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Everything posted by Keroman
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My only issue with that compared to the "weighted" system sdtwbaj is proposing is that preventing them from being an round-start antag for even 1 round after an antag round is extremely easy to meta. If their name shows up in the antag list at the end of a round you know 100% that they're not an antag at the next round's start. There are absolutely people who will take advantage of that.
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I would like to throw my support in for some sort of rework of the antagonist picking system. It may not actually be broken but it absolutely feels that way when I see the same players getting picked as roundstart cultists 2 or 3 rounds in a row. I recently turned on a few secret antag roles for my Vox character and after playing for a week I'd been picked as a changeling twice and a cultist once. Compare that to when I see someone get multiple antagonist roles in a single day and it's frustrating. I want to try these roles out so I can get better at them, but tough luck, the supposedly random picker chooses the person who's already played an antag twice in as many days. I understand that there's an agreement among the Admins that anyone who asks to be an antagonist be turned into a crab. It's funny and I get why you don't want there to suddenly be twice as many antagonists in any given round, but what if there was a way to see when their last antagonist round was and allow one, maybe two extra people who ahelp and ask to get objectives. Hell there was a cult round a week or so back where we caught the original cultists within 20 minutes with 0 crew manning security and so 3 players were chosen by an Admin to be new cultists (the three best damn cultist players on the server, Cid Squishings, Neri Nalvi, and Colin Black) who then proceeded to steamroll the station with juggernauts.
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I'm going to look into creating pages for all of the verbs available in the in-game tabs. There are references on the wiki to stuff like ahelps but there's no page for it. Do you guys think it would be better to have each on their own page or to have something like a "Common Terms and Defiitions" page with everything relevant listed on it?
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Check out the WIP version of the Crash Course in RP page: http://nanotrasen.se/wiki/index.php/User:Keroman I completely excised the RP tips for each job because they mostly seemed like simplistic guides for HOW to do the job rather than how to roleplay them well. I also added a section about roleplaying as an antagonist as well as how you might react as the target of an antag. Let me know what you think, or if there's any changes you'd like to suggest before I copy it over to the actual page for that article.
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So I'm about halfway done with the Crash Course in Roleplaying page. I also did some other edits: - At Regens' request added the "Last Resort" ability to the changeling page. - Added a table to the bottom of all Job pages that lists the jobs. There was a table already in use (Template: Jobs) but it was kind of.. well.. huge. The new one (Template: JobsTable) is as compact as I can make it while still looking decent. Also several people said they liked the coloring, although I found it kind of jarring. - At Neca's request added a table to the bottom of all SOP pages that lists other SOP pages (Template: SOPTable). Now you can quickly navigate between department SOPs without having to go back to the main SOP page.
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Oh look, it's this nerd! Hi nerd!
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I'm all for giving prisoners something to do with their time besides annoy security. Unfortunately anything that they're given will just be used either as tools for breaking out or as means to further annoy the Warden and Brig Phys. At least a treadmill would be stationary, and I do like the idea of having tickets as a prize for when they get out.
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I was just poking a little fun at you, and I understand why you did what you did. The SSD person was more AFK than SSD and I didn't even register it at the time because I was busy with other stuff. Wearing IDs is not part of Space Law or SOP, although Code Red SoP states that crew must comply with security requests during Code Red so someone refusing to put their ID on (especially while wearing a mask) is highly suspicious and you can absolutely detain them and search them, but they aren't going to see the inside of a brig cell anytime soon. If someone refuses to comply with a search (on Code Blue) or any request (on Code Red) you can stun them and cuff them and conduct a search on the spot. If they've got contraband (stunprods or other weapons, except job-related stuff like a botanist having a hatchet in their backpack) then they can be taken to the brig for that, but if they've got innocuous stuff, and even cablecuffs (which I personally feel are contraband but the general agreement is that they're simply suspicious but not illegal), then you let them go. Someone repeatedly refusing to comply with security requests during Code Red could likely be brigged for something, although I've never really run into that problem because generally someone who's refusing to comply is doing so because they're in possession of something illegal.
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Howdy Renomaki. We played together in security (me as Warden, you as Sec Officer) the other day and you kept bringing in people for.. eh.. things they shouldn't be brought in for. But I could tell you were really trying your best! We all make mistakes and it's no big deal. Welcome!
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Stop Gibonite exploding instantly from Kinetic Accelerators.
Keroman replied to davidchan's topic in Suggestions
It's a bug that has to do with our current guncode. Mine some ores or science won't give you nothin' at all. -
Make collars functions like death alarms for simple animals
Keroman replied to johannhawk's topic in Suggestions
Actually I was thinking more like using a collar on a simple animal would let you rename them and sort of claim them as pets. Then if someone kills them it could be considered vandalism. Of course if this functionality is added you better believe someone's going to run around with 50 collars claiming all the monkeys in science or something equally inane. -
Except I've seen changelings and vampires use mechs to go on a rampage pretty damn consistently and neither of those have access to an emag. It really does seem that when Robotics ignores SOP and starts building combat mechs a rampage is inevitable. Ever since the SOP update I have seen Robotics ask for authorization twice and one of those times they actually managed to deliver 2 or 3 Durands to security. What happens more often is that someone who actually IS concerned with SOP spots a Durand or Gygax chassis in Robotics and asks the HoS or Captain if they authorized it. HoS and Cap say no and it's not red alert so someone from swings by and confiscates the half-finished mechs. Now Roboticists are pouty because "whats SOP shitcurity stealin muh mechs" which means security doesn't get any mechs at all that round through no fault of their own. At least by putting the weapons in lockboxes (much like the weapons you can make from the protolathe) the Roboticist can hand over the mech and the lockboxes separately and the Warden or HoS can slap the weapons on once they get to mech to the brig. Nope, they're ID-locked to Armory access, but an emag will get them open. Nothing else works. I would honestly be in favor of allowing other means to open them. Emitter, EMP, that sort of stuff.
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That'll be about noon my time which means I'll be right in the middle of my workday. I'll be logged on to the Discord, though, and depending on how buys or quiet work is I may or may not be able to participate.
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Make science goggles able to see the parts inside a machine
Keroman replied to ProperPants's topic in Suggestions
Well that's officially the one new thing I've learned today. -
The icon to show someone who is unrevivable should just be a pair of Xs over the eyes of their character sprite. But for reals I would like to see medical records get more use. Maybe even some SOP so that in the right conditions the CMO or Psych can declare someone unfit to serve. I know Paradise isn't HRP in any way, shape, or form but making better use of the player - written security/medical history for their character would be absolutely lovely.
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Make science goggles able to see the parts inside a machine
Keroman replied to ProperPants's topic in Suggestions
I like the idea as a quality-of-life improvement. There's definitely lists out there of what parts are needed for pretty much any machine on the station but unless you devote time to studying them or regularly build the same machines over and over and over you're likely always going to need some sort of cheat-sheet on hand. Having the Science Goggles tell you what parts are in a machine would definitely speed up the process of adding new machines to other places, PLUS it would help people to learn what parts are needed by heart so they don't even need the goggles in the future. -
I've definitely considered using the green slime mutation toxin (the stuff that turns you into a shadow person) as a means for hijacking the shuttle. Much like an engineer could go around with powergloves and the tesla wired into the grid to provide enough power to turn someone into a pile of bones, you could run around with the mutation toxin in a syringe gun. Anyone who gets hit turns into a shadow person, and since they're generally in a lit area of the station they'd quickly die and become a pile of remains. Hit enough people with that. Use emp-nades (from yellow slime cores) to take care of synthetics. It'd be a pretty neat way of hijacking the shuttle really.
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Just FYI you can print a destination tagger in the autolathe. That doesn't really help you if Cargo has one or both of the conveyor belts in the mailroom turned off, however. The chute just "below" those conveyors is from the material recycler in disposal maintenance. If something with metal or glass goes through the grinder it extracts those materials and sends them to the stacking unit which then sends them back through disposals to that output chute. I have never ever seen it happen, but theoretically that's what it's for.
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From what I've seen you've managed to get pretty good at some of the antag roles pretty quickly. That didn't stop me from catching you dragging humanized animals to the research outpost to feed on while I was playing AI though, bwahahaha!
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There are several items that can be found on the mining asteroid that are generally considered traitor-only including a smuggling satchel, an e-cutlass (a variant of the e-sword but with the same stats), a black spacesuit, and a suspicious toolbox. There's also the occasional wizard spellbook or soulstone belt. Out in space you've got the crashed syndicate ship and a few other items on board the Russian station.
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Insert something about this being late here
Keroman replied to LittleBigKid2000's topic in Introductions
Howdy howdy. I play Maxwell Edison. We've chilled for a bit, mostly because I was hanging around with Lask. My story's about the same as yours. Found SS13 in 2014 but only tried one round before deciding it was too complicated to be worth my time. Picked it up again in October of last year and have been getting my daily fix ever since. -
You'll get no argument from me here. I don't even play maintenance drones but this just seems like a no-brainer. +1
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2 TC is still 1/3rd the cost of a regular emag and the slightly increased cost would also be justification for having it disintegrate after use.