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Happy Tim last won the day on June 27 2020
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- Birthday 12/13/1990
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havelockgrave
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Well, the station is basically a giant kindergarten, and because of that the crew needs a nap time from time to time.
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Already posted one of those in screenshot thread, but it will never stop to crack me up. As to the second one... whoever was on this shift... will remember it.
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Question... what if this could be taken from another angle... ...what if instead of limiting those roles, just give them a head-appropriate traitor objective? I literally saw a CMO traitor who had to steal his own portable defib... ...is that doable with the way roles work right now, or am I making a fool of myself and that is already a thing?
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I agree with Biolock's statement here, I don't see IAA and NTR dealing with the traitors too often, usually they are used as the pre-admin instance of dealing with incompetence at behalf of players. Which is fine, sometimes I think more things should be solved with RP. That being said, Paradise have pretty short rounds for what's actually required from IAA and NTR to deal with an issue by strictly following SoP, forwarding it to "Central" (and you guys are pretty busy with overlooking the round anyway) so they hardly have time to deal with traitors. And again, I agree that decreasing the amount of people that could be traitors decreases that paranoia, but on the other hand me and a friend of mine have a joke that when round ends we usually say "let's see how many scientists were traitors" and honestly, usually it's at least one. So yeah, paranoia is all good and fine, but seeing how certain roles really benefits traitoring (and give access to the tools far better than you can get from your PDA) makes things... predictable from OOC perspective. From IC perspective I cannot do nothing about Scientist/RD walking around the station in the beginning on the shift. He's just walking. But as a player who has spent some time on the Station, I know that he's probably preparing to blow something out. And I know that the topic isn't really about Science (which is the whole other animal, that I feel should be adressed and in the end ends up with a lot of micro management, but at the end of the day I think the issue that Biolock has brought has a lot to do with the fact that Admins and the Server Crew have certain vision of how roles are designed to work, which sometimes is not how the playerbase sees or feels it. Happens in bigger games with million dollar budgets, but should be addresed. But it's not like this is a single issue, feels like a network of some really intricate smaller elements that are really hard to maneuver around. I hope I made sense with this post. ^^"
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Always felt that RD felt especially powerful as a traitor, since they could just MacGyver a pretty potent arsenal in Science, without even needing the traitor items and thus being off the hook for quite some time. HoP is not as good traitor candidate as you might think, since if they aren't keeping their post, they are immidiately suspicious and CMO is a slightly better than regular Medbay Traitor. To be honest, as much as I understand Kyet's stance on the matter, I think that RD is still the most annoying head to deal with, when they are a traitor, but that I think comes with the issues of how science works currently for traitors.
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I think we all might agree that having over 100 people on the server is a lot. I think we all can relate to the fact, that when our character gets hurt, we expect to be treated by medical facillity and be returned to full health. And while I appreciate that the new crit system is trying to make the whole thing more... engaging, it makes everything more stressful for the medical departament. That's fine, stress is part of the job, however when you have 120+ people running around the station and at least a third of that are assistants who tend to hurt themselves in any given situation. Sometimes doctors and surgeons just need a moment to catch their breath and while cryo can provide that to certain extent, there are things that cryos won't fix. That's when Autodoc would come into play. By any means, that's not a new idea and has been done before. Now, before I will go any further I want to state that I'm NOT proposing: - Autodoc becoming a better option that a manual surgery, but merely a slower alternative for some types of surgeries that would help to relieve already busy ORs. - Autodoc being a magical "fix-it-all" option, but merely AN option, that could help medbay with overpopulation - Autodoc being able to perform multiple actions at the same time. Instead my idea relates to the system that would: - Keep the patient stable while SLOWLY performing some simple surgeries (like fixing bones) - Be upgradeable by science, so it can do more, while never being as good and fast as a player Surgeon. - Be able to fail - ion storm, Emagg by a traitor, you add it. It's an option to make the medbay play more interesting. - Provide a good help for beginning doctors, as medbay learning curve feels pretty unforgiving and having something that could aid the Medical Crew in their daily routine might convince more people to try themselves as the new medical recruits. Again, while some of you may tell that this thing would be obsolete because of the existence of the cryo, I would like to stress out that Cryo and Autodoc would fix different types of damage. Also, just as cryo, by being in either cryo and autodoc the player pays with their TIME and I think it's fair, because at the end the only lasting thing (other than Karma :P) we can spend on Paradise is our time. And if I as a Surgeon can save a dying patient, while an autodoc is fixing HoS's leg to make him work-ready I think it doesn't messes up the balance of the game too much. It just gives the medbay another tool that isn't a magical, instant SR pill. Then again, I might be saying a total biased bs, so let me know what everyone thinks. Does it have a future or do you find it obsolete?
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Or to literally make them sick from overfeeding to punish such behavior, though knowing how masochistic the playerbase can be, the bowl idea seems to be more plausible.
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The Issues with Vulpkanin (They Make No Sense)
Happy Tim replied to Medi's topic in Wiki Development
As a downsize to their sense of smell, you could add increased effects from stuff like pepper spray, also space cleaner being pretty good at blocking their sense of smell. It would give the security vulps a "guard dog" feeling through them. As for Tajaran, they already kinda see better in the dark, right? I don't think they should be that similar, really. They way Vulp sense of smell could work, could be an active ability (with a cooldown, obviously) that requires them to sniff something in order to gather semll data, something like a weaker version of an forensic scanner, but limited to only vague clues. Is something like that doable? -
The Issues with Vulpkanin (They Make No Sense)
Happy Tim replied to Medi's topic in Wiki Development
@Kyet What about making their smell sense stronger and acting as a sort of air analyzer? Also them not getting grossed out by corpses or foul smells?