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alexpkeaton

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Everything posted by alexpkeaton

  1. Removing a taped head should inflict minor brute damage (5 to 10) on the head - and you automatically get a crew-cut haircut. That stuff stings, and would pull out a ton of hair!
  2. This makes a ton of sense. Perhaps you have to target someone's mouth with the targeting box for it to work. Honestly, crude duct tape restraints should be possible too. Of course, if duct tape were to become useful for just taping up signs and antag use, players would meta the hell out of tape and dispose of all the station's tape rolls in the first 10 minutes of the shift. If duct tape on mouths becomes a thing, something else that isn't antag related should be added for tape as well, something important. Perhaps shipping crates through disposals requires wrapping paper THEN tape to complete, not just paper.
  3. I thought of this too, but for a different reason. Security. There is an implant, if I'm not mistaken, that is basically an arm-mounted laser. This plus the implants that are being considered for implant SoP restrictions should come in a lockbox. It just makes sense. Not all of the implants, mind you, just the ones that objectively could give sec a headache. Maybe implantable SecHUDs as well.
  4. Mice are so much of a pain as janitor. Please allow them to be picked up!
  5. I'm using the notion of "budget traitor items" here referenced from the link johannhawk mentioned earlier: http://nanotrasen.se/phpBB3/viewtopic.php?f=12&t=7312 I think the easiest way to cut down on the validhunting and provide traitors with a risky, yet viable, path to avoid the validhunt, is to make the budget traitor items available aboard the station and in mining/space. Maybe put 1-2 budget emags (high chance of disintigrating after use) in maintenance or the old bar, as well as a few places in space and in the drop list on the asteroid. It would invite a little !!FUN!! while providing cover for traitors. Perhaps a budget chameleon jumpsuit could be put in the same drop frequency (high chance of shorting out on a silent timer after activation to a disco display, also high chance of when initially dropped, dropping a plain non-modifiable jumpsuit or a lizard suit). Seeing the clown walking around with a shorted out budget chameleon jumpsuit would be priceless! And, I think the best way to integrate these things, is to make the budget versions possible in the protolathe using high illegal tech. I don't want to make these things possible for just miners and scientists, though, because that will just reinforce the validhunt, and why I am suggesting the (risky, I know) notion of dropping non-bomb budget traitor items in maintenance.
  6. I definitely think that budget traitor items should have a chance at fucking a traitor over. It's "caveat emptor" - you are paying less and so you get what you pay for. But I do believe that the chance should be minimal enough to encourage their use. Perhaps some humor mixed in, like buying a budget chameleon jumpsuit that just drops a random job-specific jumpsuit. A plain jumpsuit. Or a rare chance that buying the "budget chameleon jumpsuit" will drop a lizard suit. Wait for it...
  7. In a separate thread, the concept of "disposable" emags isbeing discussed. It got me thinking. First, the current emag is priced fairly low, and I think the price could be upped - especially if an alternative emag was made available. But why not expand the possibilities for budget gear? Perhaps an entire line of "budget" traitor gear could be offered. These gear items would be similar to other syndicate gear, but have one or more of the following attributes: High, or increasing, failure rate Chance of explicitly giving away its use Chance of exploding, overheating or otherwise backfiring, harming its user Limited uses But with risk comes reward, and so these cheap items will have !!BARGAIN PRICES!! 2TC for budget emag that has a 50% chance of disintigrating after each use 1TC for budget sleepy pen that may be empty and has a chance of informing the target it is being injected 2TC for budget syndicate minibomb that has a chance of exploding with confetti or smoke instead of an explosion 4TC for budget syndicate bomb that has a high chance of being a dud, releasing smoke instead of an explosion or having a lower yield 1TC for budget chameleon jumpsuit that has a 50% chance of shorting out into a disco display on a random silent timer after being activated What do you think? Any ideas for other budget traitor gear?
  8. I think the current emag is bargain-priced. Sure, it's the swiss-army knife of any traitor and should be available so that it can be purchased along with other necessities, but I think that the price can and should be upped, especially if a "disposable" or "budget" emag were available. Perhaps an entire line of "budget" traitor gear could be offered. Perhaps it has a 50%+ failure rate, or has the possibility of loudly or explicitly giving away its use and/or backfiring, harming its user, or, as in this case, an emag that disintigrates after 1, 2 or 3 uses. Like the freedom implant - there's a chance you may get another use out of it, but not guaranteed. And with the cheap gear comes !!BARGAIN PRICES!! 1TC for budget emag, 1TC for budget sleepy pen that may be empty and has a chance of informing the target it is being injected, 2TC for budget syndicate bomb that may be a dud... etc! EDIT: Because this goes above and beyond the scope here, am cross-posting to separate thread.
  9. ...Looks like a robotic Chocobo... I suggest they be called "Chompobos!"
  10. Yes. Both of these things. And I think the mime's mech should have some sort of ability to completely, and hilariously, neutralize HONK mechs. Mime becomes the hero when the roboticist goes rogue with bananium.
  11. To Coroner SOP. They should all be returned to the HoP for termination. The other heads can't do anything with them anyway. And a "safe location" just invites abuse by antag doctors who will feign innocence when caught with 7 IDs in their backpack ... "But Officer, I figured my backpack was a 'safe location' for the IDs! Don't you know SoP? Shitcurity!" Also, I think this should apply to all bodies in morgue trays. If they end up being cloned, they can report to the HoP for a new ID.
  12. Just for edification, can someone explain what a nucleation actually is and what benefits and drawbacks it currently has?
  13. Unless the code changes, dirty floors make cleanbots useless. If dirty floors are kept, it should be severely nerfed (10% of current accumulation so a typical shift will only see high-trafficked areas dirty), and, even still, just remove it from the calculation of station "messes" because the janitor shouldn't be responsible for the dust that builds up in escape during the stampede of crew.
  14. I don't know. I think something like this could be a boon for the Supply Department. Perhaps by selling gear and things from the autolathe, credits could be exchanged for supply points. Perhaps additional crates of random fluff could be ordered and stocked. Reports to the QM. I think this could be distinct from Trader and Businessman.
  15. There have been enough threads about geneticists needing more supervision/SoP/nerfs. And, it seems that every few rounds there is a geneticist that causes some sort of headache for command. I'd bet cash money that it's not much more infrequent that a geneticist causes some sort of headache for the admins. Let's look at round-enders easily accessed by jobs and the checks they have from being used: Weapons Science has lockboxes. Security has loyalty implants and Code SoP. Cargo has locked crates. Everyone without a permit has Beepsky Mechs Standard Operating Procedure. Time. It takes time to build one. That and... Visibility of department. Everyone can see what Robotics is up to, and if the blinds are closed, it will cause security, the department and the AI to be even more suspicious. The RD can remotely wipe Robotics' research access if it comes down to it (at least I think so) Visibility of mechs. You can't hide them in your backpack. Tracking modules and remote shutdown (I think that's a thing). Ion guns in the armory. Atmos Admins - you mess with atmos at your own peril. Also atmos alerts and the AI. Xenobio Standard Operating Procedure. Being located in the bowels of science buys some time. The xenobio airlock, and in total, four doors between it and science proper. The AI's ability to lockdown xenobio and be a first warning system. Bombs Not much, really. But if you use one on someone and aren't an antag, you go bye-bye. Virals Staged diseases Medibots MedicalHUDs Permanently curable It just seems that genetics, like bombs, have no IC checks against abuse, but not the same amount of teeth in the threat of admin intervention. You can use TK willy-nilly around the station, and the worst thing that will happen is that you will be arrested for petty theft. Hulk is the only one with a glimmer of a threat of admin intervention, and that's only if you end someone's round with it. Other than that, it's left to be dealt with IC. And it's a little bit of a fallacy these arguments saying that a rogue geneticist is easily stopped. Sure, they might be, but there is nothing, absolutely nothing, that checks them from causing the problem in the first place. Usually, when geneticists are causing problems, they are not in their lab, but among the crew, and as soon as they hear over the radio that they've become persona non grata, they will scatter to the four winds. Suddenly, a security manhunt is underway for someone who likely isn't even an antag. And, security typically doesn't carry mutadone and there's no shared comms channel with medbay besides common to arrange to distribute mutadone, so this situation can get bloody very easily. I'd be in favor of eliminating Hulk, for the precise reason that there is no pre-emptive check on its power. However, I think it could be brought back if and when such a check on genetics is made. And, I think there are a few things that could do that: Beepsky. Have a "genetic powers" license on the ID, do not grant it to geneticists but heads and loyalty implanted only, and have the Beeps arrest anyone who has certain specific powers. It's not so farfetched, the forensic analyzer can already read DNA from a distance, medibots can detect virals. The hard part would be the IC explanation how Beeps can detect certain genetic modifications from others. Or, instead of arrest, Beeps can make a notification over comms "Jack Edwardson in the Central Primary Hallway has been genetically modified!" Have medibots make notification over medical comms if an individual is genetically modified, as in the Beepsky example. Many times there are inadvertant mutations that are a medbay issue anyway. Some sort of mutadone-delivery mechanism being standard issue equipment for security officers. Genetics airlock that locks down if you try to take injectors out of the department, and/or forces you to take mutadone somehow "The airlock begins to fill with a purple mist!" The airlock's protections could be disabled with CMO/RD/Captain's ID. tl;dr: Genetics just doesn't have the pre-emptive checks on round-enders that other lethals do have, removing Hulk in the short term would be a good idea until some sort of pre-emptive check is instituted.
  16. I wanted to just say that this is awesome. When I started playing, xenoarch was already scrapped, so I don't know how it used to be. I'm afraid I don't have anything positive to add but my support for a robust return of xenoarch.
  17. You are a sick, sick, individual. +1, please code this.
  18. Why shouldn't the chef become a vital role? Eating food is one of the most vital things I can think of. I agree that the hunger system is too insignificant as is, but expanding it would be a good alternative to removing it. Granted the admins and coders can do neither Certainly vending machines would leave out the possibility of starvation. But if the more difficult chef recipes gave you buffs, that'd be pretty cool.
  19. You might want to clarify who exactly authorizes this, because it might lead to an IAA letting a Psychiatrist waltz into Perma and be murdered. IAA doesn't have access to perma wing or (I think) execution chamber. I don't know how I should feel about that, especially the latter. I think perma wing makes a little sense, but it can be a pain to investigate complaints from perma prisoners. But the IAA should have access to the execution chamber. That's a big ball of SoP and IAA needs to be able to keep an eye on it.
  20. Can it be coded so that SoP, despite being a Holy Book, can still be read? I think the gimmick is that the books don't have any text but can hold items. Is that true and, if so, can it be fixed so that a "Holy" SoP book can be read? Because I'd want to do the same thing as Shadey. It narrowly beats the Cult of IKEA which is my current Chaplain gimmick.
  21. Several people have commented that Genetics having two heads is a good thing. I'm not so sure. Now I rarely play medical, never play science, and have never been head of either. But when you give one department to two managers, you are tacitly telling each manager that they don't have to be fully involved with that department. Honestly, I think Genetics having the RD and CMO can give rise to the classic 80's sitcom trope of the children being assumed by one parent to be with the other when in actuality the child is on their own, abandoned by both. Not every time, of course, but with other active things to worry about in their departments, passive responsibilities like checking in with genetics might be overlooked, especially when things go to shit aboard the station as they usually do around 13:00 - right when genetics likely has their full powers slate. I think the best thing that could be done is to house genetics in one department or the other. But my reasoning for it is purely academic and not based on experience. Can people who play RD or CMO explain how they manage genetics? And can people who play geneticist say how often they actually do get managed and if my impression of abandonment does happen from time to time?
  22. So, with the push for a unified SoP underway, I was thinking that, once SoP is finalized, we should make the whole thing printable in the library on station. Which got me to thinking... What if SoP was added as a Holy Book! It could be a selectable religion for the Chaplain and the best part of all... Farting on SoP would get you gibbed! SoP for Holy Book 2560!
  23. A for effort, NTSAM. I don't think this pull of Suggestions slots hit the jackpot, though. I don't like dunking on suggestions because I have enough bad ideas as it is. But it makes that rare good idea all the sweeter.
  24. Oh, the brig physician shouldn't be forgotten too.
  25. We went 100+ posts forgetting the psychologist. Good catch, Von Bon. I think the SoP could include such things (this is overkill so take some and leave some) as: The psychologist shall not be responsible for normal physical treatment, however at the CMO's request, may be conscripted as a Paramedic during major medical crises aboard the station where lack of staff would likely cause death of some patients. The psychologist is not to carry the straightjacket and muzzle outside his office without express verbal consent from the CMO or HoS. The psychologist must notify the CMO when dispensing any drugs whatsoever (either provided at shift start or via Chemistry). The psychologist shall carry his pill bottle on him at all times and shall submit to an audit of his medications at any time upon request from a doctor or the HoS (superceding Code Green search protocols - note that only the bottle may be searched on green, not the doctor's person). The psychologist must notify the CMO (and HoS if a prisoner/convict) whenever using his muzzle and/or straightjacket. The psychologist, if available, shall visit any permabrigged and/or solitary confined prisoner. The psychologist, as soon as feasible upon initially reporting, shall inform the HoS and Brig Physician that they are aboard and available. It is the psychologist's responsibility to ask if any prisoners are permabrigged/solitarily confined. The psychologist in medbay situations shall be responsible to the CMO. Regarding prisoners, the psychologist's treatment may only be countermanded by the CMO, but may be halted for appeal to the CMO by the brig physician. (The HoS, Warden, Magistrate or security staff may not prevent the psychologist from treating a patient in the way they think best) Any treatment of prisoners is to be in consultation with the Brig Physician, if available. The psychologist may be asked by any head to evaluate the mental competence of a crew member or head-of-staff. If deemed incompetent by the psychiatrist, they shall be removed from their position upon concurrence in writing by the CMO and signed by the psychologist, or, if the CMO is the individual deemed incompetent, by concurrence in writing by the Captain or Acting Captain and signed by the psychologist. In no other case may the Captain overrule the competency judgment by the psychologist.
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