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Vivalas

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Everything posted by Vivalas

  1. The only thing I see missing on a preliminary glance is that you omitted the whole "crew must comply with security requests" and "security can demand enterance into departments during regular patrols" thing on code red and blue. These are useful and I think they should be in.
  2. I like the idea but agree this isn't really limited to the psych. I say it should be medical's job in general to restrain and help the pandos but the psych and CMO should be in charge of it. Psychiatrist doesn't need to be an important job. It should remain an RP thing. But this does sound cool and would give psychiatrists some people to RP with.
  3. I agree defibbing should be nerfed. I like the idea and sound effects of the defibs, but they are really overpowered. Cloning really isn't that easy or streamlined. It takes time and is a hassle. I like the way defibs work in colonial marines really.
  4. I think cloning should be made much more difficult and have more permanent and long-lasting consequences. I designed a possible system for a seperate game I'm working on that involves using a big claw-like thing to rip pieces of flesh from the corpse, and put the flesh into a series of machines with the end product being a embroyotic vial that gets put into a cloner. The victim's brain has to be transplanted into the new body, which has to be defibbed. The whole process is labor intensive and time intensive and so would only likely be used on high ranking and important crew. I drew up a diagram and if I can be bothered to find it I will post it here. The whole procedure carries possibilities of permanant and irreversible brain damage as well.
  5. To beepsky, I'm a new level of low. (Attacked beepers with a loyalty implant.)
  6. People keep forgetting people can already break lights with their shoes, than break out. So sec already should be taking off their shoes. It's not that well known of a thing and I didn't even really know about that trick until a few weeks ago, but I agree, this would probably make them start. And honestly I don't think shitters need to have an easier time escaping.
  7. Ideally yes, but prisoners need some way to escape for whatever reason. There is a lot of salt against removing the whole "break lightbulbs to escape" method and so my solution is to make shoes break windows, since then at least prisoners would leave lights alone. Although I'm having second thoughts now as to if it is really that good of an idea to empower shitters with this ability. At least I'm not the only sane person here who thinks it is retarded as all hell to be able to break reinforced glass by tossing a shattered lightbulb at it until it blows apart.
  8. I don't believe this would be that much of a nightmare, most of these checks already exist.
  9. I don't really actually know now if I want to make it easier to break out, but it's worth mentioning they they currently can break out with their shoes using a roundabout method.
  10. I'm not sure what the OP is suggesting here. Based on the fact he states it becomes more of a challenge to Unathi, I'm assuming he means to not add something to Space Law regarding it. If you're suggesting making some species ineligible for command roles than I would see this as a posibility depending on what the lore is. As HoP I already discriminate against Vox anyways just for laughs (i.e. Vox greyshirt asks to be transferred to medical, I make him medical custodian), but I don't think this should be forced on people. More of an RP thing.
  11. Why not just make it like a normal language, you have to pick it in character setup to use it. It wouldn't be too powerful then, since you can only communicate with the people who know it. This has its nice uses, like being to communicate in vacuum or through windows in space. Bonus points if ot displays webdings to those that don't know it.
  12. They already could do this if they wanted to, since you need shoes to break lights. Security taking your PDA is against SOP and is a separate problem.
  13. For the billionth time there is no salt, "i ded", or hugbox about this. You brought up an issue with my reinforced lights that I thought was silly and agreed on by adding this. There is no reason for shattered lightbulbs to be anymore effective than shoes. This is getting quite silly and almost toxic to be honest.
  14. (Off Topic)
  15. Okay, so, prisoners can break out of their cells by smashing the lights with their shoes, then throwing the shattered light bulb at the window until it breaks. This is very dumb and illogical and they should be able to just do it by throwing their shoes at the windows. And as for balance "but now shitter can break into everywhere with their shoes" they already could. By using the trick mentioned above. And breaking reinforced windows was never that hard to begin with. The only reason I can see lightbulbs breaking windows is because they have throwforce so they do damage when thrown, which makes sense, but seems like more of an oversight than anything. Shoes should be given a very small amount of throwforce so they can break windows, like shattered lightbulbs can. If you throw a shoe at someone anyways it would probably hurt if you threw it hard enough.
  16. Much constructive. I don't think this is that bad of an idea as long as there is a hilariously low chance of it working. So you can't kill someone by throwing a box of syinges at them but once in a while someone gets lucky in a holy grail moment. Also this would make people less prone to throwing syringes at each other to pass them as that is obviously a bad idea.
  17. Adding a wrist slot might be a bit contentious with some of the coders, you'd have to justify what you have to gain by adding that extra bloat. I really like the dispatch radio, don't understand what the military flashlight is, what you're basing it off of, or how it would be any different from a seclite, a blood type patch is okay but redundant since blood type is on your ID, name badges are redundant for the same reason, and the departmental back patch seems okay.
  18. Indeed it is hard to come up with a nice economy system while still retaining the fact that the players are all employees on a space station. I like crazypilot's idea regarding insurance. NT pays your medical bills and a few hundred credits for fines from security, as part of your employment contract. If you worked at a hospital you wouldn't get free medical care. Additionally these funds come from CC, so they benefit the station as well as the crew. (Insurance fraud anyone?). We don't want medical bills to be exorbitantly high, just enough to support medical's expenses and help fund the payroll. Medical bills should be moderate 20-50 credits depending on severity of treatment, since lots of people get hurt. As for charing for repairs, I really don't like that, as NT should pay for station repairs, as responsibility for station damage is NT responsibilty. If there were repair fines they would get charged to the department account, not a specific crewmember (although if AssholeMcGee damaged his department by blowing up a fuel tank by accident, he would probably see his pay get docked). I really like my idea regarding cargo, as far as turning them into a pawn shop that buys and sells from the crew, and most purchases would get subtracted feom department budgets. The idea is cargo still does requisitions from CC, but can also buy the various junk assistants bring in to resale to CC for extra money, and sell some odds and ends to independent crew / do personal orders, etc. Yes, employees shouldn't have to pay out of pocket for things they need for work, which is why there are department budgets. I think the main thing here is people thinking that players will have to pay for everything. The only real money sinks for crew would be: security, medical, gas tax (engineering), and food. The rest of the money just circulates around the department budgets and is more of a way of department politics than anything else, and politics are fun.
  19. Right I suppose I won't be working on this then, in hindsight the extra tedium seems to outweigh the added emergence of bathrooms being used and I didn't take into account antags while designing this. In fact I really don't think the added burden is really that much, it's just the antags that really gets me. Think of the antags!
  20. Since this subject was brought up I'm going to copypasta my post from another similar thread on how to completely reform the economy system. (Big.)
  21. Since thirst seems popular I'm thinking of implementing that, while leaving showering a pure RP thing with a "this dude smells like ass message" if you don't shower at least once per hour, no slowdown. Kind of torn about bathroom need. Without the need to shower it would be less of a hassle, and really wouldn't add that much burden as people seem to claim it would, with the exception of this. Really hadn't thought about how this would affect antagonists.
  22. This is actually what I was the most worried about. IMHO twice per round to shower/poop isn't much. That's about once per hour. Drinking won't be that much more hassle, some already do it anyways. The big problem I see is for people like scientists who never leave their labs usually over the course of the entire round until the end. I'm thinking of adding a bathroom to medbay and science to compensate that, and there are already showers in science, so scientists won't be bothered to go too far out of their way to satisfy their needs. The planned penalty for not using restroom/shower is slowdown. This can possibly be changed to something else, but I'm not sure what community opinion is for adding the ability to go all over yourself. I think a "bodily fluids" regent and a generic blue liquid like in sims would be better than adding shit and piss. This was one of the main reasons I made this thread, since I am not sure I want to add this feature. Refer to the above quote. I want to know how okay the community is with that, since even the Goons removed poo. I think to find a good balance for needs it just needs some testing on live rounds. Once per hour doesn't seem that intensive and if this is bad enough to the point where people play other servers, it can always be removed. I think this is worth testing/tweaking.
  23. With regards to slowdown, I plan to rework the hunger system and consolidate all needs into a few sets of procs. The slowdowns would be weighted, only using the worst of the slowdowns, so you don't get cumulative slowdown when hungry, dirty, thirsty, and shitsy.
  24. So yeah a year or so ago Goonstation had an april fool's prank where they added a "needs system" that forced players to do things like shower and use the restrooms. The system I am proposing is similar and I will outline it very thoroughly. I plan to fully implement this myself, and have been planning this for a while but didn't want to mess with HUD code but now that we have the neat /tg/ notification system I plan on taking a whack at it. As this is a fairly large change that will affect the flow of gameplay rather drastically I want to know what the community thinks before even embarking on this project. Background So currently we only have one need: hunger. It can be annoying sometimes but is otherwise a small feature that adds a little variety to the game. I've often wondered why there is no requirement for thirst, and as of now drinks are fun RP items that you can use in your spare time to immerse yourself a bit. (I like to sit in conference room and drink coffee as HoP.) SS13 is an emergent game, and adding these extra needs will hopefully heighten emergent interactions between crew and allow for extra small bouts of RP and create more hotspots of activity (bathrooms will be much more used), and allowing for, say, killing your assassination target when he goes to take a bathroom break. Another advantage is the fact that there will be a little more to do during downtime to occupy yourself and whatnot. The System. The needs system will add 3 more needs to the game. These are: -Thirst -Hygiene And -Restroom The system will add 3 new "needs" like hunger using the notification system that will need to be addressed from time to time. Thirst: This one is the most straightforward, and if nothing else should be the one with the least impact on gameplay. This need basically only requires to, of course, drink something when thirty. It will operate much like hunger but instead of increasing when cold will increase when warm. Reagents will get a variable that affects thirst and can be positive or negative. Water would quench your thirst the most, soda would be less effective, and salt would make you more thirsty, just as examples. I don't expect this to have much of an impact on gameplay as when you stop work to get some food you can also take some extra few seconds to buy a soda, or visit the bar or something for a glass of water. The penalty for this need would be a slow down like hunger. Hygiene: This need is also pretty explanatory and requires the player to shower every once and a while. When you have gone for a certain period without showering you will get some messages and also a notification. To satiate this need you only need to go get in the shower and wash yourself off. This need would be independent from things like being covered in blood, and would require standing in the shower for about 10 seconds. The penalty for not saitiating this need would be minor slowdown but also a message telling everyone how horrible you stink. Restroom: This will arguably be the most contentious need for obvious reasons. I haven't decided yet on whether or not to open up the can of worms of feces, seeing how even Goon got rid of that, but if implemented it would be similar to vomit. Basically you get the urge to go every once in a while along with a notification. To satiate this need you need to use a toilet (probably by click dragging on to toilet and holding still. This will not be the same as buckling.). Using a toilet will make your hands dirty (for the purposes of surgery, but I may also add possible food poisoning if you eat with dirty hands), so make sure to wash after you go! The penalty for not doing this will probably also just be slowdown, because, ya know, ew. Toilets have a small chance of being clogged after being used, and the janitor will get a plunger to deal with this when it happens. Attempting to flush a clogged toilet will result in it splashing the user with toilet water and (???) whatever else. If the cistern has an object inside it will make a rattling sound when the toilet is used. Possible Issues/Additional but optional changes Everyone always finds things to get salty about, but some issues with this system I can forsee are: -Overflowing bathrooms. Currently there are two bathrooms and if this PR goes through I might propose adding one to escape in place of the rarely used podbay. This can lead to long queue lines for the toilets and showers in combination with: -Simultaneous urges. The system may need to be randomized from person to person so not everyone from roundstart gets the urge to wash and shit at the same time, as hilarious as that might be. This isn't really noticable with food since most people wait a little before eating because they are preoccupied and there are lots of places to get food. -Security. Just gonna have to hold it while brigged, I guess. -Frequency. I don't want frequent urges to overwhelm actual ingame activities, so they will probably need to be balanced. Hunger and thirst might be reduced a bit, and I plan on making it so you only need to shower and shit once or twice per round. Possible additions: -Escape bathroom. A bathroom in escape to make 3 bathrooms that are evenly spread across the station. I would convert the podbay into a small bathroom as well as a security holding cell for transfers. -Bodily fluids. Again, just a thought. A poo reagent might not be well recieved but being the janitor and cleaning poo and plunging toilets sounds fun. -Leisure need. A very very far flung and optional need that involves some sort of leisure activity once per round, like drinking alcohol, smoking, playing holodeck, doing drugs, and so forth. This is just a mere thought and would need more planning if actually considered. So yeah, please hate/comment/brainstorm as you please.
  25. Security rekt new cops early in the round and me and the HoS emagged our complionators.
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