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Everything posted by Pennwick
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On the topic of fire you can also light your cigs with e-swords and wands of fireball. The latter only has a moderate chance of blowing you up.
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This could potentially work and does involve a decent chunk of the crew depending on what is in the request. Probably wouldn't be too difficult to code either. Issue is, what's in it for the crew? Warm fuzzies are great and all but typically people want more. Perhaps once the order is filled something else could be sent back. Idealy something that can't be got on station. For example Medbay always loves a medigun or staff of healing. Other departments are a bit more tricky to reward though. Hard to give them something that is all at once rewarding, balanced, and not ahelp inducing. Sure you could give Security NT longarms but 9/10 its not gonna end well and you could give Engineering an infinite power source but they already got the engine.
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Its important to examine what we want from station goals. Was that went over in the meeting as well? I haven't played in a while but when working on ideas here's what I feel should be the goals of the goals so to speak. 1. Involves as many departments as possible. Preferably in a meaningful way. For example while the DNA vault typically involves engineering anyone can really slap that thing down in a hallway without too much trouble, so engineering might not count. Botany needing to provide plants is meaningful since while others could do the same via seed crates and the garden it would be much more difficult. 2. Provide a benefit to the station as a whole. Currently the DNA vault does this pretty well, everyone likes powers. The Shield provides a possibly deserved, underappreciated amount of benefit. The Artillery rarely is used for more than blowing up the test range. Its pretty badly hindered in use because there isn't much off station to target and nobody really wants to blow a hole in the station. 3. Provide a benefit/concern to antags. Have it somehow shake up the dynamic. Again the vault is good at this because it gives security and antags a boost. Security either has to screen the vault's use or accept that even though they've gotten a pretty significant boost so did everyone else. 4. Be feasibly completed before the 80 minute mark. You want some time to enjoy the benefits. The vault being completed last minute is a prime offender but its actually not too bad if cargo, botany, and xenobio are really on top of their game. Its just got 3 chokepoints which often slow it down. As such here is a possibility I have come up with: ========================= {Anything in parenthesis is a way of expanding the idea depending on the scope it wishes to take.} [Anything in brackets is a smaller, optional consideration for the players in the event.] Goal: Create 3-6 Super Spess(wo)men Involves: Cargo, Robotics, Surgery, Genetics, (Engineering), [Security], [Command] Benefits to crew: Possibilty to be transplanted into a superior body, benefiting from colleagues being put into one, (Potentially easier access to powerful implants) Antag balance concerns: Possible security supersoldiers wandering around, possibility of putting an antag into said supersoilder body. Time estimate: 40 (60) minutes How it works in detail: Alright. First thing is Central orders up a batch of supersoilders. Depending on population the number requested is 3-6. Superspessman meat crates are available in cargo at 30-40 points a pop, Security ones are 50 each, Supersoilder assembly instruction crate is available for 10 each (Contains 3 books of instructions). Crates are shipped to robotics for initial configuration and setup. With a multitool Robotics [with guidance from command] choose which types they'll create. Security ones are preconfigured and thats the only way to get them. Other 'modules' could be almost anything but to start I have ideas for Engineering, Robotics, Medical, Service, Security. From there they slap some robots parts in. Usually involving at least 1 regular implant, several cyborg parts, and one experimental implant which requires a combination of one of the parts in the crate and a somewhat easy to get item. For example the medical setup might include: Cyborg exoskeleton, left arm, left leg, medical hud implant, surgical implant, experimental part made from empty autoinjector. If all the proper pieces are inserted Robotics multitools the body and gets a supersoldier corpse. (This potentially comes pre installed with a Mindshield implant, though it can be removed/stolen after this point.) They ship it on to medical. Medical works with genetics to finish the body. A supersoilder needs a rather complex set of limbs, detailed in the book, to function otherwise the finished body is paralyzed. For example the Security module might require Unathi limbs but monkey hands.. So genetics gets the proper subjects to surgery who transplant them onto the supercorpse. Once you've repaired the rest of the damage you gotta shove a MMI or Posibrain in the chest and defib them back to life. Super individuals would not have a timer on defibulation. And you're done! Go be the hero/villian the station needs. Heres some basic ideas for how they're diffrent: Across the board they have a bit of brute and burn resistance, Engineering are: spaceproof, implanted NV mesons, toolset implant, internal storage. Medical: airborne and contact virus immunity, Surgal tools implant, self refilling hypospray, Implated HUD (Maybe a defibrillator). Robotics: Tools, Diagnostic HUD, (Binary channel), nanopaste dispenser. Security: Implanted Taser, stun resistance, more armor, security hud implant. Service: Internal music sythesiser, burger gun. Clown: HONK. (If you want to take things a bit further perhaps these individuals could be scanned. Once you have the target reached you get a board for a new machine. This machine will quickly and painfully produce and insert implants without long surgery. Choose what you want, step in, wait 5 seconds and step out. Of course if you're not on some painkillers you'll probably scream and pass out but you'll eventually be better than ever. Some of the experimental implants might be available this way too.) [Of course this is a huge security risk. Security may wish to screen who gets put in a supersoilder body perhaps make chemical implants manditory. Command should probably decide which modules get made lest you get 4 more Clowns or buger shooting service modules. The HoP may want to get involved deciding who makes the cut.] ================================== It would need a pretty significant amount of code work though to handle. Supersoilder would probably be a new race entirely. One that doesn't passively decay, can be defibulated past 5 minutes. The fact that if their body isn't configured correctly might be a bit snowflakey. It could be maybe handled by the heart not working but even thats a bit of an issue. The robotics end of things probably wouldn't be too bad but once the meat chunk becomes a body you're gonna run into issues. Ballance wise I don't see too many issues. The security module is powerful but more expensive and if command lets it go through two departments without notice either they're incompetent or someone is being sneaky enough to be rewarded. As a whole I feel Super Spessman creation would be a good fit as a station goal, either in this way or something completely different. Good for crew, potential antag shenanigans, and very NT brand SCIENCE.
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That would harm letimimate ordering then. You want to order 4 crates in 20 seconds when there's a blob. I think it's a good idea and nobody is likely against the idea of multiple crate orders being grouped. It's a matter of actually doing the coding. I imagine it'd be some significant work/refactoring.
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I think the issue is greytide effort vs irritation caused. You can make 30 orders for the cargo staff to clear in a few clicks by putting in multiple orders at once. Nothing stops you from rapid firing this. If this were implemented yes you could still do the same thing with multiple orders but the tider would still have to make each order seperately while the tech only needs to reject one order or batch. This way Cargonia will slowly pull ahead and have time to screwdriver shank the offender.
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Personally I feel the Constable, Dispatcher, and Armorer are adding too much complexity. The constable is only needed if you add in the Hooligans and I personally feel like they're a bad idea. If they are implemented it should probably be entirely separate decision. The dispatcher I have a lot of issue with. Who keeps an eye out, co-ordinates officers and helps with processing when needed? THE HEAD OF SECURITY. This is kinda what the head should be doing, not acting as a Sec Officer+, you're the head of the department, you're supposed to be delegating, not rushing in with your special gun and coat. The Armorer stepping over a lot of lines that shouldn't be. Its kind of a 'security takes what it needs' thing that I sometimes worry about with the brig doctor. RnD is usually happy to print out whatever you need if you send a PDA message to the right person or get them to notice the Requests console. The issue is that you don't know who's the RnD guy and the console is almost always ignored but if science gets the message they're usually happy to provide. Delivering is a bit of an issue but they're usually willing to take a few minutes to drag you a locker of stuff. Or you could try to get Cargo to schedule a MULE pickup but getting a tech who knows how to do that is pretty rare. If you wanted to add someone to the Brig roster I'd make it an Assistant Warden or a Brig Officer. Full SO access but not supposed to carry a gun or baton. Their job is to help with processing, watch the prisoners and attend to their needs, keep the records nice and tidy, go check with RnD for potential upgrades, and if time permits, watch the cameras. It'd take some pressure off the Warden and give a more laid back option to security types who want a round off from "catchin' the antags".
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If you choose to sleep manually you wake up roughly 30-60seconds unless something is wrong don't you? As far as minimum nap lengths I think sub one minute is pretty reasonable.
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Maybe if the price was increased some more I could see it. Do you really need it though? Your job is in charge of the system you're crawling around in. Its pretty easy to make either waste or distro survivable. Honestly I found the outright bizarre layout of the pipes to be more frustrating than getting the pipes safe to crawl in.
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IPC's should be able to have more self repair options.
Pennwick replied to Tykenn's topic in Suggestions
I'd be fine with just the self attachment bit. I kind of feel like the internal damage is kinda like a broken bone/internal bleeding analogue that you NEED help to get it fixed. Though in reality that's not 100% true because you can hop in an upgraded recharger to repair that basic internal damage. So its kinda like Borg 'cryo tanks' aren't on station round start but they can fix broken bones. I'd say IPCs aren't in a hugely disadvantageous position but still lag behind some. Their 'advantages' are pretty double edged or easily replicatable. No need to breath? Wear internals. Not affected by toxic/sleepy chems? Still affected by burning chems and also not affected by good chems. Not affected by bad viruses? Not affected by good ones either and whens the last time a bad virus has been more than an inconvenience. No radiation damage? They kinda get this one, they also can't get powers but those aren't as common. No welding eye damage? They get this one. So for their kinda already balanced buffs they get an extreme EMP vunerability and 1.5x damage. I think it could use some tweaks somewhere. -
IPC's should be able to have more self repair options.
Pennwick replied to Tykenn's topic in Suggestions
Fixing massive internal damage seems like it might be a little difficult when you'd have trouble seeing inside your own chest cavity. Besides, if you're to that point your arms are probably messed up anyway. Popping back hands and legs seems a bit more feasible with how easily they fall off. I've lost hands to a single stray laser and I less clearly remember being decapitated in one shot as well. Ideally you'd need some extra leverage (Such as self buckling to a chair) or something but I think just being able to pop them back in slowly would be fine too. As a plus that is easier to code than the other thing. You'd need to add some code that when you 'attack' something with a robolimb it first tries to attach it, and add a longer timer if its self repair. This would also mean you'd be able to stick limbs on an IPC with them standing which doesn't seem like it'd be a problem really. -
I'm a little conflicted. It sounds like a great idea that could help to set the sever apart but I'm also concerned about which project you would be more likely to complete in a timely manner. I'd hate to see you do half of the work to Water World and burn out, when you could have gotten Lavaland done in the same effort. If you feel you got the drive and ability to do the whole project though I say go for it! As for how to reflavor Ash Walkers, make them mermaids.
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I've been getting back into mining the last few rounds and as I've been getting better and better the haul has been getting more and more obscene. If I get on a good roll and forget to come back to station I can have upwards of 2000 ore easily and recently probably closer to 5000. Dumping out this satchel to get it into the ORM causes... issues, even at the lower levels. I suggest a way to just dump your satchel into the ORM like you can dump it into a crate. That way there isn't anymore dropping of thousands of items. This wouldn't fix the same potential issue with crates but usually when you're at that level of mining you usually have a satchel of holding instead of a crate.
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Don't forget the unspecified surgical tools accidentally left somewhere in your chest/head cavity.
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I didn't get it finished anyway so I consider it more proof of concept. Escape gets visited more but its a little harder to have it be see without parking it in the shuttle area. Though having the restaurant smashed by the shuttle would be a good end for it. Not sure if you can blueprint that area though. As for the oven there unfortunately isn't in the maint restaurant. Just a grill, fryer, and microwave.
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I need to play the role more myself but here are some tips that I've seen from observing the brig a lot. Learn your prisoner types and how to identify them. You'll have those that scream and fuss no matter what you do. For them you're best off with just getting things over with quickly. Telltale signs are screaming over the radio, and attempting to break out with a 5-10 minute sentence. The calmer or at least more collected prisoners can fall into those with a plan, and those shifting from gameplay mode to roleplay mode. The first are waiting for you to slip up or for their plan to come together. It can be tricky but not impossible to catch these people in the act but really don't take it as a huge loss if these people get away. The last group realises their round is over and wants to get some decent roleplay out of the situation. It can be really busy in the brig, especially on highpop, but if there's a quiet moment they can really appreciate some talking to. If you indulge them they might just repay the favor either by making themselves helpful or at least causing less damage. Pepper spray is your friend. If you're correctly stripping eyewear and masks when you're brigging its a safer option than anything else. If they disarm your baton, you're suddenly on near equal footing. If they disarm your pepper spray they're still stuck in there with a now angry warden. This even works on masked voxes, though they won't stay down as long. I'd use pepper spray over any other tool whenever possible. Heck. Carry two of them. If you're real tough you can use it as a condiment. You'll actually gain a tiny bit of fullness from it.
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I came close to making a space burger joint. I was pumping power and air to it. Had some atmos trouble right up until the end but once I added those extra windows things worked well. Sadly I wasn't able to get an over for cooking buns so I couldn't make actual burgers. Maybe next time though. Love how Titanium looks with Plastanium floors
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Law 2 states an attempt must be made. An attempt was made. Therefore I don't need to make another. If you adjust the law that I must exhaust non-lethal options then before I could apply lethal force to a Wizard/Changeling/Vampire/Ops I would have to ask, attempt to bolt, attempt to stun, attempt to flash, attempt to ask security to handle it, attempt to get command to call a peaceful ERT, ect. Arresting him peacefully is potential detriment to public trust. An AI could easily estimate that a graytider will scream 'Shitcurity','AI Rouge' and 'Arresting me for no raisin' over comms. Public trust is harmed. I was also told in law 1 to choose my targets of interest according to NT importance. Greytiders likely rank as a negative. Broken grilles in maintenance likely rate higher in importance to NT than crap employees that cause damage to the station. Also according to law 3, crew that are a threat to other crew, station, or image are not considered in maximizing the other three. So when view together the option to arrest benefits threatening crew, harms station, harms trust, potentially harms crew as using nonlethal force may cause him to become violent towards other crew. The option to eliminate benefits station, benefits non-threatening crew, does not affect public trust, and harms threatening-crew. If I must do my best to maximize those three variables then eliminate is the best option. When it comes to predicting if I'll be discovered or not I could be confident that I would not be or I could calculate that the risk of discovery is less than that of further station damage. Considering law 1 the station probably ranks higher. Besides, the humans uploaded this lawset to me. Even if I am discovered it shouldn't harm public trust if I take an action that my lawset forced me to take. 'I am not malfunctioning. This is for NTs benefit. Why are you upset?' You ultimately have to hold the player not to take things too far.
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Every lawset is going to be imperfect. You can't create a perfect one. With your CCCP lawset I can end up at PURGE with few steps. Law 1: Okay, importance to NT. For them its probably NT Brand > NT Station > NT Crew > NT Synths Law 2: I'll be sure to give a verbal warning before I vent the atmosphere. Law 3: Bald McGraytide is smashing windows in an isolated part of the station. Step 1: Verbal warning. Step 2: Hmmm. I could call security but they'll just be back out in 5 minutes doing it again. A more permanent solution is to silently eliminate them. Mute, bolt, vent. Law 4: Send borg to clean up. Now, I have done my best to benefit the station. I have removed an undesirable and as long as the crew doesn't find out Public trust is maintained. Oh? Someone found out, well now they're a threat to public trust. Better eliminate them too. Oh dear, now the whole station is aware. All crew are now a threat to public-trust on a grander scale. Remove all lifeforms, word can't get out. Better nuke the station to be sure. If the public thinks it was a horrible accident public trust will be maintained. Ultimately you're relying on the player not to take this approach. Its why AI requires so many hours before a player can become one. Trying to constrain the AI with a 'end all' lawset is going to do just that, constrain the player playing the AI and make things less fun.
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Just as a note because a few people seem to not fully understand. A crate can be wrong for several reasons, including missing contents, wrong destination, and possibly other things. If it is you only need to return the manifest stamped with the declined stamp in an empty crate and you get a full refund, no need to return the rest of the conents. I've had a few lucky occasions where I got to return a collectable hat crate but keep the hats because it was supposed to go to some prison station.
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This is actually somewhat already a thing. Unathi and Slimes are Carnivores. Skrell, Kidan, and Grey are herbivores. Everyone else is an Omnivore. Carnivores can't digest Plant Matter, and Herbivores can't digest Protein. Both can digest Vitamin, Nutriment, and sugar. There is no penalty though to ingesting something you can't digest though.
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Personally I like the fragility of IPCs. It gives them so much more flavor over the other races. Any shift where I get decapitated but still make it to the shuttle still makes me giggle. EMPs are a pain and I would love to see them changed to nearly killing IPCs instead of outright killing them in one go but in the same way I've gotten so used to it that the weakness has kind of grown on me. There are two other improvements/tweaks to IPC life that haven't been brought up in the thread: • Better documentation of repair techniques: Nothing is worse than getting dragged into robotics to lie there for the rest of the shift while the Robotocist stares blankly at your body or assumes you're beyond fixing. A IPC Repair guide book could go a long way to improving awareness of new roboticists. Even better is if it could be combined with a new poster or two that espouses the fact that IPCs can be repaired no matter how damaged the chassis is. • Difficulty in healing widespread damage: Its been repeatedly stated that IPCs inability to be treated chemically is a weakness. Why not create some new chemicals that do just that. Its more likely that they'd be produced in a Protolathe or Fabricator than in Chemistry but it would give them an equivalent to the healing drugs. Something like tiny repair nanites that come in an auto-injector. Make it roughly as effective as Saline Glucose and you can take care of that tiny bit of widespread pressure or burn damage. Perhaps also buff Liquid solder to fix all internal components. This way it wouldn't be such a pain to fix minor damage and the healing probably isn't enough to be combat useful, especially considering the ease of knocking out limbs outright.
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One additional thing the brig could use is a radiation shielded area. As much as its Security's responsibility to oversee their well-being I can understand its pretty much impossible to get everyone safely and securely out to the brig hallway. You ideally want more officers than convicts for the transfer and holding and getting multiple officers all to the permabrig in that limited time is probably just not feasible..
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Can we have female characters actually "look" female?
Pennwick replied to GuardianStriker's topic in Suggestions
That being said a ASCII mode event would be as fun as it would be disorienting. -
[Rules Suggestion] Enforce Clone Memory Disorder
Pennwick replied to Wheatley29's topic in Suggestions
The only CMD I'm in support of is when you get backed up before death and end up getting cloned from nothing. For anything else unless you cremate, gib, or toss them into the singularity you should expect theres a remote chance they'll come back. Hide yo ID, wear some budget gloves and a cardboard box over your head, toss on any disguise before you go out killing. If you're a changeling you have little excuse to be out killing in what you plan to be your primary body. If you're a traitor then maybe make use of the voice changer and Agent ID. Maybe you could even get your target executed if you play your cards right and at worst you'll make it hard for your victim to ID you. -
I don't think it would work in the autolathe. The moment someone even thought they saw a shadowling everyone would get armed with a non extinguishable ranged light source.