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SomeGuy9283

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Everything posted by SomeGuy9283

  1. Difficult to code; Easy to evade.
  2. I'm going to be up front: I do not believe this fits into the spaceman world and do not like what it proposes. Wizards are there for comic relief more than anything. Cults, Shadowlings, and Vampires have decent lore to them and maintain a sci-fi feel and mechanics. This, in my opinion, swings too far into the fantasy realm of fiction. But, that aside, I doubt it will be that great of an RP thing. People will still greentext/validhunt/whatever. Also, what's with the fixation on Earth-based stuff? Can't we get something mildly original to the ss13 universe? Shadowlings do this nicely. Call me crazy, but something about this whole business just screams "no" to me, regardless of why.
  3. The Bouncer PR is still open, though it would appear to have fallen by the wayside.
  4. While the enjoyment of the antagonist player is always to be considered, they ultimately exist to entertain the other players by being their opponent. If they play as a friendly vampire, wizard, etc., they may have lost sight of this.
  5. Definitely end the monkey business(pun intended). Achieving a more obvious blood drain might fall under the 'humanity points' system mentioned earlier in the thread, as perhaps would the identity mask. Hmm, I imagine enforcement of memory restriction will be a bit of a strain, although cults seem to not cause that big of an issue. Definitely do not like the mindshield counter and holy water changes, though. Mind shields ought to shield the mind, and the holy water tweak would remove a lot of the difficulty (read: fun) of detaining vamps. I like the idea of this as a power gaming deterrent. Would need to think of an IC explanation, though. I agree with most of your observations, though I'll say the "is it extended?" phenomenon may be from stealthy vamps that are too good to be fun(or just drain monkeys) or being non-sec. Dunno. If something like the large overhaul @Rapidvalj suggested is not feasible, then perhaps that would be warranted. there are a lot of issues with their current state as LTH points out. Eh, this is where the Chaplain's abilities are meant to be used. Would be a funny thing to add to makeable items, though. I sense a flood of metabuddy-ing will result. Vampires are hostiles, helping them is helping an agent hostile to your employer, and security should act according to both of these facts. Vampires should not be friendly. They should not use 'trust', etc. except for manipulating people to their antagonistic ends. If you decide to help a vampire, you should be able to reasonably expect to either to get stabbed in the back when they no longer need you, or find your head on a pike when the HOS catches you. I don't know about you, but that sounds like good roleplay right there.
  6. While the intention is good, SR and defibs would make this a moot ges- Wait, they would have to work to unlock cloning? Hmm, interesting. As for bad medbay staff well... wouldn't be SS13 without incompetence, right? Seriously though, if you can propose a more bottom-up solution by targeting that, I'm all ears. Personally, I think it would be a lot more punishing to the lazy doctors to make cloning have more drawbacks. To remove it will punish those who really need it due to their jobs, rather than recklessness(miners, security), while those who abuse it will simply move on to the other methods available.
  7. The idea behind the cuff-shoes is keeping them from running of whilst captured, rather than slowing them down for arresting them. Bolas can be applied from a distance, but take all of .3 seconds to get out of and start running again. Try this: When you have arrested a high flight risk prisoner, have a pair of cuff shoes premade in your bag. Quickly swap shoes as soon as their cuffed, and then the only way they'll be able to run again is to hold still and undo their cuffs. Recapturing them should be all too easy. What's better: Freedom implant won't immediately remove them, giving you a few precious extra seconds.
  8. IIRC it has to orange shoes, like the ones in the brig lockers.
  9. I like it. What's the IC justification for their being there round-start?
  10. I would support the telebaton being removed from most heads, but I did think of a problem: the CE will likely have to deal with engineers in hardsuits, immune to flash/pepperspray.
  11. Gamma ERT item, maybe?
  12. Since this server has a command bodyguard and lots of civillians to hire departmental guards from, the only heads that really need telebatons are the HoS, Captain, and(maybe) HoP. Otherwise, their flash and access should allow them to momentarily stun and gtfo just fine. Unless their valid hunting in maintenance, in which case shame on them.
  13. Sounds good. I acknowledge the IAAs have numerous paralegal functions, so Lawyer should be fine. Someone get a PR up to kill "Public Defender" with acid.
  14. The point of this change would be to make it more clear they serve for settling disputes and complaints, not jumping to the aid of the clown who broke the bridge window. The titles wouldn't be being changed because there are bad players, but rather so that potentially good players are less confused about what their focus need be.
  15. That sums it up pretty well. Why? For starters, the rarity of trials makes it beyond moot. Secondly, I've seen people think it absolves them of the restrictions on IAAs (One it particular broke a changeling out of perma). Thirdly, they are far closer to investigators than any sort of lawyer. And Public Defender? What happened to don't take sides?
  16. Perhaps a SolGov marshal(police) uniform wouldn't be too much to ask?
  17. True, but given how autopsies take no great amount of skill and the risk to reward ratio is so incredibly low(as in there usually is no great hurry), I think that's warranted.
  18. I want to say they have something to do with toxin filtering. One weekend, the brig kept getting cyanide-gassed and we needed kidney surgery, though I may be mistaken.
  19. If there is anyone I have not gotten through to yet: this is What I'm suggesting. Although, there will probably be more like miners or so, since there will be more to mine.
  20. In response to your first concern: Less people on the Cyberiad will mean more spaces free of people. As far as population concerns go: The fact that we have to have an auto-delist feature because we're always pushing 140, 150, or 160 people should be your indicator that we will be well staffed IC for the whole day every day.
  21. OK, let me address this with some additional clarifications I will be sure to add to the original post. This will all be on the same server, with the intention of dispersing the population more evenly across the map. The Colony will be contained within the asteroid z level, likely just a remodeled and expanded mining outpost. The Mining area will no longer be a NT possession The Brig and Science outposts on the asteroid will be deleted and replaced with asteroid. Station Security will not have jurisdiction on the outpost or asteroid. It has its own laws and own police force. The Cyberiad will not staff any miners, and the mining dock will likely be used for exchanging the minerals for goods. To iterate it once more: The Roanoke is not another space station, it is an asteroid base that has sole legal claim to the asteroid. The Cyberiad has no holdings on the asteroid unless they renovate the derelict mining base.
  22. I'm not sure how to feel about this. The magistrate should really either be handling issues within command/security channels or faxing CC. Actually reminding people to follow the law should probably be done by the HoS, as he's the one tasked with enforcing it. It's not that it's a bad idea, but I'm starting to see magistrate power-creep a little, and I am very apprehensive about. Edit- If you're holding a trial, you REALLY sure you want to invite all sorts of riff raff with nothing better to do in the loudest way possible?
  23. As stated in the OP, most of the baddies leave the Roanoke alone because the last thing they need is a pissing contest with NT AND SolGov.
  24. I would like to propose a change that will drastically reduce the current issue of over population and further add a unique element to Paradise Station. The IC premise is this: As a means to counteract the NT monopoly on plasma development, the Human government have bought many of the Asteroids used for mining to colonize. The research patents are controlled by NT, but science installations, like the Cyberiad, must secure the raw minerals from their sister SolGov colonies. The colonies are left alone by the SWF and syndicate, and similar groups, but are under constant attack from asteroid creatures. The one linked to the Cyberiad is called the Roanoke, and is under the protection of federal marines, rather than NT ERTs. It trades raw minerals with the Cyberiad in exchange for research and genetics disks, food, and logistical aid. Unlike, the Cyberiad, it is (ICly) a permanent settlement and there is no transfer shutle, although in practice the marines can evacuate them via ferry. It has quarters for all of it's residents, a large number of whom will be miners. The miners are overseen by the Mining Foreman, whom also sees the trade with the Cyberiad's Quartermaster. Law and order is upheld by the Federal Marshall, whom is aided by serveral deputies. They have riot shotguns with limited ammo and police batons (in other words, no instastun.). The Marshall himself has an additional revolver and two disabler guns in his locker, as well as a forensic scanner. They also have tear gas and pepper spray. No bolas or flashes by default, though. They will follow "Colonial Regulations", which will, ideally, be distinct from Space Law. They should wear civilian-ish clothes with armbands/badges. 3 cells and an isolation room. Other miscellaneous jobs will include a Personnel Officer, Earth Liason, Maintenance techs, Doctors and Head Surgeon, and Supply Chief. The Colony as a whole is run by the Governor/Commander or whatever you guys want it to be, whom has a Fax machine capable of communicating with the Cyberiad's Captain. The Roanoke will spy on the Cyberiad's activities and report it to thier superiors, and vice versa. There a lot of room for this idea to be expanded on, but what do you think? Additional Clarifications: This will all be on the same server, with the intention of dispersing the population more evenly across the map. The Colony will be contained within the asteroid z level, likely just a remodeled and expanded mining outpost. The Mining area will no longer be a NT possession The Brig and Science outposts on the asteroid will be deleted and replaced with asteroid. Station Security will not have jurisdiction on the outpost or asteroid. It has its own laws and own police force. The Cyberiad will not staff any miners, and the mining dock will likely be used for exchanging the minerals for goods. To iterate it once more: The Roanoke is not another space station, it is an asteroid base that has sole legal claim to the asteroid. The Cyberiad has no holdings on the asteroid unless they renovate the derelict mining base.
  25. I support the policy of adminbusing something terrible on those that turtle or go to space. If you're a CE, you naturally have work related to space, so whether your current trip is justified should be left to the administrators, not the game. Or we could just acknowledge that Rev sucks and should be killed with fire and purged, with acid, from the code.
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