NethIafin
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Everything posted by NethIafin
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No shit=) I mostly think about that "substation" as complete "subordinate" for cyberiad. Possibly a newb friendly area
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Ayyy welcome to forums Don't forget about Disco...rd
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YES I was (and still am) advocating for using ConSite for 2nd station IMAGINE THE FUN!
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Make a second station. Relocate some jobs onto it. Cyberiad and this small station will have a shuttle going back and forward. Give that place own engineering, security, support and medical. No science. This will also give some ideas for new game modes
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I don't remember safes being opened by e-mag, since they are mechanical in nature...
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Reason why science hogs everything, is that only they need actual materials. It would be quite interesting (and possibly insanely hard) to see chemistry require silver/plasma for their shit
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Actually, Jay's challendge is kinda "no-restriction" and it is fun=)
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Make the xenos just a bit more realistic and balanced
NethIafin replied to The Respected Man's topic in Suggestions
Because aliums spawn at 13:30 most of the time. If they get more than 3-4 minutes to spawn, there will be no aliums at all. Also alium timer is random, you got unlucky -
Make the xenos just a bit more realistic and balanced
NethIafin replied to The Respected Man's topic in Suggestions
first one - is big nono for me second and third - yes please I'll add - it would be better if xeno event spawned a bit more xenos, or already mature one -
Just don't do what I did after I got my 5th antag in a row and got syndie-crate with chainsaw Do not murder the voxxy mime... God, I'm sooooo sorry...
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Hello Another idea (not from anti-meta, but I'll return to that) from my sick head. So what I don't like is how Hijack objective is worded and what it became to us all. If we return back, hijacking is mostly hacking doors (bolting em, subverting AI, etc) and then e-magging the console. Now here this objective is sometimes almost literally No-Restriction All-Permissions Granted explosionfest. There are several problems that I see 1) People new to Paradise think about our station as having strict antag policy. There is nothing in the Hijack objective that explicitly states that you have an option to kill everyone. 2) Antags that decide to do the killing are doing it slow most of the time, sometimes they just blow escape wing or release singulo (tesla) that 99% fails their objective. This generates a lot of ghosts 3) If shuttle is hijacked, people end in Cent-Com anyways... which is strage (although mostly irrelevant, since round ended) So idea is to make two different things: I) Hijack objective - hack the emergency shuttle console to send it in the right direction. That is it. You e-mag console and shuttle goes byebye... to the syndicate. That is it. All you have to do is to survive until shuttle docks at some undisclosed syndicate location and local syndicate MPs deal with NT loyalist scum. You shouldn't kill anyone except whoever you need to. II) No-Restrictions - You have to disrupt normal operation of NSS Cyberiad. Force shuttle call as soon as possible. You are given green light on any actions. This resolves many issues. All actions done by such antag must be directed at forcing shuttle call (in other words allowing ghosts to wait less, like in nuke). Ofcourse this antag objective should be given only to adequate members of community (probably forcing at least a year in paradise) and should be easily bannable. I know that might be too vague of a description, or additional work for admins (see my antimeta-1 suggestion results) but try to see it work, before you try to see it fail. Comments are appreciated. Many loves
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Thanks for all the responses! I want to address few misconceptions. 1) They are explicitly told not to self-antag 2) 99% of my and other traitor's experience with bribing and/or threatening ends in absence of fun. In SS13 traitor has chance while they maintain cover. While you write and hold your weapon of threatening, you will get robusted. If you threaten security, security WILL attack you even if that will cost their life. etc etc I see the point that admins try to show, but I also see how it can be ommitted. Being sleeper agent doesn't give you ANY rights to do criminal activities. On the countrary, your task is to stay alive till the end even more than any other. That is your only greentext. And yes, changing other modes is not needed. Thanks!
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A team of helpful mementors is ready to assist you. Mostly by saying "You have to find this yourself" =)
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Well, what if we actually try one round without any autoritah? Check if people will self contain... oh... maybe it is asking too much
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This should be a separate game mode, probably replacing nations
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Disclaimer: So! Sleeper Agents are born in my mind from phrase Necaladun said at the community meeting. Paraphrasing: “there is always at least one Syndicate agent onboard, and security knows about this statistics. They might not be active, but they are there” This creates new “antagonist type” and you will see why quotation marks are there. Their round will start with the following message: A quick FAQ Q: Why this is needed? A: To soften the line between normal antags and civilians. Also to give some players a way to roleplay more. Give security a way to find syndicate keywords (described later). As an introduction to antags for newer players. Q: How does it work? A: Whatever the current gamemode is, sleeper agents will be created. They will be given list of keywords, even if there are no agents. Q: How many sleeper agents there will be? A: 0-1 per each 15-25 pop, and there is always at least one. Q: What changes there will be to other modes? A: Nuclear operatives and changelings will receive syndicate keywords. Nothing else will change. Q: What sleeper agent CAN do? A: Open door to the corresponding agent. Perform surgery on them without checking for implants. Give them access if you are HoP (risky). Give them needed items and chemicals (if that doesn’t uncover you). Give them hiding place. Q: What sleeper agent CAN’T do? A: Kill, steal any high importance items, other methods of griefing. Also actual job HAS to be done, so no failing surgeries because you are “antag”. In other words – follow non-antag rules AND DON’T GET CAUGHT. Good idea will be to bwoink anyone permabrigged/executed/fired who is “sleeper agent”, since that is against the “sleeper agent” idea. Q: What tools sleeper agents have? A: They don’t have any special tools beyond what their job gives. So, give your feedback. Constructive criticism is good, booing is okay-ish. Thanks
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Ok, thanks for replies=) Now I understand why this is stupid idea. Sorry
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Again, point isn't mainly in it being a chemistry but to be a place where you can build and test grenades without permit. Also, about balance, brig already has separate atmos (that unfortunately noone sets up, but it exist), can easily generate its own power (via PACMAN) and supposed to be almost self sufficient. You don't give security much power since they can't make their own weapons. Also Brig Phys can create his own chem dispenser quite easily (with help from science ofc) and he won't be arrested (unlike QM who tries to do the same) because he is a part of security
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I don't understand why ANOTHER chem room is bad? Especially when it has a completely separate task. Also, I think, brig physician should have access to this room, so he can make his meds (as per what NTSAM said) Plus the point is, that this is THE dude that creates grenades (healing or harming or stunning)
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Quick note - this is my first suggestion to this game, so don't judge me harshly. Thanks This suggestion is written as if this job exists. Brig Chemist. This is unlockable job that costs 15 karma and is combination of Chemical Scientist and Security Personnel (not officer). Location Your small office is located between armory and HoS office (maybe somewhere more remote, like to the side of fire-range) and consists of two parts - lab and testing ground. Inside lab part you can find monkey box, chem dispenser, chem master, heater, two boxes of small beakers, box of large beakers, 3x cable coils, 50 sheets of metal, screwdriver, 5x igniters+timers+signal devices, class 4 hazard suit (bomb suit), firefighting equipment and first aid kit. Testing ground is empty and separated from lab with doublesided plasma windows. Job You are chemical scientist with added benefit of having a loyalty implant and having common ground with HoS or Warden. Your jobs are: create medicine for your friend, brig physician; creating grenades; making chemical implants that can be beneficial for security team as whole. You also have access to science division, but only to general science areas. SoP Green: 1.The Brig Chemist may not, under any circumstance, arrest anyone. 2.The Brig Chemist may not, under any circumstance, interfere with Security’s duties. 3.The Brig Chemist may not, under any circumstance, directly alter a sentence, or attempt to contest one with Security personnel. Contacting a Magistrate/IAA/NT Representative is still acceptable. 4.The Brig Chemist may not restrain a prisoner unless they are actively hostile. 5.The Brig Chemist is permitted to carry a flash and a can of pepperspray. 6.The Brig Chemist may not create explosive devices which has enough force to break station's integrity, unless directly permitted by Head of Security or Captain. 7.The Brig Chemist must provide Brig Medbay with all required medicines. 8.The Brig Chemist may not create EMP, or other detrimental to station's equipment, devices, unless directly permitted by Head of Security or Captain. 9.The Brig Chemist may not, under any circumstance, bring outside of brig area any equipment that he created. Blue: 1. All Guidelines carry over from Code Green 2. The Brig Chemist must warn of any explosives test using security channel Red: 1. All Guidelines carry over from Code Blue END OF DESCRIPTION Why this job is needed: Sometimes I play as science chem researcher and make good grenades (healing and riot) to present them to HoS for usage. Sometimes all go well (more often than not) and HoS takes my grenades and sometimes even deploy them on the duty. However if round is filled with traitors or lings, HoS will think twice before taking grenades from you (because you can show him one that works and heals, and all other 5 you give him contain 600u of Phlogiston). Thanks for your attention
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Nice to see someone who knows that game. Well... byond lags to much, hopefully this time I won't leave because of it=)
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OY! I was there!!
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Hey there. My name is Andrew and I'm from Ukraine. I played SS13 since 2012 and had a love-hate relationship with it (mostly because of how laggy BYOND is) I joined Paradise Station 2 month ago (can't remember exact date) and I really having a lot of fun here. I'm currently playing as Cassian Keppel (Warden, sometimes HoS) and Serhij Zozulia (Security officer with half the body robotized) Sometimes, I play as Ian or terrible terrible weeping angels (when they appear) Thanks for letting me have fun with ya all I hope you all also having fun