Farya
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Everything posted by Farya
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I guess that works, but it still requires everyone to know the [sign] command and how it works. I've met people who didn't, and while it's fixed with a quick LOOC, I just felt it might be made easier for people who don't handle SS13 paperwork regularly. Basically, I'd classify my suggestion as qol. [sign] command is a simple thing, every assistant should know. So there is no need to make things even more simple.
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I think pAI should have software availible depending on owner job and position. pAI should also have same access as its owner(as well as radiokey) Doorjack should be just retractible cable which could be connected not only to doors but terminals as well. In case owner have legitimate access to them, pAI havent to hack them. Security pAI could mark people for arrest and fill database, scream HALT HALT HALT and maybe summon Beepsky as well. Medical pAI could have access to better medical scanner as well as virologist one. Crew monitoring console would be nice as well. Engineering pAI could see wires and pipes under the floor, check station alerts and maybe have mesons. Science pAI could have diagnostic HUD, science googles and maybe other useful things. Emaging or maybe swiping pAI with agent ID could probably give pAI something to hack and spy over the station better. Maybe it could use owner camera bugs? To give pAI access owner have to swipe his card over the pAI.
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Could you unnerf security belt capacity but forbid to carry grenades inside? Because Security carring capacity seems to be too nerfed for me only because of grenadiers among officers. You have to carry your supply of zipties in your backback just because you have no free space in your belt.
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They are in chemistry not in medical storage. Chemists dont even unlock locker with pill bottles without loud whine at medical channel. Could be good to have one hand labeler at security lobby for labeling evidence and equipment such as armour and firearms. So if greytider would be captured with one you could easily find out where he got it.
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Grinder have safety protocols which could be overwriten by emag. After this grinder will do things you want. Shutters for QM and cargo is good idea. Hop playng HoPcurity is a problem of players not HoP himself. HoPs playing Batman should be jobbanned from playing HoP, but his security channels is fine. Starfleet uniforms is good but I want come casual uniform for security. And it would be nice to make a female version of security uniform and brig. phys, one.
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While new surgery is indeed abit confusing at first its not very different from bay surgery. There is also surgery computer which give you hints how to do surgery step by step!!! So if you know basic mechanic of SS13 well you could learn the surgery in one day.
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Thats problem of people who play doctors not profession itself. Medical doctor is one of the first "real" professions availible for any newbie. So there are alot of people how only learns the game. While people experienced in medicine prefere to play more pro-active professions such as brig phys and paramedic who do not wait for work coming to them but going to work themselves(Brig phys often saves downed officers from maintenance, paramedic saves everyone with sensors maxed). We should better make something which could make MD more interesting for experienced players. And maybe make MD a bit longer warm-up for newbies. Maybe make a nurse stand-alone job?
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Maybe. But there are enough doctors to actually operate people plus brig phys. who usually make his own independent mini-medbay in brig for officers needs(and who also have surgery access). There is no need in more surgeons. Paramedic with his maintenance access(which actual doctors lack) was made here for rescuing people from dangerous places (unaccessible by doctors) and then handing them over to doctors. Good paramedic remains in medbay only at start of the round.
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Any cyberpunk. Shadowrun for example feature cyberspace and hackers called deckers directly connecting to systems. Defence systems are designed to either kick from system and stun or kill intruders. https://en.wikipedia.org/wiki/Intrusion_Countermeasures_Electronics
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I like the idea. Security could have their own VR training ground with all possible security weapons and gear as well as all potential enemies simulation. Medical could have a small simulation of heavy patients along with surgery, tools and medicine so doctors could improve their skills without harming anyone. That simulation should be availible for everyone. First aid skill is useful for everyone. Some builds feature VR googles for detective which allow him to access his own tiny "pocket universe" which contains security, medical and forensic terminals. And traitor could potentialy emag simulation mainframe like holo-deck to gain superadmin access inside it and then killing people. People died from traitor in VR will die in real world from neural feedback or just ends up retarded from it if they are lucky/unlucky enough.
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Paramedic's job is stabilazing people in crit and properly bringing them to medbay for doctors to care. Paramedic have no knowledge of surgery. He/her just a medical technician without doctor degree. The real lacking access for paramedic is a morgue access. So you can bring dead and cloned/beyond cloning people to morgue while doctors doing their job. And please give Brig Phys. medical chanel by default as well as defibrillator. Better nitrile gloves would be good as well. You can indeed just make a trip to medbay and take them, thanks to your access, but "stealing" stuff from doctors is not good.
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Sure. We already have dimunitive titles in many departments and mecha pilot would be a really bad idea. Above and beyond that we have the HoP who can provide any title and access, and the start of the round they're typically available to do so. So the response to OP's suggestion is that it's already in for medical (nurse) and engineering (maint tech), and for science learning from coworkers should be easy due to the departmental structure. Nothing more is needed. Whats bad in security cadet/deputy early availble for new players and which have reduced/no access initialy? Security have no junior version at all and potentially earlier availible brig physician a ment to be non-combatant kept out of actual crimefighting. And some Head of personal are just "no fun allowed" type.
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Adding new negative perks to the character creating screen would be good. So people could make an always hungry for donuts warden or clumsy doctor. But it should not be random and unfixable by genetics.
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"Mouser" style robots!- Eliminating those pests!
Farya replied to Travelling Merchant's topic in Suggestions
I like the idea. Maintenance drone while cute could not be interacted with because of their laws and designation (alternative to be just a ghost). This bots could be nice pets for personel. Just make them bigger respawn times for dead players(and no time for ones who connected as observer). -
It could be better if biomechanic would be a different job from robotist fully dedicated to augmenting spessmen and providing brains for robotics while robotists construct and maintain cyborgs and mechatronic engineers contruct mechas.
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Ordinary robotist is more an engineer+scientist than surgeon+scientist. Thats why some builds gives them engineering chanel and made CE supervise them along with RD. But Biomechanical engineer is surgeon+scientist so just like genetist he should have both medical and science chanels while bot RD and CMO supervise him.
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According to Fox in this suggestion, implants are not part of the domain of Medical. :^) I really like the idea of Cybernetics lab in place of Experimentor. Its rarely used and uses up alot of space directly connected to the medical bay. Cyber lab would use up space much better. Here could be all of the needed tools, fabricator to produce implants and nanopaste. Didn't know about possibility to succefuly end the implantation surgery by "force end". Anastetic or painkillers is still needed however.
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But what sense in biomechanical engineer then? And some anastetic is still needed for cases of living volunteers. Attaching new limb is painful too.
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We have augmentations which are produced in robotics. We have Biomechanical engineer who is specialist in all kinds if cyberware be it prothesis or implants. But robotics lacks bone gel, latex gloves, bone setter(which could be easily produced in lathe, so its not a problem) and anastetic so no augmentation/prothesis operations are possible. And every borgification of living volunteer transforms into horrifing torture because well no anastetic. Indeed its possible to bug medical for either tools or access to open the surgery crate but its not always possible. So.. why not adding remainig tools for robotics?
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Well, thats a valid point. You are right here. But nurse use up same slot as actual doctor right? Nurse have 3 days cooldown for newcomers as well.
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May I ask why? Intern would allow new players to try medical jobs a bit earlier and with lower responsibility because its intern not a doctor. It would also allow them to pick unfamilar medical job without fiiling the slot. It could be frustrating to find out that all the slots are filled with new players and you can join as doctor yourself. Goon depart. assistants got expanded access as well. They were uncontrolable because of this. So no more access for them. Ask respectful head for assignment and access.
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While playing at other servers I find some assistant subtypes which could be both fun and useful for new players. They are all have the same basic access but different starting gear and skills. Security cadet - starts with cadet uniform(looks just like sec. officer one), a pair of jackboots, sunglasses and security cap. Must report to the HoS at the start of the round. Could be assigned to the senior security officer who will train the rookie and possibly give him positive commendatation at the end of the shift. Or maybe warden would like to have a little helper who would help him manage the prisoners and watch the cameras. Medical intern - starts with white jumpsuit, a pair of latex gloves and maybe a basic first aid kit. Arrives to the station to work hard and finilly obtain his\her medical license. Mecha pilot - starts with sunglasses, pilot jumpsuit and toolbelt. Arrives to the station to pilot mechas robotics could possibly assemble. Private eye - starts with a pair of jackboots, black jumpsuit, leather coat and forensic scanner. Comes to station to snoop around in the maintenance and spy for everyone for money. Could possibly help security detective to solve crimes or even doing all the job if the former is just unproffesional drunkard with a gun. Test subject - this guy\gal is so poor that he\she is ready to be borged/accept experimental gene therapy for money and FOR SCIENCE. Starts with orange jumpsuit to look a bit more like Chell from Portal.