Jump to content

Jared12100

Members
  • Posts

    45
  • Joined

  • Last visited

Everything posted by Jared12100

  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.
  16. But cloning works on every single non-human organic life form except for 2 (unless I'm forgetting one). And it seems (based on how the lore is written) that changelings absorb DNA to copy the appearance of another entirely, including the unique functions of said species, if it was just looks that would be one thing, but this is a perfect replication: a cling vox can survive in space, a cling slime can regrow limbs, etc. which seems odd they could perfectly replicate this, but a maxed out cloner could not due to insufficient DNA.
  17. Just as the title says. Uncloneable species can't be changelings or used by changelings for DNA points/diguises. The logic is fairly simple: If you lack the DNA needed to be cloned, how exactly can you have the DNA needed to copied by changelings? An alternative idea to fix this weird situation is that a maxed out cloner can clone slime-people/vox. Just as how the cloner can't clone a husked body due to the DNA missing, but CAN clone it if the the cloner is maxed out. Obviously this wouldn't apply to machine people because they literally have no DNA at all. I dunno, it just seems inconsistent, and I'm very tired so this is poorly written, sorry. Anyways, I'd like to hear thoughts on this. I'm PRETTY sure there used to be a thing where slime/vox couldn't be changelings anyways...? Although that was probably before I started playing.
  18. Well. I agree with your idea, I disagree with the idea of "if X person is not Y role they are an antag!" because that's meta-gaming. But yeah, having the option to make it so you can be a random person when you roll antag would be nice, I know a few people IC who could benefit from it, and I even have a few characters running right now who would not be antags. (Exception is, of course, blob, wizard, and nuke op since those antag rolls are generally accepted as other entites all together, except maybe nuke op, cause if you play as a human it IS possible.)
  19. A simple change to cult: Nar-Sie can only be summoned if it's the cults current active objective. The fact the cult can summon Nar-Sie but still technically fail because it wasn't their objective is kinda silly. Isn't the point of the objectives to build up to summoning Nar-Sie? A series of rituals which lead to the grand finale? Cause seeing the cult fail in the end despite summoning their god... Is actually hilarious. But also really stupid.
  20. Buckle in, grab some food, this is gonna be a long one. Firstly: EVERYTHING HERE IS MY OPINION. AND I FULLY UNDERSTAND THAT PEOPLE CAN DISAGREE WITH ME. These are just my thoughts based on current antags both from playing as them and against them for awhile now. I understand entirely if someone disagrees with anything/everything I say and I want to hear suggestions from others as well. That being said; lets get down to it. Traitors: Who can and can't be a traitor: - Currently only the Captain and Security staff cannot be traitors - The following should not be able to be traitors: The HoP, The CE, The RD, All of security, The Captain - The CE, RD, and HoP are still not mind-shielded however. - Logic: In the lore, the HoS, all officers, and the Captain are heavily screened prior to being given their jobs thus why they cannot be traitors and such. It does not make any sense that on a research station that the head of research would not under go such screening. The HoP is the second in command, why would they be lax with him/her? And the Chief Engineer is in charge of maintaining the largest station that NanoTrasen owns thus it makes no sense for this person to no be screened. Rules based changes & clarifications: - Theft based objectives do justify murder, but do not justify making said person un-revivable. I.E: You can kill the captain to steal the medal of captaincy, but you can't space his brain or creamate his brain. - If you have the assassination objective, you should not kill your target extremely early into the round (perhaps a 30 minute delay first) without ahelping it first. Remember: everyone here wants to play the game, you can't do that if you're dead. - maroon objectives fall under the same guideline as assassination, assuming you opt to kill the target - Security is only valid to be killed if you are wanted, if you have no real reason to kill security outside of "they are the people who are hunting antags" then you should ahelp prior to killing an officer, exceptions include killing an officer to avoid a search that would result in you becoming wanted or similar situations. - Traitors are meant to make the round interesting, while you are expected to attempt your objectives, we ask you try and make things interesting as well, thus the rule on killing early. Failure to make the round interesting and only caring about completing your objectives may result in a ban from traitors. It's not about winning, it's about fun and RP for everyone. Traitor gear cost changes: Note: Anything not listed does not need any change in my opinion. - EMP kits: from 2 TC to 6. Reason: Besides instantly killing IPC, the EMP kit also disables borgs, allowing for easy emagging, also can be used to drain tasers and other energy based weapons that security uses. Overall, for the variety of situations it can help with it is extremely cheap. - Holoparasites: from 12 to 16 TC Reason: Holoparasites are extremely useful in terms of both combat and utility, depending on the type. For that reason I feel they should be more expensive. - Martial arts scroll: from 17 to 15 TC Reason: The benefits from the scroll in combat are extremely good, yes. But not being able to use ranged weapons at all plus the mass cost make it a bit too much of an "all in" which, in my opinion, makes it need a small price drop, thus allowing the traitor to buy something else as well. - Sleepy pen: from 8 to 12 TC Reason: Let's face it, 99% of murders from traitors use the sleepy pen. Simply because... it's easy to kill someone who is asleep. and you make said person fall asleep without drawing any attention. Not to mention the pen can be refilled with other chems after it' used. Thus, I believe for its usefulness it should be nerfed from 8 to 12 TC. If anything else to encourage people to try other forms of murder. - Agent ID card: From 2 to 1 TC Reason: I never see people use this. Maybe making it cheaper would help? - EMP Flashlight: from 4 to 5 TC Reason: Similar to the EMP kit, but unlike that kit this has unlimited uses on a recharge - EMAG: From 6 to 10 TC Reason: The emag can open literally any unbolted door, it can subvert borgs to your cause AND upgrade them, as well as disable practically any other system that may be in your way. It has no cool down and an unlimited number of uses. I would argue this is the single most used and most useful traitor item an agent can buy. And for that reason it should cost a lot more. - Hacked AI upload module: From 14 to 16 TC Reason: Hacking the AI with new laws is arguably the best thing a traitor can get. For one, if the AI is subverted, so are the borgs. Not to mention the sheer power the AI has which is now on the side of the traitor is extremely good. Need to steal the docs from the vault? Ask the AI to let you in. Need to steal the AI? Tell it to let you take it. The list goes on. A subverted AI can make a traitors life extremely easy, thus the module should cost more. - Adrenal Implants: from 8 to 12 Reason: Adrenals... are extremely good. Free near total stun proofing and a move speed buff can make a traitor nearly impossible to detain, and still hard to kill. Thus the price should be moved up a bit. - Mindslave Implant: From 10 to 11 Reason: The only reason it goes up 1 TC is to prevent a traitor from having 2 mindslaves. Because having 2 people help you, or just straight up do your job for you, is extremely good. - Uplink Implant: From 14 to 12 TC, still gives 10 Reason: This change basically lowers the cost of the uplink implant from 4 TC to 2 TC, It's not that useful but ensuring you don't need your PDA for gear can be. Overall though, its mostly situational. As such it should cost less. Other Changes: The tele-gun, which can only be gotten by the RD, would now be available to scientists at the price of 16 TC. Final notes: Obviously a lot of these changes may seem to hinder traitors. But really they are intended to encourage creativity and diverse use of all traitor items. Obviously this concept doesn't apply to EVERYONE, but, I don't think anyone can really disagree that the emag is the most used traitor item by far in general. Changelings: Who can and can't be a changeling: - The same concept applies from traitors: All of command and security cannot be changelings at shift start, obviously the changeling can become a head of staff later if they absorb one Rules based changes and clarifications: - Being a changeling is NOT an excuse to murderbone, you are free to kill up to your required absorption objective requirement, but after that point you fall under the same scrutiny as traitors do for killing, exception is given to security and command in this case as inflation of either of these groups is extremely useful and understandable as a tactic. Otherwise, you should not be killing without good reason. "I need more DNA points!" is not a sufficient reason. Mechanic changes - Changelings have a very unique brain, It will be labeled as such in surgery as "Changeling Brain of (name)" allowing for a reliable means to test changelings. Space law will be updated to show that you cannot just take anyone and shove them into surgery to test. The brain will need to be removed in order to test, but under space law MUST be returned to the body and revived IMMEDIATELY after. Failure to do so will be treated as manslaughter under space law. This exists as a means to reliably test changelings. - Cryosting does not work while cuffed OR gives a prompt of the changeling using it while cuffed, (no prompt when not cuffed however) No suggested changes to DNA point cost of changeling powers Nuclear Operatives: No changes here. Although they could use a buff when we sometimes get really high pop. Wizards: No changes. Although I'd like for the option to declare war as a wizard in a similar manner to nuke ops. "GREETINGS. I COME ON BEHALF OF THE WIZARDS FEDERATION!" - Steven the Spooky. Declaring war would not be the same as giving the crew guns/magic, but instead giving the crew 10 minutes to prepare. Gives the wizard 3 more spell points. Cult: Who can and can't be a cultist: - See: Traitors. Rules based changes and clarifications: - The cult is NOT permitted to kill anyone unless: They are security or another active threat that cannot be dealt with non-lethally. "Bring forth the slaughter" allows the cult to cause general chaos, but the killing should be left to the demons summoned, you are trying to convert people, not kill them. If someone is a target for sacrifice this is also an exception. Mechanic changes - Joined souls will not work on anyone with holy water inside of them - Anyone who has holy water inside of them is immune to cult spells, along with the chaplain (note: holy water still causes brain damage!) - The cult cannot use the chapel for runes, the chapel will block all cult magic, cultists inside the chapel cannot be summoned via joined souls and all talismans will fail if used inside the chapel Shadowlings: To be removed: - Now. This is a topic that's been in debate for awhile now. The question of: Should shadowlings be removed from paradise station? Personally I believe yes. Many, including myself, simply do not like shadowlings in general (to me they are too much like revolution) but there is also the issue of balance. I don't have the official stats, I know Alffd does, but I am PRETTY sure that if you looked at the shadowling win/loss ratio, it leans HEAVILY towards win. In fact, shadowlings win so much in my experience that I almost want to cryo whenever they are confirmed on station simply because it feels pointless to even try. Other servers also removed shadowlings, their reasons were the same issues we have: Shadowlings cannot be balanced. They are either broken and will always win, or are broken and always lose. Honestly. I believe we should have a vote over 3-5 days to determine if the community wants shadowlings gone. At the moment most people seem torn on it. Who can and can't be a shadowling: - See: Traitors Vampires: Who can and can't be a vampire: - See: Traitors Rules based changes and clarifications: - Similar to changelings, vampires are NOT permitted to kill anyone they don't have for an objective once they have passed their required blood objectives without good reason. "I need more power!" is not sufficient excuse to murderbone when your last objective is to steal a jet pack. Mechanic based changes - Sucking blood from monkeys satiates hunger, but does not give any blood to be used for powers and does not give blood towards the next stage of vampiric powers. - Sucking blood from humanized monkeys gives 1/4 the amount as it would from a sentient player controlled human. Because, seeing a geneticist with hulk and over 1000 blood just run everyone over is just plain bad. Also, from a lore standpoint, it makes more sense to gain power from entites with souls as you are draining the life force from a being that exists in the bluespace, which, in vampire lore, is where vampires come from. Draining a human from 100 to 0 blood gives about 227 blood, thus one humanized monkey should give about 56. - The chaplain is immune to glare, hypnotize, disease touch, and the stunning effect of chiroptean screech - Fully powered vampires will still burn in the chapel if they consume holy water while inside (holy water on its own will do nothing, chapel on its own will do nothing, together they burn full powered vamps) - All vampires (including fully powered ones) will lose all their spells temporarily if they take in holy water at a rate of 15 seconds per 1u inside the vampire. The time is cut down to 1/4 of this for fully powered vampires. Thus, shooting a syringe of holy water into a fully powered vampire would disable it's powers for about 56 seconds. And a non fully powered vampire would lose powers for about 225 seconds. - Using prayer beads on a vampire will disable its powers for 5 minutes instantly, half for fully powered vampires, stacks with holy water, does not stack with itself, vampires hit with prayer beads will also take about 20 burn damage all over, 10 burn for fully powered Vampiric power changes: - Chiroptean screech cool down reduced from 3 minutes to 1 minute 30 seconds Reason: buffs the ability for the vampire to fight back, especially needed with the nerfs to them mechanically - Mist form blood cost up from 30 to 60 blood Reason: You can literally go anywhere instantly as long as it's fairly nearby, even with the nerfs to mechanics vampires still have the best mobility of any antag save for wizards - Enthrall only allows for one thrall at a time, attempting a second enthrallment will result in the first thrall being freed Reason: The vampire is already a strong enough enemy, if it has the blood needed to do 2 enthrallments, its extremely dangerous as it is, it doesn't need more Other notes: - To me, vampires are meant to be very similiar to traitors but with some nifty tricks and, in turn, decsivie weaknesses, becoming fully powered right now is extremely easy if you can get just 2-3 humanized monkys, and vampires have this annoying habit of becoming nearly unstoppable because of mist form and a shit ton of blood. Becoming strong as a vampire shouldn't be easy, but the current rewards of doing so should still be there. These changes are to allow better control of vampires by staff, but also a harder time dealing with vampires if said vampire becomes fully powered. I do think there may be more changes needed then what I have suggested for vampires, so if you have any ideas, please let me know, I'd love to hear them. Terror Spiders: - No changes here! Vox Radiers: - Honk Borers: - No change Swarmers: - No change Revenant: - 3spooky5me, no change Blob: - No change to the blob Statue: - No change Abductors: - Ayy lmao, no change Changes to antags in general: Self Antagging clarifications: - If you know someone is an antagonist, and chose to not tell security, this is NOT self antagging UNLESS the antagonist is a threat to the entire station, (I.E: Blobs, Nuke ops, Wizards) - If you help an antag in any way shape or form while not an antag yourself or under their control this is self antagging. The other day I saw someone help a vampire escape, knowing it was a vampire, and even welded them both into a escape pod to try and stop security. Interestingly, no punishment was given. I will not be naming names. Admins may allow you to help antagonists in certain ways if you ask them first. - If there is a major threat to the station and you are breaking space law to an extent that requires security take action you are self antagging. (unless, obviously, you are the threat or a antagonist) - Escalating a fist fight IC from disarms to punches is not self antagging, but if you kill the person or put them into critical the situation will reviewed. If you are asked to stop, stop. - A fair bit of the above is already in the rules, my suggestions aren't to add these outright, since they're already there. Simply to clarify what exactly falls into these categories. It's not about winning - Your goal is to complete your objectives, but you should be doing this in a fun and interesting way for everyone. If you can't do that, you will not be playing antags. - You should not be trying to use your antag status to ruin someones round - you should not be using your antag status as an excuse to do your meta grudges - No one likes being dead, everyone who is alive wants to be alive, keep that in mind before you go killing people, you can't play if you're dead The end. Holy shit, if you actually read all that you must really care about the opinions of strangers on the internet. As I said before everything above is my opinion, I acknowledge that maybe what I think is a good idea you may disagree with. I hope to hear what everyone thinks of my ideas and gives feedback accordingly! Now go take a walk or something, because you just read a lot.
  21. Pretty simple request: as of right now the black and red space suit (and all its color variants) do not have updated sprites for non human player models. Oddly, we have sprites for other species in the syndicate hard suits, just not the soft suits.
  22. Here's a suggestion: git gud scrub. :^) just kidding, but as spark said: it's like that for a reason. I got nuke op the other day and he looked really weird because he looked like a human S.T.E.V.E.N and it was just really strange. if your character has been a traitor then it's reasonable to say that person has worked for the syndicate before, I think the logic is: that nuke op is meant to be you. Now obviously Tetra would never be a nuke op for RP reasons, but I still think that's the general idea. or I could be way off and completely wrong. *shrugs*
  23. that.... would be hilarious. yes.
  24. Title says it all. An emagged maint drone is a ventcrawling, all access, killing machine that is SUPPOSED to be a role that isn't even interacting with the crew beyond just repairing stuff. They also can't be blown remotely. Even borgs and, argueably, traitors are easier to deal with compared to these. The diamond drill can decapitate even armored people in 2-4 hits. So. I am not just a whiner, here's my suggestion: 1. Emagged drones do NOT get a means to kill people. 2. Emagged drones CAN be remotely blown. and 3. maintence drones have 30 health at most. meaning they die very quickly.
  25. Who, me? never. :^)
×
×
  • 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