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Everything posted by Fox McCloud
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Well, the time has finally come, I’m afraid. Effective September 15th, I will be fully retiring from Paradise. It’s been quite obvious, in the past year, that my involvement has dramatically fallen; it’s been a bit of a challenge to hold on this long. But here we are—I’ve served Paradise for a full 10 years now—an entire decade. It’s been a long journey, and one that I most definitely do not regret—and one in which I’ve managed to earn myself the title of “longest serving Paradise staff member, ever”. I figured it would be fitting to conclude it all with a story of how I got where I am, today, and all the people who touched my life, along the way. It’s a long story, so consider yourself warned! It started in the summer of 2013 with me just being a regular player on a SS13 server known as “BestRP”. It was a quiet little server, mostly focused on roleplay, but it was one of the few places that was generally ok with having someone with my name and my character playing there---that wasn’t just low RP utter chaos with little social engagement. It was there that I met and got to know Necaladun, MKenner, and Kodos MacArthur. They were an interesting bunch and I often found myself assigned curious antagonist task out of the blue by MKenner or Neca with a message of “have fun with this one”, “don’t’ go too wild”, or “let’s see if you can do this one”. I was something of an oddity at BestRP---these were the earlier days of SS13, and very few things about game mechanics were documented anywhere. The basics were, like surgery and setting up the engine, but a lot of other tasks (Botany, R&D, nuanced combat methods, etc.) were not documented, and a great many more just weren’t even discovered yet. As an understatement, I was obsessed with discovering every little mechanic, strategy, or detail within SS13 and was one of the only people playing on BestRP who had a grasp of those mechanics. Neca later confided in me that he and MKenner were “horrified” about my capabilities and worried that if I were a truly rogue player I could “blow up the station and we’d have no idea who was responsible”. It was here that I also met IcedV, Ours, and ABlueFoxNight/AoiKitsune—these were regular players who I formed a fast friendship with and generally hung out a lot doing various shenanigans (Aoi and I became well known for our Virology Xeno hijinks---with one of us turning ourselves into a Xeno to be other’s bartender personal bodyguard. IcedV, Ours, and I became a trio of nerds hanging out in science a lot). Eventually things started breaking down a bit at BestRP. The server owner and founder, Abbey, maintained a stranglehold on the server. She lived in a perpetual state of paranoid fear that one of her admins was going to hijack the server or somehow usurp control of it, through the code. She also developed a fixation on pushing player numbers up---at that time, turning her server into a TG-like server was the path she chose. This didn’t set well with a moderate portion of BestRP’s playerbase, and especially Neca, MKenner, and Kodos. It was at this point that I started bugging Neca to start his own server. It turns out Neca had already had this thought, and unbeknownst to me, Regens and Ponies had started playing on BestRP to boot. I knew of Ponies from the very first SS13 server I played on, Rocket Station 42. Ponies served as the head coder there, at the time. Unfortunately, Rocket Station died and all its playerbase, including me, were set adrift. In either event, I recalled Ponies time there and encouraged Neca to collaborate with him, due to his past coding experience. I was later informed that Regens and Ponies had spoken to Neca and also hoped to form their own server. After a few weeks we decided to finally do it. Several of us broke away from BestRP, held a meeting, and decided to found our own server. In total, there were initially 6 of us: Necaladun, Mkenner, Regens, Ponies, Kodos, El Diablo Shadow, and myself. These are the original founding fathers of Paradise and the original administrative team. The first time that all of us had logged into Paradise was September 5th, 2013, which is the date I consider to be our founding date (there were a couple individuals, such as Regens and Ponies, who had logged on a week prior, but no agreement about Paradise had been established yet). Paradise initially ran off a paid yet shared server hosting service that was specialized for BYOND. It was exciting, but in retrospect, the service was incredibly basic, lacking, and overpriced. There was no database, redundancy, or anything like that. You uploaded a few files and selected which was the executable. No real tools to reset things, no extensive logging---all basic. Still, it marked that we had struck out on our own. Paradise stayed quite small, originally—we rarely exceeded 20 players. IcedV, ABlueFoxNight/AoiKitunse, Ours, and a few others all migrated over from BestRP. I was even able to convince the person who introduced me to SS13, DaveTheHeadcrab, to join. It was also during this time that we acquired some future admins and coders, such as Heroo12, and Tigercat. Over the course of the next few months Neca asked if I’d be interested in also being Headmin instead of just a regular admin ---I accepted and helped keep an eye on the server and its administration. By December we were growing quite rapidly; we reached 50+ players by that point. That doesn’t sound like much by today’s standards, but that was quite large for SS13 in 2013. It was also around this time I started playing on Goonstation, where I was able to form friendships with Cogwerks, Keelin, and ISaidNo (responsible for chemistry, genetics, and botany respectively). It was through this friendship and working with VG Station’s N3X15 that we were able to bring the very first open-source garbage collector to SS13. As a side note, my time playing on Goonstation eventually led me to being the first and only person to discover Goonstation’s “magnum opus” secret chemical, werewolf serum. A few months later, however, I decided it was time for me to step down and retire; SS13 had become so normalized for me that I felt it wasn’t really filling the initial gap it hit when I first started playing. I didn’t stay retired long though, only a few months; I got the craving to start playing against in late July or August of 2014. When I returned, Paradise was a bit on the decline, but I still met a few more great people---it was at this time that I got to know FullOfSkittles. That downturn at Paradise quickly turned into a crash, sadly. Neca retired again, Ponies’ real life and career became far busier, and he had to step away---there were no other Headmins and no Headcoder. Code contribution tanked, and we lost virtually all our admins, save a few (such as Regens and BoneWhite). To say we were on the verge of utter collapse would be an understatement; at times our population numbers sunk into single digits. Neca returned long enough to offer me the Headmin position again and Ponies also returned for a short period to offer me the keys to the code base in addition to all his authority. After thinking about it hard for two weeks, I decided I didn’t want to see this community I helped found and build die. It was a lot of hard work rebuilding what was lost, and I can’t put all that credit on my own shoulders in rebuilding things. I hired FalseIncarnate as an admin and accepted a lot of help from MarkVA to help get us back on track, code wise. A few senior admins, such as Regens and Kluys bumped up their activity or returned. It was also at this point that I got thrown into the deep end of the pool with respect to coding. I was by no means the most experienced at that time, but there was no one else to drive the codebase forward, so it was a sink or swim moment—again, I couldn’t let this community die. Upon having discussions with both MarkVA and DaveTheHeadcrab, I chose to start focusing on balance and leaning into TG for design cues and coding standards, as they were the highest form at that time. To say the least, this decision was a bit controversial. I definitely made my fair share of mistakes along the way that I take responsibility for, but ultimately, I did try my best and always had a mind for trying to make the server better for a larger portion of the community. This meant standardizing the rules, having less favoritism with certain players, and changing some long-loved balance and design aspects into a healthier mix. I knew it would ruffle feathers, but my motivations were always to try to make Paradise better. By December things were looking up again; our player numbers had recovered to a new peak, new admins were hired, and a few old faces returned. We were also invigorated by a lot of new designs, features, and a more balanced codebase. The foundations laid for the garbage collector allowed us to have improved performance, too. It was also during this time that DZD and Tigercat really started coming into their own as coders, with both starting to make major contributions to Paradise. This takes us up to 2015, when Ponies returned, and a new system was put in place for codebase contribution; instead of me making decisions by myself, there would be a committee of Maintainers; initially this was DZD, Myself, and Ponies. We could reach consensus on what we felt belonged or did not. After the dust settled on this new system, I took interest in designing a canine-like race for SS13. FullofSkittles had put a few of her sprites up on Paradise’s forums; I used her werewolf sprite as a basis and began coding and testing it out—I also mentioned my interest in a canine-like race to Skittles and showed her a few screenshots using the werewolf sprite. Unbeknownst to me, she also had an interest in seeing a canine-like race too and had been working on sprites. We continued collaboration which led to us co-creating the Vulpkanin, which I still consider the height of my SS13 contributions (garbage collector being second). The amount of people who played Vulpkanin, only to discover new aspects, traits, or dimensions of their personal real lives and personality and how it impacted them, has been especially heartwarming over the years. The creation of the Vulpkanin, though…unfortunately led to a dark period for me. You see, SS13 wasn’t nearly as open and accepting back then as it was now. It still carried a lot of baggage from its /VG and Something Awful roots; intolerance was high and furries were especially hated. Needless to say, creating such a race brought a lot of extreme hate directed at me. For the greater part of the rest of 2015 and into 2016, a dedicated group of players made it their sole purpose in life to show up to the server and kill me in game, inconvenience me in medical as much as possible, and trump up fake arrest charges. Eventually this graduated into the formation of the “Furry Freedom Force” who would show up and demand I be removed from Maintainer and Vulpkanin removed or the “bombings would continue” …. then 4-6 tank transfer bombs would blow across the station. When this didn’t work, they then insisted I was their secret leader and because the server wasn’t a furry oriented server, the “bombing would continue until the demands of our leader, Fox, are met”. Like most trolls though, they grew bored and eventually left. What didn’t improve, however, was Reddit. Here, vile statements were often made about myself and Paradise---which continued well into 2016-2017 and didn’t really conclude until the famous downfall of Feweh, who, it was found out, developed dozens of sock puppet accounts to parrot points of how bad I was and especially how bad Paradise was. I can’t help but think forming a good relationship with Goonstation’s staff (who were primarily responsible for handling Feweh) helped in this department. The next few years were defined by a continued expansion of our original scope. As Paradise shed a lot of the trolls and haters, it became easier to focus on code developments. Tigercat, Krausus, TastyFish, CrazyLemon, AuroraBlade/Fethas, and a few others all were major contributors that helped us grow by leaps and bounds. We were no longer a fly-by-night codebase or server—we had matured and come into our own. After this time, we encountered some unique challenges with hosting, but thanks to Alffd, we were able to get back on our feet and keep the lights on. It was also here that AffectedArc began his redemption arc---from, quite frankly, an annoying pain in the butt to someone who was a lot more thoughtful and considerate----and he showed great promise in his code contributions to boot; he later went on to become one of our best Maintainers and eventually later still our server host. It’s especially been a pleasure working with him over the years. Our code standards tightened further, we established more well documented standards, formalized the decision-making process for PR approval, involved the Headmins, and established more community input, which brings us to the present. To say the least, it’s been a monumental journey and one that I am immensely happy I was a part of. I’m happy to retire, having seen Paradise grow so much, and I truly can’t thank the community and staff enough for having the opportunity to serve Paradise for 10 years. I could go on and on, with all the people who I’ve met over the years, but those stories could fill a hundred pages. Plenty of people had high impacts, too, even if not detailed here, just to name a few: Kasparov, Tully, ChibiTaur, Denghis, Klees & Shina Hoonkins, RB303, Von Bon, Alex Shreds, Archie, Doc/Evie, Jovan, Lowlander, Paranoid Sofa, Pierre, Ryan/Zan, DarkPyroLord/Valthorne, Skyping, StreakyHadock, DragonSlayer932, SteelSlayer, Elysian Prince, ADRKiller, FlattestGuitar, FreeStyla, Fludd12, Ansari, Exa, DumbDumb/Slade, Jayfeather, Normaly, RadiantFlash, Sassnek, Saywat, SkyPing, GuiltyBeans, Rurik, Toodles, Twinmold, UC Guy, Kitsa, Mochi, Ty Omaha, all the individuals mentioned in the body of this post, among dozens upon dozens of other players and staff are to name just a few of the people who have all impacted my life through this journey. I’ll still continue to be active in the Paradise Discord and will likely even pop on the server from time to time, so don’t worry, I’m not going to completely disappear, so feel free to drop me a line on Discord some time. It's been a truly wonderful experience and ride, and I look forward to seeing how Paradise develops and continues to grow over the coming years. It’s been an honor. Goodbye, Farewell, Amen. - Fox
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This is powercreep extra-ordinaire. Botany needs nerfs, not *buffs*.
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I was actually there for this shift. The slaughter demon wasn't actually adminspawned as far as I know; it was a random event----a very very very rare one. That's some serious bad luck.
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There's not many around from "the old days", but back in the day, crime stacking was very much a thing. It had no impact on the low end, but on the high end, it was used as a tool of crappy officers to punish people they really didn't like....orrr just to throw the book at you because they took a personal distaste to your approach for things (ie: you break 3 windows; officer normally would only charge you once, but because he really doesn't like you, for whatever reason, he charges you three time). Personal bias has no place in space law. We saw the effects of it in the early days, and it had very little positive impact, but a lot of headaches.
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There's a longstanding bar on certain firing pins as implemented by TG. We're okayish with the entry level concept of some guns being pinless, by default (for instance, ones produced by R&D), but we're not keen, at all, on things like mindshied firing pins. We're hypothetically ok with nukies also having firing pins, but that's still up for debate. The overall firing pin system has good aspects about it, but the one we're most skeptical of is the mindshield one. This seems, to me, to be a side-step from the mindshield firing pin, so color me extremely skeptical. This system also assumes the HoS and Warden aren't just going to unlock all the guns by default--after all why not? "Just in case".
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I was waiting for someone to make this suggestion. And it makes zero sense. By this logic, Vulp should be immune to hellhounds and Tajarans immune to the panthers. It doesn't work like that. Swallowing a bunch of ravenous space ants is going to be a bad idea no matter who you are.
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I'd personally rather it just be that you can ahelp for more objectives and drop the "but you should fax instead!" thing, then leave the numbers of objectives where they're currently at. Faxes pigeon holes your strats since it forces you into purchasing an emag. Likewise, just using a fax without getting caught isn't particularly easy, either.
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The ability to take people hostage with a gun
Fox McCloud replied to Lonelyspaceman's topic in Suggestions
Traitors will use this mechanic to permakill their targets, without taking them hostage at all. -
I'd be all for this, personally. I'd also all be for a HRP day where it's the opposite and things are tightened. As we're MRP, we appeal to both crowds.
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They also don't have stealth on their side; they can't exactly max 5 max caps without being noticed and drawing suspicion; a traitor who's a scientist can.
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This sounds nice and all, but the server culture is distinctively different, too. It also makes things incredibly administratively grey. If you have no objective, this inherently means that you can do just about anything. Some players will definitely use this to do actions like releasing the singularity literally every single time they get antag or carpet bombing the entire station. Other people will do as above---and yet other people may run silly little gimmicks, too. I kinda doubt most players and staff would be too keen on allowing people to do whatever whenever. Putting such a rule in place then puts the player in the very strange area of "what do I do then?" This also, administratively, puts extra scrutiny on "why did you do X"--likewise, it becomes very difficult to judge what someone is really going for. Did they just murder those 5 people to set up for the most epic and hilarious IC joke while also making a definitive point? Are they trying to roleplay out some scenario or situation and they had to kill those 5 to do it? Orrrr do they just like killing people and did it because they can? Situations like this invariably invite favoritism, with those who individual admins deem to be "good" at roleplay can get away with a lot more than those they do not. Given that we're aiming to be medium RP, objectiveless antags are really awkward, and trend towards "do whatves man"; I'm not sure how well it'd work here; it'd either lead to antags just doing...well, whatever the heck they wanted...orrr it'd result in situations where antags did even less for fear of getting bwoinked (an oversimplified version of what plays out on Bay). It's an unfortunate problem with no good solution. While allowing antags to do whatever leads to some pretty hilarious situations, interesting roleplay adventures, and great gimmicks....I'm not sure it'd be great here. Having a designated time, once or twice a month of "Syndicate Slaughter Day" where antags can do whatever on those days may be a way to alleviate this to a degree, without going full chaos, but who knows.
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Updated the guide to be more clear and concise for the new crit minimal changes PR. Removed some unnecessary info and added some new; corrected errors and adjusted things to factor in the newly submitted PR.
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Disable Resisting when cuffed or stunned.
Fox McCloud replied to SkeletalElite's topic in Suggestions
So, the reason this exists is because resisting out of grabs is absolutely supposed to be a thing, but since grabs apply stuns, you have to be able to resist through...stuns. Also not being able to resist while cuffed would mean no more slipping cuffs---or putting out yourself being on fire. It is a problem and it is frustrating, but at the same time too, we want people to be able to resist out of certain things, least of all neck grabbing becomes the be-all-end-all of unescapable stuns. -
Uh, this is hyperbole in the vast vast vast majority of cases. At 0 health to -49, you can only roll for a chance to acquire shock. It's only from -50 health onwards that you start rolling for a chance to acquire cardiac failure. You don't start rolling for a heart attack until you're below -100 health (you'd be dead by this point in old crit). Now for extreme edge cases where you roll for shock the split moment you enter crit (3% chance of this happening), then the very next tick it advances a stage (6%) chance, the tick after, it advances another stage (another 6%), then the tick yet after that it rolls for giving you cardiac failure (5%) chance, this could happen, but you're dealing with chances far below winning even the lottery (0.00054% chance of this happening). The chances of you acquire cardiac failure prior to -50 health are very very very low. Heck, after 25 ticks of being in crit, there's still a whopping 54% chance that you won't even acquire shock. The chance of you not acquiring shock by the time you're at -50 is still a sizeable 22%. So again, is it possible to acquire cardiac failure by the time you hit -20? Technically yes, but statistically, it's extremely unlikely to happen; you'll see it when their health is under -50 (over 150 damage), but outside of this? Incredibly unlikely.
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Offer of optimisation of sprite and sound files
Fox McCloud replied to timegrinder's topic in Suggestions
What I'm most concerned about is the audio. Two separate codebases have lowered audio quality to make things smaller--one of them had objectively bad audio (and still does) because of it. The other attempted it, but ended up reverting it because despite the fact that it was supposed to be a lossless conversion, people still picked up on the change. I admit, I'm a bit of an audiophile and hypersensitive to sound and pressure changes, so subtle differences in audio quality I can pick up on quite easily. If the audio is to be compressed (not opposed to), then I would want to be sure it's virtually indistinguishable from the source. (same for pictures, but I realize that that's a bit easier to do). -
I'd like to point out that this, in no way bypasses the fact they're still a non-sentient being and they're still bound to a master, in case anyone ever wonders/asks.
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Thanks for the question. Having oxygen damage increases the amount of brain damage you take; a patient having no oxygen damage will greatly reduce the rate at which brain damage accumulates, but it will still accumulate. Mannitol can also slow the brain damage accumulation. It is very much possible to attempt to stabilize someone even in full out cardiac arrest, it's just difficult and a bit of a scramble, but it is by no means a guaranteed "you let this happen, ergo you get punished" lose state. You're correct on the progression. Damage is a factor. The more damage someone has, the greater probability of rolling for the negative effects (heart failure, cardiac arrest). LIkewise, the more damage they have (especially brain damage) the greater the chance for them to drop dead. Unless they lose a vital organ, they're not going to straight up drop dead until they have over 200 combined damage. Oxygen damage is weighted less harshly into factoring into when the patient dies. O2 damage is nasty for getting your patient into a deeply critical state rapidly (and rolling for negative status effects), but it is far less harsh for factoring into your patient dying...still, you should address it, because, indirectly, it can lead to brain damage.
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I'm not commenting much because my PR is still WIP, so basing argument or interpretations on things until the full picture comes into view isn't particularly useful for me. I'd like to point out, though, the quoted isn't a terribly good argument. Charcoal, salbutamol, salicylic, burn patches, brute patches, and health analyzers are all in the vendors too. Likewise, chemistry can make all these things too...some of them pretty easily (well, not health analyzers, but you get my point). The neurological kits are there as a "backup" and alternative source. Yes, chemistry can make those things, yes the vendor has them, but sometimes, during emergencies, there's not time to make more, or the vendors are damaged/inaccessible. In those circumstances, having a backup via cargo is important. Mannitol is pretty critical to this new system. The advanced kits weren't phased out "in favor" of neurological kits. They were just phased out. I re-used their sprite+path for something completely different then replaced all existing advanced kits with regular med kits (except where they are intentionally supposed to be the new neurological kit).
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This was absolutely not ever a thing.
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If you have any questions on treatment, how things work, quirks, and so on and so forth, please post them here. If you have actual feedback or want to discuss it, please utilize Neca's topic.
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A new critical system is on its way that is more involved, chaotic, and engaging to deal with--it's a long-awaited companion for Goonchem. This new system doesn't apply to all races--station races that do not utilize this new system are Diona, Slime People, and IPC; they will die using the old method of blacking out, slowly accumulating damage, then dying. Treating people is basically the same as before, with a few nuanced caveats. You apply patches or advanced trauma/burn kits to heal people, you inject them with chems to heal them, you can throw them in cryo to stabilize them. That said, how people lapse into crit will be fairly different. When your patient hits 0 health, they will lapse into a critical state where they can't see well, their movement can become scrambled, and they fall down a lot. During this time, they can acquire shock. Shock worsens these conditions. If shock is not treated, then the person will start undergoing cardiac failure. Treating shock can be healed by injecting saline or healing the underlying damage and getting their health solidly back into the healthy category. It's recommend you still inject saline as a primary tool, especially if they have heart failure (or you can't treat them in time while you're running to get some other medicines). Cardiac failure is even worse than shock; it'll become even more difficult to breathe, and if left untreated, will result in full out cardiac arrest. Treating cardiac failure is done with atropine or epinephrine. This condition will not go away by merely curing the underlying damage. You must treat it with atropine or epinephrine. Both chems are equally good at treating it; having both in the bloodstream, at once, increases the chances of treating it. Finally is cardiac arrest. When acquired, you'll flop on the ground and rapidly take brain and oxygen damage. Treating cardiac arrest can be done with full size defibs or the new handheld defibs. It it strongly recommended you utilize handheld defibs, as they're specialized in treating cardiac arrest. Death occurs primarily by brain damage; if the brain dies, your patient dies. A few helpful pointers and tips: -STOP RELYING ON CRYO. Cryo just heals damage, but doesn't treat the underlying conditions when someone is in a critical state. Time is your enemy under this new system; it's faster and better to apply patches (or advanced burn/trauma kits) or medicine directly to the patient than to throw them in cryo and wait for it to kick in and their body temperature to be low enough. Cryo should be used to stabilize patients who you don't have time to treat, but it shouldn't be the primary treatment method you rely on. -THERE IS A NEW HANDHELD DEFIB. Hanheld defibs work differently from full size defibs. They do not revive people from the dead. They purely treat patients undergoing cardiac arrest. They can also treat heavy O2 damage, so even if a patient isn't undergoing cardiac arrest, they are still useful for rapidly lowering O2 damage. Full size defibs cannot treat the O2 damage like handheld ones, and have a sizeable delay before activating; it's not recommend you use full size ones unless it's a desperate situation. -PAY ATTENTION TO YOUR HUD. A frowny green face is indicative of viruses; it could also mean they're in shock or undergoing cardiac failure. -CPR CAN SAVE A LIFE. CPR has been buffed dramatically under this system. It heals a significant chunk of O2 damage and completely resets the losebreath timer on a patient. In can really help, in a pinch, when someone is in critical condition. Don't expect it to save someone in full out cardiac arrest though. -Treating patients in deep critical is going to require a broad range of medications. It's strongly recommended you keep saline, epinephrine, mannitol, and salbutamol on you for dealing with deeply critical patients. Handheld defibs can help correct high amounts of O2 damage as can utilizing CPR, but handheld defibs can be unreliable at this task. O2 damage can accumulate incredibly rapidly, leading to a death spiral that will result in the patient's death in no time flat. In some situations, there will be cases where there nothing you can do. Treating a patient's damage is important, but always factor in shock, heart failure, and cardiac arrest into your plan of treating your patient, or else they're going to pay the ultimate price; their death. I'm sure there's more, but this should help you get a good start and help you treat patients on some level. Feel free to ask me any questions though!
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New Suggestions, Improvements and Quality of Life changes to Medbay
Fox McCloud replied to Dany Albarn's topic in Suggestions
Discussed before and turned down. The reason is that 120 units beakers become problematic for chemical reactions and balance---this isn't an issue for buckets (which can't be used in grenades or the likes), but for beakers? It becomes a big problem It's a chemical meant to be worked for with a semi-decent amount of effort and convolutedness involved in acquiring it. It's not something medbay is entitled to nor should they be handed. Absolutely not. Suit sensors, crew monitors, and crew pinpointers are already ridiculously powerful for full time crew-watchers. This just makes it all that much harder for antags. Reaching the point of "everyone effectively has a death alarm" is not a healthy state for the game I'm assuming this is some kind of joke--either case, we want more dependence on the chef and more co-operation, not less. We do want some level of triage, guesswork, and dependence on multiple people in multiple spots in medbay. -
Zipties exist for 2 major reasons. One is because of beepsky. If he has cable-cuffs or handcuffs, then he becomes a source of handcuffs for the crew--people can abuse him to farm handcuffs, both for their own advantage and for metal+glass. This isn't just theory, either; we actively saw this happen back when beepsky used actual cuffs. Another reason why they exist is so when you remove them from someone, they can't just turn around and insta-table/push you and cuff you with your own cuffs. Not re-usable, but has an advantage. They fill their niche, and for officer use, they have their own niche advantage. They really don't need to be buffed.
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Refillable Autoinjectors for Paramedic in Medical Storage
Fox McCloud replied to Starker's topic in Suggestions
the normal syringe gun has one shot and that's it; it takes time to refill; likewise, it's quite obvious when someone is carrying one (and it's likely to raise an eyebrow if you're carrying one outside your workplace). Contrast this with the epipens, which are harder to see, there's far less suspicion for carrying them, are easier to deploy, and they pierce hardsuits and biosuits. refillable epipens were removed for a good reason; medical hyposprays completely remove the point of refillable epipens, anyway. -
This is going to be horrendous for security to deal with. If there's multiple assailants, then keeping them down and being able to get away in time is going to be very very difficult. Likewise, it's going to lead to a lot of situations where stun-cuff-dragging someone off is just going to result in said person getting caught. Also effectively kills off blocking of projectiles tactically---and uh, mining would be even more slow until you got the bluespace satchel.