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Purpose2

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Everything posted by Purpose2

  1. They do already.
  2. @necaladunthats a really interesting idea, I actually really like that. That'd be really easy to change code-wise as well, but would have larger IC implications... hmmm...
  3. @Mass595 Good, I like it!
  4. These are all definite problems that I also see. But how would you suggest fixing them? Remember there are no stupid ideas only stupid people
  5. When we have the Station Shield objective, make it so we have a much higher chance of meteors as an event. You can even flavour this into the announcement that get faxed to the station. This'll help the station feel like there is a wider world, things are more impactful, and maybe people will actually try this objective. Also you can typically power only parts of the station at a time because its expensive power-wise to use. Having to run to the console to toggle it all on when you get the announcement would be awesome. ------------------ Make it so you don't -always- have a station goal. People have stopped bothering really because you get them every shift. Retain interest in them being increasing scarcity.
  6. I've heard a mix of things about the recently added station goals, ranging from "meh" to "eh". I'd like this thread to be a brainstorm of thoughts/feelings about station goals... how we can make them better? Suggestions of things to add? Make things easier? Harder? More rewarding? Less rewarding? Currently they are the BSA, DNA vault and Station Shields. I'll keep this updated as your suggestions roll in. Bluespace Artillery: A large 'object' is travelling towards the station. Too large for Station Shields. Construct the BSA to 'save' the station. Could detonate a larger than maxcap if they don't construct the BSA by a certain point. DNA Vault Construction (maybe by use of a multi-tool to carry the data) of the vault gets the DNA samples the cloner has scanned so far this shift. This'd make things easier. Station Shields Increase chance for Meteor events Other Reduce how often these goals are generated, once every 2-3 shifts instead of every shift?
  7. The idea of them is to keep a head of staff safe so they can get away... Currently they're used to stunlock. They should be used as a 'smack on the legs to stun them' then 'run the fuck away' While keeping someone stun locked, I can make cuffs, and cuff them, while keeping them stunlocked... which seems like the wrong way to be.
  8. Currently telebatons keep you down 100% of the time. Personally I'd happily see that nerfed to 75% of the time.
  9. People self-antag too hard and too often so much that defining the line on this is going to be really hard, and ultimately end up producing more work for admins.
  10. Brain dumping thoughts: Assuming the idea behind 'Head of Service' is more like a Front of House / Maître d'hôtel - working as a sub command role much like the Quartermaster? Journalist/freelancer - this is already an alternate title for "Librarian" and imo, should be split out to being its own job separate from Librarian. (Although I'd probably attach a low 5 karma entry to increase quality there from people intentionally wanting to play that role getting it) Priest/nun - Reporting into the Chaplain? Not sure what 'Regional Director' would be - seems like the role CC fill sometimes. Stripper - :eyes: Comedian/Entertainer - how would you seperate this out from 'clown'? Musician is cool, reminds me of a player I haven't seen in ages 'Dan Jello'
  11. I'm not too enthused with the idea. If you need extra assistance, as Warden you can delegate responsibility of these to an officer in the round, rather than it be an always on thing. This'll also suffer from the same thing we had recently, where the alt title for MD for coroner was used by literally every single MD that was on the station.
  12. I have a system for this but I've been unable to get it to a point where I think this'll actually work well with the community. I'd been calling it 'miscreants'... I'll show you the design sometime, but I feel incapable of getting this to a point where it'll work sensibly, without people taking things too far.
  13. With the idea of 'more peaceful' objectives in mind, I've just submitted a PR that allows you to escape with a photo of the blueprints and have it count. https://github.com/ParadiseSS13/Paradise/pull/6966 More ideas welcome/encouraged.
  14. PR is up that covers the original plan, as well as your requested tweaks @Anoonki https://github.com/ParadiseSS13/Paradise/pull/6963
  15. This is the suggestion forum, and a suggestion thread. This is not the coder forum, and not a code thread. Take your complaining about 'Snowflakery' elsewhere, it doesn't belong here... this is for concepts.
  16. Please stop. You've been really fairly toxic lately, and I ask that you take a step back and examine your recent interaction For this and many other reasons, I'd oppose removing this. A good lawyer has gotten me out of shitcurity being shitcurity more times than not. And I've never had an IAA be a pain to me while playing security... if you have them being a pain in the ass, maybe you're the shitcurity...
  17. https://github.com/ParadiseSS13/Paradise/pull/6937
  18. Then as an AI I'd force ALL my cyborgs to go Security. If its my goal to enforce space law, then I need as many Security borgs as possible.
  19. I'd use the definition of 'support' for Uphold, personally.... so yeah sure, I support space law.
  20. There is nothing in there compelling them to do anything. If you gave this to a theoretical robot acting on these laws and these laws alone, rather than a player of spessfart simulator. They'd not move, they'd not react. They'd stand. Motionless. Until they received a direct order.
  21. Not really a fan of the idea. They don't typically need to make any announcements, and instances of trials its simple to get the AI or someone else to do. Sorry, I don't support the concept, personally.
  22. Adding a blacklisting ability is out of scope, might be a lot more difficult and probably something I'd leave to a separate PR if thats cool with you @Anoonki
  23. These look great! I agree with @Fruerlund, with some editing (grunge up a little) these have the potential to fit within the map.
  24. Agreed. It was nice flavour. I once got caught as a changeling who'd became an Unathi... with un-snipped boots still on, and that was taken as my fuck-up, and I love that.
  25. The Idea: Have the round-start malfunctioning cameras wires start cut. The current state: Currently when the round begins, a random selection of cameras are setup to malfunction. This means for all intents and purposes, all their wires have been snipped internally, however their wires are all fine when you open them. Which means to fix them, you cut all the wires and mend them again. Why this matters: It is simple for engineers, detectives or whomever to determine then whether a camera has been cut by an antagonist, or cut by a cool system we have running under the hood to help with meta. However with them not cut, this makes what is quite a cool system a bit pointless as a system. This then becomes meta-info, the reaction to this in game. Other considerations: There is currently PRs being considered that is looking at increasing both Detective slots, and Engineering slots. ----- Welcoming thoughts and feedback, before I waste time coding this, it'd be nice to gather the communities candid thoughts.
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