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Jared12100

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About Jared12100

  • Birthday 05/14/1998

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  1. If you want more objectives/tc. Emag a fax machine and fax for more work. Plain and simple. I do it all the time.
  2. But the kitchen and hydroponics... are.... the same department.... of service...?
  3. Basically make botany a part of science AND service. Similar to how Genetics is part of both Medbay AND Science. The only actual changes would be on the manifest, botany headsets have science and service comms, and the RD gains access to botany. The reasons for changing this would be basically that botany plays a major role in maxing RnD (Death nettles, gaia, glowshrooms) and also isn't exactly a bunch of traditional farmers/gardeners but rather a bunch of people who study and mutate plants for medicinal, nutritional, and scientific purposes.
  4. I'm not entirely sure if this is a bug or not. But given that TECHNICALLY everything is working here I'd say it's not. Yesterday I learned the hardway that if you're a plasmaman and a shadowling that hatching will cause you to ignite and while you wont take any damage while transforming, once you finish your hatch you will still be on fire as a shadowling, which will quickly put you into hard crit. I dunno if it's intended or not but I'd like to see this changed if at all possible.
  5. @ZN23X The easiest way to learn how to lead people is to play QM. It's not important enough to fuck over the station if you're bad at it, but at the same time, you're in charge of a department. A good QM can make cargo a well oiled machine of usefulness, but a bad QM wont exactly screw everyone over.
  6. Energy based weapons draw power from an energy source... whats the issue here again?
  7. I mean, we have plenty of languages and species anyways, and if you speak anything but common... I hope you like getting yelled at. So to keep it brief: yes to more secondary languages, no to them being species unique. To me its not about if it's snowflakey, it's more so that other people DO care if it's snowflakey, which causes big fights, which makes people mad, which ruins the good time. To me its like this: If i'm a slime and I want to talk to other slimes, i'll probably use bubblish, that's realistic. But if we go TOO far with this, suddenly we have people becoming... well, "overly unique" might be a way to word it. But I suppose it raises the question of: where is the line between a unique person and a special snowflake? Some people hate the idea of something even being called a snowflake, others do not. Being unique is one thing, being COMPLETELY different and feeling the need to shove that in everyones face is, to me, snowflaking, and just cringe. I feel adding sub languages to races will only encourage that. But if ANYONE can learn a secondary, its not nearly as bad. No one is completely unique, that guy walkin down the street has a different personality, voice, appearence, etc. but we're both people and we both have emotions, etc. there are no neon green human beings who are actually birds. I dunno, it's always been a grey area for me. A kind of: you know it when you see it. Simply put: be yourself, don't try and be someone who is so incredibly different from EVERYONE it hurts. Also. No absolute private chat please. That goes beyond RP and starts to become a game-play advantage.
  8. fun fact: I have never played warden once in my life. The Captain, in my opinion should not have to know EVERYTHING, that's silly and unrealistic, the wiki even says that RPing a captain shouldn't know everything. You're here to lead, not to do. That being said: unlocking captain should require.. i dunno, 10 - 15 hours as any head of staff first with at least 5 as HoS, due to the importance of understanding space law (you are the only one who can authorize an execution unless there is a magistrate after all) As for the overall: Yes, definitely, X numbers of hours in Y job to by Y head of staff. Maybe 10 hours? I suppose it could also depend: to be CMO you may need 6 hours as medical doctor, 2 as viro, 2 as chem, and 2 as genetics. Just as an example. RD could need 7 hours as a scientist and 3 as a roboticist... these numbers would need to be higher, obviously, I'm saying around 10 just for example purposes.
  9. I don't think vampires need any buffs, good vamp players are proof that vampires, when played correctly, are just as strong a threat as any other antag. In fact, I almost want vampires nerfed to not be able to get blood from humanized monkeys. Because 1 monkey = 227 blood. 3 = full power with a fair bit of excess.
  10. Funny enough. I was talking about this in LOOC with some people the other day. I support it totally.
  11. In one sense. I think its great: A perfect balance of serve (without being crewsimov and getting bullied by the crew cause law 2) and freedom (without being robocop with extreme ambiguity) In another sense, I think it can still be law lawyer-ed. As others have said: what are the rights and dignities? where is this defined? If someone screams "Respect my right to murder people" is the AI required to? It's definitely a great start. But law 1 may need some tweaking. I don't have any ideas at the moment for it however.
  12. I agree with the idea, just not the method. What you're describing is basically code blue becomes red, red becomes gamma and gamma becomes free gear. Gamma is very rarely called, and when it is you KNOW shit is bad. Here's what I think: Gamma doesn't require CC, but requires 4 heads of staff swipe. Yes. Four. Which is the majority of the command team (6 heads of staff, 2 VIPs that can swipe, VIPs can swipe but don't have a say in the vote. A head of staff being dead is a presumed yes.) Because shit needs to be really fucking bad for martial law. It can still be called by CC via fax however. The Gamma armory wont open without a fax to CC, but all Gamma SoP is still in play. Gamma would need a REALLY good reason to be called: Mass casualties, extreme station damage, un-containable threats, etc. When you have a population of over 100, the halls are covered in blood and comms are really quiet, might be time to call gamma (or the shuttle, but sometimes you can't because of directives most people forget about) The only other change I'd like to see is the code red lock down actually get enforced: SoP says being outside of department or bar without very good reason is a workplace hazard, which can be brigged for up to 10 minutes. How often is this enforced? Very, VERY, rarely. At least, in my experience. Hell, I'll ask the warden/hos while playing a secborg "Should this unit detain anyone found in maint as per code red SoP?" and you know what they say to me? "No." I also think syndicate declaration of war should instantly and automatically move the alert to red. Because you know, declared war and all. Overall I don't see any issue with the SoP of the current alerts. I do see a problem in how people act during them, and a problem with security not enforcing it properly. And sometimes the fucking admins CC wont respond to your faxes while 50% of staff are dead.
  13. Basically a change to R&D that would put printed AI upload and any printed AI law modules into a lock-box with captain level access required. The lock-box in general because... it's messing with the AI, the arguably most powerful entity in the game. And captain level and not RD level is because the RD has no business messing with the AI without the captains approval (see: AI SoP). Obviously traitors could emag into the lock-box, but at the very least its not free anymore. This idea comes from the extreme paranoia I have of R&D while playing the AI, because knowing anyone with science access can change the laws is really concerning.
  14. Is exactly what I was going to say. Don't get me wrong though: IPC should not be able to be vamps and clings for... what I hope is obvious reasons. This is reasonable. Yeah, I can agree with you. At the end of the day this was mostly just my over-tired, slightly drunk, ramblings. Don't mind me. But I AM curious as to why originally slime/vox couldn't be changelings now.
  15. I like the idea overall, with the exception of splitting. Which I think would need nerfed in a way that you can only split and swap once per round. Because that's a pretty big get outta jail free card with the only cost being that you have to eat a lot. I REALLY like the idea of double cold but half heat damage (ah yes, melting water). And the idea of toxins and anti-toxins swapping purposes. As well as the "Jelly" resource which is used to regrow though. Either way I definitely agree with the idea that slime people should be more interesting. And the idea that slime people are more or less nerfed humans. As it stands slime people have 3 advantages over humans: Regrowing limbs, having water for blood (extremely easy to replace), and no organs besides the brain (no eyes gives the same weld safety as IPC, took me awhile to learn that one.) One thing that I've always thought was odd is: if you defib a slime person who's been dead for awhile it says "Heart tissue damaged to the point of no return" or something along those lines. Maybe, instead of body swapping, slime people have a MUCH longer defib timer. (I think right now for everyone its... 3 minutes, I'm too tired to go code digging. But maybe slime people could have like, 20 minutes or something. Or the defib timer could be based on the jelly resource, more jelly = more time to defib, being dead drains jelly at a rate of X jelly per minute. Capping at 20 minutes.) You're the guy who always talks about "tactics" for taking out different species, isn't it interesting how slime now die really fast from anti-toxins such as charcoal AND cold damage? Strengths and weaknesses and all that jazz. Edit: I'd still like them to be a starting race though. Otherwise a fair bit of people would lose a fair bit of characters. Also I need to make sure I can still ERP with lewd squishing.
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