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Everything posted by Fox McCloud
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From experience, this is usually more annoying, since you have to contend with a window (that'll have to be close and/or moved around) and the chat, simultaneously. It's easier to scroll up/down (and faster), than it is to deal with a pop up, constantly.
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Just putting it out there that us going back to ZAS is firmly in the category of "never going to happen".
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If you walk, they're passable. Clicking on a barrier with the projector will get rid of that barrier.
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Replace wizard gamemode with raging mages when
Fox McCloud replied to NoWolfie's topic in Suggestions
That's the entire point of Cluwne though. You're a gibbering overweight, brain damaged, clumsy abomination. You'red allowed to defend yourself if people get violent against you---it's just hard to actually win an engagement becuase of your many disabilities. Cluwne is about creating chaos and giving the player a litlte bit of a fighting chance (and the opportunity to be a complete dunce in their short life), versus just getting turned into gibs outright. -
Brig physicians role is to treat minor ailments for prisoners, not to be a fully out medbay replacement for officers.
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This was tried out for a time on TG. It resulted in officers essentially being unkillable in a permanent fashion without extreme measures (sudden gibbing, etc). It gave incredible power to the AI and Warden to effectively know where all their officers were at all times, and quickly know exactly where they went down. The retort was "lol just EMP them", but this just arbitrarily forces every traitor and their brother to have to buy EMPs, which generally negative effects how traitors play their side of the game. It gets even worse once it gets rolled into the meta; eventually it's realized that just giving these to any person important enough is a valid tactic for effectively keeping them safe from all but the most extreme forms of permadeath. Needless to say, as realistic as I think this would be, it's not healthy for the overall state and balance of the game, especially on Paradise, where a lot of the extreme permadeath tactics are just out and out barred from traitor use, unless you have hijack. tl; dr. It's a realistic idea, but it has a very toxic impact on the overall flow of the game, and horrifically upsets the dynamic of antag vs station.
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Replace wizard gamemode with raging mages when
Fox McCloud replied to NoWolfie's topic in Suggestions
One way to make regular mages a bit more ...well, chaotic and exciting would be to make summon guns and summon magic do what they were originally designed to do; be something other than "screw the wizard over completely". Originally it was designed to basically entice the crew to kill each other, making it easier for the wizard to cause chaos. As it currently stands, summon guns/magic is pretty much just this, for the wizard: -
You can. This has been a feature, forever. Use a multitool on the cyborg suit item.
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cap antag numbers to number of active security members
Fox McCloud replied to Coldflame's topic in Suggestions
(1) Not really possible, as antag selection happens before job selection now. (2) Even if it were possible, the "screw antags; they ruin the game" crowd will actively latejoin as sec just to keep antag numbers low or stack things to their advantage. There's far too many problems with this to even remotely be feasible, and that's assuming I agree with this notion to begin with (I don't). -
I've always been the biggest supporter of Rev. It's easily by favorite mode and probably in my top 4 antags. The mode has been through various tweaks and iterations, but I've never been able to persuade enough over to my side on its merits. I've always been confused by those who embrace, heavily, Shadowling and Cult, but are vehemently opposed to rev. There's wider conflict, but it's still, at its core the same thing: variations of TDM. Rev ramps up things quicker and makes the round progress faster into a more chaotic form, but, at its core, it's not much different from the others (especially Shadowling). The only time I have problems with Rev are when it stretches beyond the hour mark; either side stalling forever isn't very pleasant; the game mode is meant to be high-stakes, bloody, and quick; not a long drawn out process of infinite turtling.
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An even better idea: actually having the department that has the responsibility of taking care of the problem their job was designed for to handle it. I apologize for the bit of snark, but really, I don't understand, at all, this notion of "let's add an existing job to my department only it's loyal to my department alone". No department is meant to be an island unto itself; no department is meant to be immune to the risks and incompetencies of having to deal with another department; security is no exception. Before someone brings up how ridiculous science can get at times; that's not an excuse for other departments to be just as ridiculous. You don't resolve a problem by creating another similar problem so they're both equal; you resolve the problem where it occurs. I'm further perplexed why this mentality crops up specifically with regards to security as a department; what is it that somehow set security apart from needing/deserving their own special role within that department? (The only exception I can recall is a few very very brief suggestion for a mining doctor). If that's the case, why shouldn't medical get their own engineering job, loyal to medical? Why shouldn't mining get their own science researcher role? Why shouldn't science get their own security officer *loyal only to them*? What is it about security, as a department, that specifically draws people to want to make it self-sufficient?
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I can just about guarantee what will happen with the "Brig Technician"; invariably, he'd probably have basic engineering access, much like the brig physician has basic medbay access. On the whole, much like the brig physician, there's not going to be a whole lot of pressure or responsibility except when things go wrong in a major way (ie: sec gets bombed or something). This gives them an incredibly amount of free time to do whatever he wants. We already know what this leads to, with the Brig physician. The job was originally created to patch up beat up/hurt suspects/detained individuals, not security personnel. What the brig physician has become is security's private medical doctor, with setups like this considered something noble to aim for: I can easily see things developing the same way for this job. The pitch is that it's to help security patch up/fix up things that go wrong. It may very well be that, at first, but having access and tools (not to mention a huge one; legitimacy via antag immunity and mindshield) will see said individual helping out security via other means. My best guess? The "gold standard" for a brig technician will end up being raiding tech storage and building security their own personal R&D lab. It also has another nasty feedback loop in that it makes it even easier for the Brig physician to do the above because it provides an easier method for acquiring various medical circuits. Another issue is that it's also going to provide security with a dedicated, go-to, trustworthy hacker for breaking into just about anywhere. This is what I'm getting at with self-sufficiency. Small, seemingly innocent additions can have large impacts on the behavior that develops within a department. Brig physician is a key example of this.
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Absolutely not. One of the reasons science is so reviled is that they're not only strong, but one of the more self-sufficient departments. Making departments more self-sufficient is a step in the wrong direction. Departments are meant to have to rely on others when things go awry or mistakes are made. This self-sufficiency does exist, to a certain degree, in all departments, but that's not a reason to expand it. Overall, there should probably be a reduction in self-sufficiency, not an increase of it.
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We handle overpopulation via listing/de-listing, not job capping.
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Yeah, there should be. If they're not uncapped, people will ultimately pick a job they don't actually want, then immediately request demotion---and that's at best. They could also just pick the job and faff about doing what they really want to do until they're fired, or, at worst, be a total nuisance. Forcing someone to play a job doesn't make them happier for doing so; it just makes them resentful. Not all assistants are murderous greytiding jerks; some people just want to interact with other people how they may without responsibility--others are not inclined to the rigid structure that a traditional job imposes and would prefer to work more chaotically where they're needed at a given time. Others still have played for such length that they find the specific job of assistant to be appealing in and of itself, rather than other jobs. There's also the fact that I don't think someone should be locked out of the game once all job slots are exhausted. Due to the breadth and many criterion that pull people towards assistant (I'd argue more than most other jobs), I strongly believe that it should be uncapped; security officers should scale with total assistants, not the other way around.
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Letting us cuff briefcases to our wrist.
Fox McCloud replied to Benjaminfallout's topic in Suggestions
It wasn't. -
Not that I'm suggesting we necessarily go back to this model, but, what you describe was the de facto standard, once upon a time. The chef had access to the bar and his kitchen, but the bartender only had access to the bar. The bar was also attached to the kitchen, as well. This stems from Goon and is still a thing on TG; it's really just a Bay thing to break the two off, completely. The end result of the original arrangement was, the chef, by virtue of his access, kinda had a de facto authority amongst the bar+hydroponics and could easily facilitate requests---also, since he was more important than the bartender, he could leverage that importance in getting extra ingredients for the bartender that the bartender would normally have an enormously hard time getting.
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Flat out wrong. It had Inaprovaline in it, which prevents suffocation damage while in crit, and that's literally it. Extremely dubious. On average, there's a ~9.5% chance for them to take, on average, 1.5 tox every 2 seconds. Even if you injected someone with 10 of these, they're still only going take ~57 Tox damage....over the next 800 seconds. If they were "Killed" by "ODing on epi", they were already dead anyway or were being damaged by some other source; yeah, sure, it may have contributed to it, to a degree, but even in the extreme, it's just going to be an annoyance; not something life-threatening "oh my gosh, no counter" tactic. Compare this with a welder which does 15 burn damage, up front, in an instant that can be re-applied every 0.8 seconds; You get 10 welds with a mini for a total of 150 damage (enough to hard crit!) This isn't even delving into the non-medical benefits of starting with a welding tool. You start with epi you can sometimes save a life with it (or, rarely, your own). That's it. A welding tool can take down walls, seal doors, seal lockers, and act as one of the highest damage non-traitor weapons in the game. We've shot this down before, because have to consider non-proximate uses of the welding tool in addition to emergent behavior from giving it to IPC players (and just overall fairness), and we believe the negatives outweigh the positives. We don't just walk around thinking "how else can we screw over IPCs today".
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IPCs are subject to the same downsides as other mobs when performing surgery on them; you can do surgery on them when they're on a table, just like every other species; they don't fail more or less often.
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Maybe if you're uncreative. It lets you see through their own eyes. Link it to a buddy and you can always check on them, no matter what. They scream for help and their sensors are off? Doen't matter; if its linked, you can see through their eyes (as long as they're not like, gibbed or anything). The voodoo doll is mostly a gimmick, at best.
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The foam-force Stetckin pistol shouldn't even be contraband, in my opinion; you can order it from cargo; if it's contraband, then hypothetically, so should the rest of the foam force stuff.
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That's a helluva lot better thing for them to do than stick with tehir job and be completely useless. At least they're actively declaring "I don't want to do anything and am opting out of the other jobs" than "I'm going to take up a job slot and do nothing with it"
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Give Wiznerds Objective (or just remove the gamemode)
Fox McCloud replied to SP00K_E's topic in Suggestions
Old wizards were super boring. I'll echo streaky. Either they were ~FRIENDLY~ or they just did their objectives, teleported to an unreachable location and AFK'd in a locker until it was shuttle time, then made their way for a pod. It was boring and repetitive---and friendly wizards can burn in hell. -
Then the leader gives them all to himself and buys a mauler/SAW with spare ammo more often than not, and when his team complains about it, he just goes "lol, I'm the leader, deal with it and listen to me.' Yes, it can allow for a more unified plan, it's also going to lead to a lot more plans being forced down people's throats by the team leader or the regular team member's getting shafted when they want to make even simple plans. I'd much rather let individual nuke ops be able to select the gear they'd like with the option of sharing their TC than leaving it up to the leader, instead. Once upon a time there was a single uplink that was given to the team leader, and invariably, someone would usually get left out or snubbed in favor of the so called team leader's "plan".
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While you can hypothetically do this, it's so unreliable, it's not going to realistically win you any fights where it really matters--especially when stun are king in SS13. It might make a difference when two people are fistfighting (again, *might*), but when it comes to standard one on one fight with standard >10 force weapons? It's not going to really do much of anything, as healing even a couple of ticks of damage isn't going to turn the battle in your favor (proccing the stun will). In extended combat (ie: like say lavaland or a traitor encounter), it's not going to make a difference at all; in this situation, one side has the *distinct* upper advantage from the start and one mistake generally means you're going to die---healing even 10 damage over the duration of the fight isn't going to turn the tide of the fight, as that's not really the pivot of the fight. if it healed more consistently and/or highre damage amounts, I'd agree---but as it is, it's notttt that impactful.