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Posts
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Everything posted by GunDOS
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Considering how many murderous and valid Chaplin's I deal with in a day. No.
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The detective is not a security officer, they are a resource security can draw on much like the IAA.
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In any situation where you are defined or blinded, you could also say that your dazed also. So for example you could see the sign language being spoken, but you would be too dazed to comprehend what it means. Maybe have the message "your too frazzled to understand what their saying"
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Nada, this is an admin role.
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I love this idea, but we're gonna have to fix how morphine works for it to work.
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Ahahhahahahaahahhah
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I'll say this, I don't think IPC's need a buff or nerf. They need a rethink, or at worst a fix. If something has to be nerfed to change EMP's effects as @Fox McCloud suggested. I would table that we remove the ability for IPC's to self repair and make it a requirement that they be fixed via surgery in robotics. I would then change EMP's effects to taking a 1/3 of an IPC's health and temporarily blinding and deafening them. Though I doubt many of you would be happy with this idea. I believe it a decent compromise between everyone. As said in Star Trek "You know it's a compromise when nobody is happy about it, but everyone gets a bit of what they want"
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Being perfectly honest. I would like EMP damage to be reduced, if only to stay in-line with the other races. There is no counter to an EMP, it's a one-hit kill. And can be used through walls. Now, if EMP's took two hits to kill you. Like plant-b-gone to diona, and bug spray to kida. It would cure alotta the salt IPC players such as myself have.
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You can make them from metal, but yea. I see no problems to having them somewhere.
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That sounds perfectly fine to me!
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Agreed, nobody does trust security. But I personally have become quite tired of the kind of player it attracts. With the current standard of security staff, we need to hold them down. Otherwise, we're gonna end up with more situations where security ends up with security brigging people for little to no reason. I can personally testify to three separate occasions in the past few weeks where I as NT Rep have been brigged for investigating SoP complaints. Removing the constraints on them I feel would increase the frequency of this. I am perfectly in agreement. We need SoP to have "Teeth" the fact it does not have any now, means it can be effectively ignored by most. I fully agree, I just feel we to keep security under scrutiny as well.
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As a start, security borgs can get lethals either when it is emagged. Or an illegal module is installed. The latter is quite common for robotics to have at around 30 minutes. Now, as for standard borgs. Personally, I think they are fine as is, diversifying standard borgs with lots of modules makes them very powerful in my mind. As @Spacemanspark said, "if you want to be a mediborg, use the medical module, etc." making a standard borg a jack of all trades is a little much. And if this was added, I would certainly feel that people would pick these borgs over their specialised brethren. As for soap, I'm personally for that!
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Captains office, and the NT Rep also has one. Not sure about the HoP. But the bridge one is not a security newscaster.
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Captains office, and the NT Rep also has one. Not sure about the HoP. But the bridge one is not a security newscaster
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@ZN23X makes a good point.
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The internal "power" thing is for the chemistry stations. I believe it's there to stop you from spamming chems. The alcohol dispenser and soda dispenser both inherited this code. Think of it this way, the internal power is the power taken from the station and converted into raw matter to make chems/beer/drinks with. Not actually electricity. (Granted this is coming out my proverbial arse) Personally I think this is fine as is, but I wouldent mind the ability to remove beakers/glasses from the machine if power dies.
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@SomanB The basic cloner takes about two or so minutes if memory serves (which it probably is not). The fully upgraded one is like 30 seconds. If we were to make it glow when cloning I don't see two minutes as a long time unless your crap at hiding the thing. I personally like everything to be counterable, that's just my opinion though. @necaladun Make it too expensive and it's never gonna be used, I would probably go with what @Purpose2 suggested and only allow it to be bought once. If your worried of someone buying a half dozen.
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Hmm, this is actually a really great idea! I would make it 8TC as this is über powerful. Otherwise no complaints. Other than some syndicates won't be able to make use of it (Vox, Plasma, IPC). Maybe make the object itself glow green so you can see when it's working? So the crew can maybe stop the cloning while it's happening. While I'm at it, why not keep the clone time the same as the basic cloner. So the crew have a few minutes to find the syndicate being cloned?
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I main an NT Rep and Captain. Generally, if I can get away with not touching security I will. I will outline the reasons down below. In my experience, the tighter you micromanage security as captain. The worse they get. Personally, I have found the best way to do it Is to leave security semi-autonomous and only intervene with executions or poor commanding from the HoS. As NT Rep. My main problem is SoP and Space law, or the lack thereof. I have had a number of situations where say, a detective has arrested someone and then shooting them when they attempt to run away. In those scenarios, one of two things can happen. One the Head of Security is horrified and demotes the person immediately. Or two, the Head of Security takes their side, usually quoting "your a traitor for going after a security officer", and either forces you to leave (or this has happened on a few occasions) brigged me for "acting against security". Going to the captain or CC is also an issue. But that is another problem entirely. To end, it has been my experience that these kinds of events have been rising. I think we should attempt to fix those issues. And the issues of greytide, and the lack of respect of security. Before we give security more power.
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Ironically that's why we have less veteran security. It's because security is under such a tight microscope. Though changing that would break more than it would fix. It's just a fact. I personally have trust issues when it comes to security, I have had to deal with to many occasions where they have gone off the rails.
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Personally, my problem is still the phrase "Martial Law". I have only seen it declared twice (by admins). Both times ended up with my head on a spike because I didn't like security performing field executions. With the current status of security played by primarily newbies and commanded by people not speaking over comms or believing they are a security officer+ and not a commander. I don't think we should be giving security carte blanche. Under any circumstance.
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cough I'm going to shamefully add that to this
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There are two ways to fix a cluwne, both are pretty easy if you have a good medical team. Neither involves death by the toolbox, sorry guys! The Non-Thorough Way. 1. Snatch cluwne from the hands of the Greytide and gun-itchy security. 2. Fix up all the damage the cluwne has gotten already. (Because that has almost certainly happened by this point.) 3. Get them to surgery, then grab your scalpel and hit organ manipulation for the head. Do some slicing and remove the tumour in their head. NOTE: It will keep coming back. So keep cutting it out until it stops doing so! 4. Once your patient's tumour is removed, and his/hers head is stitched back up. Apply some mutadone and mannitol and viola! One fixed cluwne! NOTE: This cluwne will still be called "cluwne" and the gloves and mask will still be irremovable, sadly IPC's cannot be fixed. 5. Splash some fluorosulfuric acid on the cluwnes face. It will burn away the mask. You may have to fix some burn damage afterwards! 6. Lop off the cluwnes hands and replace them, thus getting rid of the gloves! NOTE: Thank's to @FPK for the last two items! The Thorough Way. 1. Snatch cluwne from the hands of the Greytide and gun-itchy security. 2. Fix up all the damage the cluwne has gotten already. (Because I'm tired and copy pasting the first two points.) 3. Acquire a humanised monkey (you can make them through genetics or giving a monkey some unstable mutagen). 4. Drag your cluwne to the genetics, genetic modifier. Save his UI and print an injector. Then give it to your humanised monkey. He should look like your pre-cluwned cluwn (hopefully) with his name too! 5. Now, simply take the brain from the cluwn. Put it in the humanised monkey. Fix any brain damage or infections and viola! One non-cluwne human! There we go! A guide to fixing cluwnes, I'm honestly waiting for the honkmother to smite me. NOTE: Following this guide is liable to get you honk-squaded or cluwned yourself. Perform at your own risk!!!
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Nice! Thanks, @MarsMond!
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They are going to take it as a licence to kill. Quoting "Martial law". I'm in agreement bar those two words.