Jump to content

Fox McCloud

Retired Admins
  • Posts

    1,524
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Fox McCloud

  1. Those terrible Christmas memories of finding two bags of holding in presents and players immediately using them.
  2. Currently science is one of the few departments that its roles split into multiple jobs with unique access. I'd like to discuss the possibility of homogenizing the science job---this really would only impact Xenobiologists at the moment---Effectively, what I'm suggesting is this: - removal of the Xenobiologist job as a unique role - Granting scientists Xenobiology access - Giving scientists the alt-title "Xenobiologist" - Total science positions increased from 5 to 6 - Total spawn positions increased from 3 to 6 (meaning that these positions are available from round-start as opposed to having to be latejoined) There really isn't any particular reason for Xenobiology to be limited to two slots other than to keep the amount of active personnel in the department limited--that said, I hardly ever see this problem with the rest of science: R&D, toxins, telesci, Xenobotany, and Xenoarch aren't typically overcrowded----and Xenobiology has better capabilities of handling more than 2 people better than most of the other science jobs. The additional science job slot in addition to the doubling of round-start science job opening more than compensates for the removal of the Xenobiologist sub-job.
  3. Not a thing anymore =p
  4. Similar to taking a tajaran, claiming it's another race, and breaking Rule 9 in the process? First off, not the topic on hand, second of, let's not resort to personal attacks, now shall we? Likewise, I never once mentioned players being snowflake--I said: Bolded by me for emphasis. Hardly making accusations of a snowflake character. The inclusion of the drink itself referencing the player is snowflake---again I said nothing about the player character themselves; I never called the character a snowflake, contrary to your assertion. Coding a dozen lines of code purely to reference a character is snowflake reference--no way around that. Again, that's not the issue; you're missing the point entirely; we don't need more snowflake reference to justify this snowflake reference; snowflake references are just plain na-da & no-go; they have zero place in Paradise's codebase.
  5. You're missing the point; it's creating a drink specifically for the purpose of mentioning a player; that's snowflake no matter how you cut it. It doesn't matter if it's just a drink or a piece of paper; references like this just have no place on Paradise's codebase. The same could be said for any of us; I could easily code in "Fox/Novus/Makota's Energy Gun"; give it a unique sprite and put it in a crate in cargo--same stats as an energy gun, same price, same amount--it's literally identical; it's not increasing the power level of the game, it's not overpowered or anything, but it IS engaging in aggrandizement of that player character and referencing them (not to mention stroking their egos). Again, I can't stress enough; it doesn't matter who it is, what they've done, or how big/small of a reference it is; this simply does not have a place on the codebase itself.
  6. And neither did a lot of the previous references, but it's still snowflake aggrandizement and ego-stroking to some degree, no matter who it's for. It's not generally a culture or behavior we want to encourage and it's certainly not something that has place in a codebase.
  7. No more integral than Zeke Northey, Jager Kunstig, Jasper Donnelly, Kahjitt Nazkiin, or any other number of extremely influential player characters on Paradise, but I'd venture to guess those names don't mean much in this day and age (no offense to any of them at all)--why? Inactivity, shifting times, and shifts in playersbase. A player, admin, or anyone should be remembered for who they were and what they did/stood for and not because the codebase has snowflake reference to them (positive or negative). Yes, there's reference to George Melons (bad) and Cuban Pete--had these been more modern figures to have arisen to prominence they would NOT have been included in the codebase either. This isn't singling out Arthur; this is policy for everyone; player and admin alike--snowflake in-game reference to players and player characters is a no-go; that's for interaction amongst members of the community itself, not the codebase.
  8. Nope. Sorry, we're not making snowflake references like this; it's been our policy for quite a while now and was pretty much fully instituted when we axed all the admin offices on centcomm. If you want your ego stroked, you'll have to get it done elsewhere other than the codebase.
  9. You already know my opinion on this as you've run it by me before. I'm not personally a big fan of it, to be honest; I feel it encourages ignoring a problem instead of dealing with it. Xenos? Eject that section. Blob? Eject it; greytide mcgrieferpants clan having a...party in chapel? Eject it. I realize some of these can be worked around with specific checks to prevent some cheap tactics like this, but on the whole I feel very uneasy about the concept.
  10. Very much against the detective losing his revolver--it really cuts into the noir theme---revolver is also surprisingly important to game balance, particularly nuke ops. If nukies get shields it's pretty important to contact the detective or barkeep for their weapons---cause tasers, lasers, and disablers aren't going to do jack squat against those shields.
  11. If I am remembering correctly, the reason why security was given implants was to stop this specifically, since rev before then was rev 2 or 3 people, get the glasses off a officer and rev him (or rev the glasses less officer, I've seen these guys very often), and then pass out batons like candy to the revs. Security being rev-able also gave the heads of staff NO allies except themselves, leading to the heads RDMng everyone they see. I like how now, you atleast KNOW who you can vaugly trust in rev compared to looking at everyone like an enemy. And security can still be revved, just get them when they come out of cloning. This so much. Heads only having themselves to trust and depend on during rounds pretty much meant they'd lose every single time; just a single officer getting revved was enough for the revs to have pretty much free pass to everything---rev and officer and use him to rev the warden; GG, WP---entirety of security is now yours to command with no one able to stop you. If revs put a ton of effort into de-implanting an officers and sneaking him in without the other officers noticing his lack of implant? That's great and I'm fine with that; that's a lot of time, effort, and planning AND security being unobservant about their own staff.
  12. The mode was designed, from the very start to literally be TDM; it's really the only game mode that is openly like this (with cult being a very distant second) and it's not a common mode; generally speaking forcing RP in this mode is.....silly at times (Bay actively encourages the heads of staff to be oppressive during rev rounds...). I still have fond memories of when revs had uplinks during RP rev though =p
  13. There's not fingers as specific limbs, but there are hands. Wirecutters have the proper vars to dismember, but their chance of doing so is very low (6% once a limb's max damage has been reached).
  14. I don't see why demotions necessarily have to be a part of space law; it should largely be up to the departmental head (and not security)--once they're demoted, then trespass becomes the standard way of dealing with fired employees.
  15. I don't see them used that often--likewise people abusing them is largely a player/administrative issue. This isn't like removing flash protection from EVA suits or requiring RIG+helmet to be used together to curb powergaming; this is suggestion that will negatively impact those who are using the bombs legitimately (where as the former changes don't impact those who are using the equipment legitimately)--namely in they won't have access to explosives at all--it's just pushing explosive access purely to Botany, Science, and Chemistry (and therefore even more power concentrated in those departments).
  16. Still weaker than nitro grenades and toxins bombs. They have a minimum timer and make noise, meaning there's a decent amount of counterplay to them; the ticking they make is very distinctive, particularly during the last 10 second countdown; compare this to a nitro grenade or toxins bomb that can activated without warning and has a much bigger blast radius. These have a minimum explosive time of 60 seconds and generate a 2-5-11 explosion once they do go off; it can only out and out gib those in a small 3x3 box around the the device; those outside this box will take heavy damage but will not be gibbed. Toxins/nitro grenade? Again, whenever the maker wants them to go off+the fact you can mass produce them. Their explosion size is 3-7-14; it will out and out gib those in a 5x5 box around the center of the explosion. While we're at it: Minibomb size explosion: 1-2-4 Potassium+water grenade: 0-2-5 Very similar values.
  17. Really? I keep remembering times when putting on a bandaid took me out of crit, doesn't any effect on pain levels does it? You remember incorrectly then; ointment heals 1 damage; assuming every limb was damaged with burn damage, you could hypothetically heal 11 damage from it; other than that, no, it doesn't reduce damage or dull pain.
  18. My original reputation for explosives may or may not live on in chemistry. Everyone needs a dog...or three.....hundred.
  19. Nope, due to changes, bruise packs do absolutely nothing, they're completely useless. Bruise packs have never done anything other than stop bleeding on Para. They've never been nerfed and they've never been buffed; bruise packs stop bleeding and oinment disinfects wounds (and heals 1 burn damage). Advanced Trauma/burn kits heal 12 damage of their respective types in addition to stopping bleeding/disinfecting. They were technically nerfed in July of 2013---before Paradise was even a thought.
  20. Also, not every single picture should be of a Vox or a clown for that matter.
  21. compact defib is a superior unit to the regular defib, as such, it belongs in a higher ranked job. We don't give the atmos techs the advanced magboots, the telescientists the telearmor---in this case, I don't really see why the paramedic should have access to the upgraded version--especially when his job is largely to just keep stable enough to be delivered to medbay and not necessarily 0 to 100 them out in the field.
  22. Tada: https://github.com/ParadiseSS13/Paradise/pull/531 No paint; sorry, that's something best left to cargo =p
  23. Not only this, but it becomes "welp, wizard/nukies/blob is dead; let's look for the next antag"
  24. Being hit by a toolbox a few times shouldn't be damaging your internal components at all; cyborgs have armor that absorbs the blow before internal components start taking damage. Right now that threshold is 100 combined damage before internal parts will start taking damage; when internal components start taking damage, the damage is distributed randomly over the various parts, meaning that if you're insanely, incredibly unlucky, the minimum amount of damage to destroy a single internal component is 140 damage---in practice, though, your internal components probably aren't going to really start failing until the ~180 damage mark. I've been playing cyborg a decent bit over the past few days (a role I don't normally play) precisely to keep an eye on this patch.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use