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EvadableMoxie

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EvadableMoxie last won the day on June 14 2019

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  1. I wouldn't be opposed to the ability to plant shrooms be remoted entirely, or perhaps just the reproduction disabled. There is only one legitimate use for it, and that is against Shadowlings which are in a pretty poor state currently. Most of the time botany is just spreading them to be obnoxious and annoying as the color changes are incredibly irritating on the eyes.
  2. Added a section on Auto-menders Added a section on Stable Mutagen Updated the Vox, Slime, and Diona entries to reflect the new mechanics. If there is anything else that is still outdated or missing, please let me know. Edit: Expanded and corrected some information in the section about critical condition Expanded the entry on Auto-menders with a bit more information
  3. I've updated the guide for new-crit, and tried to update it as much as possible for the species changes, although I may have gotten some things wrong. If anyone notices anything out of date or otherwise incorrect, please let me know.
  4. A lot of things are set up in ways that aren't meant to make sense logically, but rather to create opportunities for crew to optimize or have a meaningful impact on the round. While it can be frustrating to play security and have an AI that doesn't respond to you and useless command that don't give you more access, the fact that these roles being incompetent matters, means that them being competent matters. When you have a good AI, or command that actually sees problems and solves them you really notice and appreciate it, because they have the power to make a difference. If you already had everything you need from round start, there wouldn't be anything they can do to help or hinder you. I think this is one of those areas where an intentional lack of optimization helps the game.
  5. About the only thing I'd like medical borgs to get is a gripper for limbs (cybernetic and organic). They're already so overly specialized that I feel they should be able to do all surgeries instead of just most of them. Salb would be nice I guess but I can't think of a reason I'd need it, and in that case I'd just use a sleeper.
  6. In my opinion, the problem isn't that people don't die. The problem is they don't go down, or if they do they get back up, even in crit. All that needs to happen is have it so once you hit critical, you'll be incapacitated fairly shortly without some serious drugs. I'm not sure the best way to accomplish this... via stamina damage seems like it would work. I can tell you it's really annoying with new crit how you get two idiots fist fighting in the bar and both of them can keep a bar fight going until they've dealt 300 damage to eachother. Everything becames a lethal struggle with new crit because it's so easy to get into a position where you'll die eventually but so hard to be put into a position where you can no longer fight. You can't hurt someone to the point where they stop without hurting them enough that they'll die without medical attention. If you don't have stuns and zipties you have to flat out murder them to get them to stop, and it makes proper force escalation very difficult.
  7. This is actually just a common myth. Syndicate implants and holo-parasites are never detected by body scanners. The code lists implant that it can detect: var/known_implants = list(/obj/item/implant/chem, /obj/item/implant/death_alarm, /obj/item/implant/mindshield,/obj/item/implant/tracking, /obj/item/implant/health) Those are the only implants it can ever detect, there's no code to add syndicate implants when it's upgraded. Note that cybernetic implants that are installed surgically like Anti-drop or X-ray are considered organs by the code, so it will always detect those and list them as organs. As near as I can tell, upgrading the scanning module does nothing.
  8. The problem with all of the oversight positions is that there's really no reason to assume the oversight person is going to be any more competent on average than the person they're supposed to be providing oversight for. Just because someone picks IAA instead of security doesn't actually mean they're any more knowledgeable about space law or SoP than security is. Which is why they usually aren't. I'd imagine we'd end up with the exact same problem here.
  9. I'd be fine with ahelping over faxing, but I don't think either one is better than just giving traitors two objectives outright. Admin intervention should be for special cases, not something that's just expected by design.
  10. Every chem you need for dealing with critical (and some others) is now in the med vendors, with more than enough of it that chemistry probably won't need to make any. Chem is really just needed for SR, Cryox for biomass, and Mito. They don't even need to make patches anymore since each medvend has 10 brute and burn patches with 40u per patch.
  11. It depends on the round but I'd say in general admins tend to stick to the normal rules and only grant permission to break them in special circumstances. That shouldn't really be surprised, the rules are the rules for a reason. That said, no one has ever been punished for asking.
  12. Steal objectives aren't just off limits for non-antagonists for the benefit of antagonists. They are off limited because stealing is normally allowed, and if you were allowed to steal antag objectives then you could basically be an antag every round by just deciding you feel like stealing the compact defib this shift. Part of the self-antaging rules is preventing non-antags from basically acting like antags when they aren't. Also, even though on paper the idea of conducting an investigation and tracking down the item sounds good, he reality is in the majority of cases if someone else steals it and you don't have an advanced pinpointer, you aren't finding it. If you do find it, it will be because you got lucky. It's actually very easy to grab a random traitor objective and then head out into space and just leave it somewhere no one is ever going to find it.
  13. Captain Hudson, As I stated when I replied to your fax during the shift in question, the firing of Heads of staff is at the discretion of the Captain, providing there is a legitimate reason for demotion. Further, the actions as described would certainly be a legitimate reason for demotion. Therefore, there was no reason to question the legitimacy of your decision to demote Head of Security. As to the long term consequences for their behavior, the incident has been noted in the appropriate personnel files. A decision regarding punishment, if any, will be determined by Human Resources. I will add your recommendations to the incident report. Although I have no direct authority in this incident, I can say that in general isolated incidents like this usually are not held against the employee in question, unless there is a clear pattern of misconduct. That should not be taken as an authoritative answer, merely my personal opinion based on my experience with such matters. Respectfully, Padraig Callahan Special Operations Officer, NAS Trurl, Epsilon Eridani
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