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Everything posted by Spacemanspark
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Remove death confirmation text from examine text
Spacemanspark replied to Spacemanspark's topic in Suggestions
It won't be an easy kill option if you play it smart. As it is, it would still be somewhat risky to pull off. If you want to walk up to random 'dead' bodies in maintenance and expect nothing to happen be my guest, man. Unlike easy kill haha meme tactics antags use, this can also be used by anyone. -
Remove death confirmation text from examine text
Spacemanspark replied to Spacemanspark's topic in Suggestions
That's... exactly the point? Don't walk up to random bodies you find in maintenance without caution. That's exactly the idea. Report it and let the people who are supposed to handle it deal with it. I don't feel it really needs extra effort, although the slightly blinding piece might not be a bad thing. As it is, however, it's not exactly hard to pretend unconsciousness, and people that die don't always have their eyes closed. The core idea of my post is about removing the death text from an actual dead body. It shouldn't be easy to spot a dead person straight away, especially if they are, say, poisoned. -
Hello and welcome to another small suggestion thread made by me I'm not exactly sure when it was added (somewhere in the past few years), but I've always felt that the immediate message you get when examining a dead person was fairly... lame, for lack of a better word. Prior to this, you generally had to actually confirm someone was dead, typically via medical scanners, other obvious sighs that show up later during death (flesh rotting, bloating, et cetera)... or the most common, walking up to someone and taking their pulse. This, while somewhat small, had quite an interesting impact at times. It allowed people to do a much wider variety of things, such as playing dead, springing traps on the unsuspecting, and other miscellaneous things. It made people slightly more cautious about approaching random bodies in maintenance. I think this would be beneficial for elevating paranoia.
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I was going to let this end with Bryan's statement, but this is somewhat infuriating. You're not the only one here to have fun. Using such a tactic that fucks over other players is not alright, nor will it ever be. This is on top of the fact that it was triggering a bug that forced the slaughter demon out of blood crawl-the only reason it was even remotely as effective of a 'strategy' on it as it was. While I admittedly didn't mention this to you at the time, it wouldn't change much about the situation either way. As others have said, admin complaints or contacting staff over discord is your best route, not kicking a fuss in a public area. As it is, we don't need to 'come to an agreement'; we enforce the server rules, and what we tell you in PMs is how those rules are enforced. I hope this clarifies a bit to you.
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Approval granted
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Well time to murder Cory.
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Is that a Lugia wearing a shirt and hoodie
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How did I miss this.
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This is less about RnD, who really doesn't need plants to do their job, and more about the chef getting food out for the crew, while also letting players experiment more freely without killing people. I suppose it does give science a bit of a buff in that regard, but it's fairly minimal. Perhaps botany would largely just grow food related plants with maybe some exceptions to get a few 'necessary' traits, and xenobotany could take care of the rest. Gaia trays, things for mutations, et cetera. Or they could be considered two entirely different things on their own. Let both grow Gaia, normal botany grow things that benefits their production of food related stuff, and xenobotany can play with all the fancy toys and not really give a damn about xenobiology.
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I'm banning your office
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Hrm, maybe. Xenobiology would likely become incredibly cramped, but a 'xenoscience' job wouldn't be bad.
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Hi yes welcome to my Ted Talk Once upon a time in a land far, far away, Paradise used to have a subdepartment for science called 'xeno botany'. What did it do? Well, it's just like scichem to chemistry. One can focus on providing items to help the station, while the other can freely experiment with potentially very dangerous things that shouldn't get out onto the station. I think this would be something really great to add back to the server. Players that want to toy about with dangerous plants rather than provide the chef with ingredients can freely do so, and those on the opposite end of the spectrum don't have to worry about Bill Nye the plant guy rising from a nearby bluespace explosive death nettle plant and biting their arm off. It would also be a better replacement for the experimentor, I think, as it's hardly used and mostly just taking up space.
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Have default suit sensors option available on character creation
Spacemanspark replied to Shaw's topic in Suggestions
Don't really see a need for this, if you forget you forget. That's on you. I also think this would conflict with the load out system as well. -
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Actually it was all Drake, I just fetched your attention when she finished.
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How d a r e Honestly tho this has given me an idea or two that I might try out with my own skin
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"every other station has it" isn't really a valid reason to add it back. In the case of a lower RP server such as tg, they're just fine with it revolving into a mass brawl team death match. That's not to bash on tg, it works pretty well for them. And in the case of a higher RP server such as Baystation or Aurora, they have both rules and a community that enforces and abides by stricter standards. As for us, being MRP with our rules and player base puts Revolution into a very awkward position. We have nothing--and likely really can't add much--to prevent revolution from turning into a team death match murderbonefest that is unfun for many players to play and admins to administrate. There are plenty of other subversion based antagonists as is, and outside of the occasional forced round by an admin's hand, it should remain off of rotation.
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Well, it would have been many years ago and I myself never touched the department at that point. I'd defer to @Fox McCloud for a better explanation.
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Mech bay should be separated from robotics, allowing the roboticists to open it up to the public for miners, medical and security staff to use if needed. As for Dan's idea, it's nice, but I think the fabs should be up against a wall. Opens up the entire room quite nicely. Perhaps move the circuit imprinter to the left of the console, and both fabs to the right of it.
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We used to, but it was a very buggy mess
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Well hot damn, and I thought I was satisfied with the skin of Spark that I'd made.
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META META META META META META META META META META
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Thanks for the souls
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The fabricators are the biggest part of this honestly, and I can toy with a few other places to put them. I agree it's not the best position, but it does allow for far more space.