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Taaketa

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Everything posted by Taaketa

  1. Even though I don't play Vox. I like this idea.
  2. Yeah but your thoughts are not a diatribe of "this is why it's bad." Also, yes, I am a prat, thank you for noticing. Payment will be received from their department head similar to how other servers provide a payments system for work performed. What the department head pays now is another matter entirely. No need to withdraw money that is the point of the EPOS devices. They need to work harder then. Again kind of the point for the gamemode. Happens in real life builders are shoddy to so they come back to fix the work they should've done correctly. The Captain, HOP and AI are the neutral parties who there to enforce a money making station. If departments are failing at completing their jobs effectively and efficiency wasting other department's time they can take action as they see fit. Incompetent medbay then nice little fine for them. The Federation is not an organisation focused on creating money. A more relevant Star Trek reference would've been the Ferengi whom are a successful civilisation based on profit by any means necessary look no further than their Rules of Acquisition I have not suggested that paperwork is a requirement of this game, just simply that staff are expected to pay for all services. It is a frequent thing that comes up on paradise though. I can't remember how often I see Med bay declaring all treatments must be paid for. Not if no one knows who is the richest. People could feel they are minted by the end of the round if they are doing their job's correctly. Within the context of the server rules I'd see this game mode working.
  3. x2 K.
  4. Going back to the original idea. Allow the Captain, HOP and AI to force departments to pay fines. Eg: Medical decide the best way to get more money is to release a virus on the station and then 'cure' everyone for a fee. They get caught, they get fined. Engineering don't get paid so they drain the air and shutdown an entire department. They get fined for stopping money making taking place. Security start arresting people without sufficient evidence as to how it effects the productivity of the station. They get fined. So and so forth.
  5. I'm not sure what your contribution is other than "This isn't fun because A) People will kill each other to become rich B) That won't happened because this server does RP. Anything more thought provoking than that?
  6. "SS13 was expensive to build. Justify our time and money spent is worth it to the board." Liquidation - A Game mode focused on the economy behind SS13. Each round has two main objectives. Crew and Heads of Staff. Heads of Staff Objective: [*]Be the department with the most money[/] Crew Objective: [*]Be richest crew member leaving the station.[/] AI Corporate Lawset/Objective: Law 1: You are expensive to replace. Law 2: The station and its equipment is expensive to replace. Law 3: The crew is expensive to replace. Law 4: Minimize expenses. How does it work? On spawn anyone who joins as a member of a specific department will receive an EFTPOS device to run charges through from people's accounts and charge it to their department's accounts. Each department is allowed to charge other station crew for their services. For example, engineering may request payments from other department heads including the HOP/Captain for air and electric supply to their section of the station. Security may charge a nominal fee for call outs and more for more dangerous missions that require lethal weapons for example. Medical may charge for treatment with each step of the process being charge for (diagnosis, advanced scanning, different types of treatment, surgery). Cargo may charge administration and handling fees for delivering sending cargo and charge for Metal/Plasteel/Gold/Diamond as appropriate. Research could end up making borgs and asking them to do the mining for them for example, or to control the electric supply/air supply. They could charge cargo for Ripleys and Mining drills or form an agreement to not charge each other. For both cargo and research they would receive funds for research they have completed from CentComm as they will sell on any materials/research/mechs that science have completed. And so and so forth. I think you get the idea. The aim is be the richest. There should be 2 versions, one with random events and one without. Random events include: Meteors Blob Xenomorphs Outbreaks virus/fungus etc Power failure/Gravity failure Radiation Please note things that should not take place in this round type: Traitor Nuke Ops Cult Malf AI Xenomorhps on their ship. As always the round can be ended with an Emergency shuttle call or a crew transfer. Please note that emergency shuttles are expensive so the Head of Department that calls for it must pay for it too.
  7. In fact you've inspired me to write a whole new game mode idea.
  8. To be honest money is more of a throwback to Baystation or BESTRP were the roleplay around money is more important. I think the best option is to take your idea but make it a game mode. All heads of staff have to make their department's bankrole the biggest. The individual staff have to have the most money at the end of the round, department the most money. So you've got several objectives. Let's take engineering for example: Atmos needs to be setup to pump air into the station. The CE Could charge each department a 'nominal' fee and also fine them for not maintaining good atmos protocol. The CE could also charge for supplying electric to the station (although harder to enforce) but could result in interesting play like departments secretly setting up the solar arrays and powering themselves through those. Basically what I'm describing is Nations but not a "lawl let's see who can fuck up the other the most lawl".
  9. The only problem is there is no way to create a similar system to actual airlocks in game right now. So you'd have to always have someone manning the air alarm controls for that airlock to switch it from human to vox.
  10. To be honest if it's such a problem it should be removed. At the end of the day there is no further nerfing that can be done to Carps other than remove them from player control. Player Carps cannot chase anyone down anyone can run from a player carp and lock the door behind them unlike AI carp that run faster than anything. Best a player carp can do is break some windows and bait players towards AI carp to be chased down by them. So with player carps having no speed the only impact they can make on a round is removing the pressure from the station. I will add something of note which a lot of atmos techs seems to forget about. Turn off the air pumps if there is a breach? You are just feeding atmos that will leak into space anyway.
  11. Do you know there was a day when an Syndicate uploaded the corporate lawset to the AI. They then made the argument to the AI that working with the Syndicate made more commercial sense than trying to work against them. Captain funnily enough agreed to and we ended up with Syndicate owned station and NT being evicted. That round the Syndicate guys completed their objectives (no blowing up the station, lots of stealing stuff) and we finished at the crew transfer stage. Hilariously the best round of SS13 I ever had - no griefing. Hell everyone even got binary comms for their headsets so they could speak robotic and annoy the borg's own channel. Borg spent the entire time complaining about ineffective use of comms channels. I will say one thing when the crew transfer shuttle came cent comm had a death squad waiting for our arrival.
  12. I like the look of it. Quick question, does this med bay have any love for medical borgs? I wish there was more I could do as a medical borg other than scan and inject Tricordrizine into people and shout at the medical staff to assist my medical borg with issues I can't deal with.
  13. I'm gonna be honest this sounds good. I'd actually like the idea of a Mentor being able to volunteer for ghosting on a round instead. I don't know how many times now I've seen a new player and thought "I've been there." and OOCed at the end of the round to say, get the same job again. I'll help you. But they always miss it Although I have 10 Karma so I must be doing something right.
  14. I recommend you have a look at Metastations solution as it's a map designed to hold around 80 to 90 people. For escape shuttle ideas. Meta himself puts 2 2x2 airlock access on his escape corridor. I have to say I also like Metastation's size too. A lot of the areas feel a lot less clastrophobic and it is much more fun for large populations.
  15. So I like creating Vox environments on station in under utilised rooms or rooms that aren't used anymore. However, the big problem with this is that you need some kind of airlock system to contain the N2 environment in. Right now all I can figure is using glass doors or airlocks doors and expect to open close them to prevent air mixing as much as poss. Using scrubbers to extract the wrong air from the appropriate area. But it's not possible to create the airlock controls that are seen on the airlock doors. Or if it is, it isn't wikied. So allowing creation of airlock controls but crucially allowing those controls to have different atmos in it. (So 02/N mix or having a Pure N2 mix I imagine this can be enforced with connecting the appropriate tanks to it) At the moment I think the code assums the airlock will be either atmos or not atmos. TLDR Make it easier to create different atmos environments without contaminating the station. Include Airlock control panel with 2 airlock doors. Allow attaching two tanks to change atmos around within the airlock. (current system is No atmos, or standard atmos in airlocks)
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