they tend to ignore the CMO because 'research', meaning most doctors should just add 'Advanced Cloning Knowledge' to their certifications because most of them have to clone people anyway as genetics won't. Second point: No. Genetics and Virology are two different jobs in regards to what they are studying: Genetics is the study DNA strands of organic lifeforms, and Virology is studying the effects of pathogens on lifeforms. While both have uses of mutation variants, effectively bridging them together also means Virology will no longer fall to merely medical science (and effectively give RD even more control over Medbay with having joint control of Virology), so if a virus is loose on the station, the virologist could just continue researching viruses and would effectively ignore the cries for a cure (which happens already on occasion, but they only need the CMO to say they are fired to be removed). If this also was bridged and made joint, then the RD would merely have to go 'I disagree with their termination because they were researching' and they keep their job, giving another middle finger to the CMO. Honestly, because the station is a Research Station, the RD effectively has much more control over anything that involves medical expertise than the CMO in joint divisions, which is why I'd rather avoid giving more joint divisions to the RD vs CMO. If they got their research done and backup, they still have the other responsibility of cloning. Or, they could go take a break for a bit because it's likely they already spent at least a hour and a half working on genetic mutation research to make a perfect Structural Enzyme. Third Point: I see both good and bad in this, but in a good way. Having something like this for medical purposes inside the storage room would allow for real training to occur, and therefore increase the overall RP to teaching people how to do medical. Effectively, there would be a simple 'protection' on it that doesn't allow you to use the machine on people whom are registered to the station (DNA, Fingerprints, ID, however it needs to be coded so that it can't normally be used to just harm people), but emagging it would allow it to harm anyone put in, not just 'humanized' subjects. It'd give both a new way to teach people and a new tool for traitors to use, since they could just break in through the back of medical near the psychologist and use it on their subject to remove a limb or so without leaving so much of a bloody trail. Of course, they'd be risking running into someone in medical/maintenance with their target, so it'd be a higher-risk, higher-reward as you could potentially leave behind less evidence.
  23. I'm guessing you didn't look at the Blood-Alcohol Concentrate chart, as well. Which is cross-referenced here: http://www.brad21.org/bac_charts.html 50 units against 560 units of blood, if you do the full math, is about 8.92857%, which anything more than 0.25% to 0.30% would effectively kill you IRL. For easy of use, and so you don't die after a SINGLE sip (5 units against 560 is 0.892857%), I reduced the 'actual' percentages by a factor of 100, so you can actually drink. A unit is not defined in SS13 on actual size, but if we compare it against the 560 units of blood everyone normally has, we get an idea. Also, if you pull that to real standards, we are talking about some REALLY big drinks to be such a high true percentage against the size of the body. The reasoning to smaller drinks based on percentages is therefore covered. I'm aware you play an IPC usually (and thus alcohol wouldn't do anything to you), but considering the numbers, we have to have some baseline to what is 'safe' and 'unsafe'. I'm not sure of how strong each type of alcohol would be in real life, the proof they are that is, but I know there are various types. However, Space Station 13 seems to only have a single all-encompassing alcohol type (Ethanol) that all the different drinks work off of. I could well be wrong with this, and there very well may be a threshold for each different alcohol type. The chart is more generalized for alcohol in itself based on the real BAC charts. I would also like to point out that a 50u pill, while it could knock someone out (for the duration the alcohol is at such levels in their system as to knock them out), after the first cycle would stop any liver damage (cycles once while 50u is in the system, liver damage occurs, next cycle is now less than 50u and the liver damage stops). The point of knocking someone out before they hit that level is both a body's defense mechanism to stop you for forcing yourself to drink more and to hopefully stop you from hitting the first harmful threshold. I would also suggest, paired with the Passing out threshold, that it makes your screen go 'dark and blurry', letting you know you've reached that threshold. It wouldn't just instantly knock you out, but has a chance (perhaps high) to knock you out. The screen effect would be about as instant as it could get.
  24. Wiki even says 2560 right now (which is where I pulled the numbers). http://nanotrasen.se/wiki/index.php/Backstory
  25. It should be based on your blood-alcohol levels (BAC) paired with overall affect to your characters. Overall, there's 560 units of blood in most living organisms on the station (at least, the ones with blood). Something similar to the following chart could work: Units of | (Estimate) Alcohol | % BAC --------------------------- 0u | 0.00% 5u | 0.01% 15u | 0.03% 20u | 0.04% 40u | 0.08% 50u | 0.10% 100u | 0.20% Tolerance | Slurring | Falling | Pass | Liver | Lethal None | 1u | 10u | 25u | 50u | 130u Low | 10u | 20u | 30u | 50u | 130u Medium | 20u | 30u | 40u | 50u | 130u High | 25u | 35u | 45u | 50u | 130u None: No ill effects occur whatsoever. Slurring: Your speech becomes difficult to understand, much like how it does now when 'drunk'. Falling: You have a random chance to 'fall over' while standing. Chance increases when moving around. Pass: Effectively, you just pass out. Liver: You start taking minor liver damage. If untreated over the long time, can be lethal Lethal: You take toxin damage, which can be lethal. Considering a 'drink' should consist of no more than 10 to 20 units of total drink, for safe purposes. This means if you set your tolerance to Medium, pretty much 'average' for people who drink around 140 - 160 pounds, and being in space it will likely hit you a bit harder (because space), 2 or 3 drinks could start doing something to you, but since alcohol slowly 'leaves' the system, it may take an extra drink or two. If you space out your drinking with conversation and food, then most people should not reach the falling down drunk phase, less they choose to set it to a tolerance of none or low. You'd really only get to the higher limits if you purposely down an entire bottle and some in an entire sitting or are force-fed a lot of drink. The Lethal limit is up at around 0.25% to 0.28% BAC, which means you'd effectively have to try to do it to kill yourself (suicide) or be killed by someone else. The liver damage will likely kill you before the actual lethal limit would. The Liver and Lethal limits are the same across the board for balancing issues for death itself, while how 'weak' you are to alcohol for the remainder is your preference, and therefore could be a self-described difficulty factor. Remember: Drink with buddies, never with people you cannot trust.
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