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Everything posted by EvadableMoxie
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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.
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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 If there is anything else that is still outdated or missing, please let me know.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
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EvadableMoxie replied to Mrs Dobbins's topic in Civilian's Days
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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 If anyone notices anything out of date or otherwise incorrect, please let me know.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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EvadableMoxie replied to Mrs Dobbins's topic in Civilian's Days
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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.
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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.
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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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We're always watching you. I mean, you. Specifically.
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EvadableMoxie replied to Mrs Dobbins's topic in Civilian's Days
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So upon further testing: You can use a 60/60 atropine/Cryox mix in your cryotubes. It won't save everyone but with how much RNG there is in the system, nothing will. The only caveat is that you have to make sure their heart doesn't stop, so if damage is below -100 or so, eject them every so often to check. It'll be pretty rare anyone that hurt makes it to medical alive, though. The other option is atropine and then use a sleeper to inject salgu, salb, and epine. This will eventually stabilize them. Or in the field, atropine and treat the damage like you'd normally do. I hope a pattern is developing here. Carry syringes of Atropine round. Although patients don't instantly die at -100, much beyond that they die so fast that they might as well. I wasn't able to save anyone with more than -200 HP even giving them immediate treatment with defibs and atropine, they still just randomly die, even without cardiac arrest hitting stage 3.
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As a test, I used an admin spawned human and used admin tools to deal 200 burn damage, then timed how long it took for them to die. These times aren't precise as I don't have a stopwatch and had to alt tab back and forth, but are generally accurate within 1-2s. Test 1: 2:28. Subject started taking brain damage after 1:47. Died with 664 respiration damage and 75 brain damage Test 2: 0:56. Subject started taking brain damage after 0:35. Died with 297 respsiration damage and 36 brain damage. Test 3 0:18. Subject started taking brain damage after 0:08. Died with 139 respiration damage and 18 brain damage. Test 4: 1:33. Byond bugged and didn't update the scanner so I don't know when brain damage started. Died with 818 respiration damage and 102 brain damage. Test 5: 1:43. Subject started taking brain damage after 1:05. Died with 530 respiration damage and 60 brain damage. I'd hazard a guess that in a real scenario the odds any of those test dummies could have been saved by medical, even if it was staffed by the best medical players in existence is practically zero, simply because none of them would likely have made it to medical before dying. Keep in mind, these numbers are withn me using admin tools to deal 200 burn damage. In a realistic scenario where someone is taking brute by an antag or atmos death blender, it's probably going to be a lot worse. There definitely needs to be some adjustments made on the time til death, and there certainly needs to be a floor so patients can't just randomly die in 20 seconds. Edit: For some practical advice to anyone playing medical. At round start acquire a bucket. Go to the mendvend. Vend a bottle of Epi, Sal-Glu, Atropine, and Salylic Acid. Then vend 1 pill of Mannitol and 1 pill of Salbumtol. Add 20 of each bottle to the bucket, then disolve both pills in it. Grab a syringe and fill it. Inject literally everyone who comes into medical in crit with that. If you're the CMO, use your hypo instead of a syringe, it's faster. Normal hypos won't take atropine sadly, and if you have to give it separately it kind of defeats the point of the hypo being faster. Edit 2: Actually, forget all that. Just carry Atropine, it's all you need. They can't die unless they suffer cardiac arrest, and they can't suffer cardiac arrest if they have Atropine in them. Defib if their heart is already stopped. Once atropine is in them, treat as normal to get them out of critical. In fact, it should generally be safe to just inject 15u of atropine from a syringe and then dump them into cryo as long as their heart isn't already stopped. Edit 3: Theoretically, you should be able to just add atropine to the cryomix and just cryo everyone. Will require testing. Once that's done, your biggest issue will be your fellow doctors trying to drag your patients away and throw them into cryo. I would recommend murdering them with a hatchet.
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Discussing the chance of it occurring on literally the first possible tick isn't very useful for us to get a handle on how much it's going to impact antags. I think it would be a lot more useful to know, on average, how long it would take for someone at -1 HP to die, assuming they took no additional damage from outside sources.
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I'd argue it's more realistic not to have magical defibs that revive dead people. I don't feel realism has much value though. I agree with you on less fun, but of course that's subjective. You're right that it's hyperbolic to say literally everyone will have to be cloned. That said, it will reduce the 'pool' of patients medical has that can be interacted with in ways other than cloning them. That's going to be rough for a department that already struggles to generate enough to do most rounds. Exactly how bad it's going to be is open for debate, but it's going to be some degree of bad.
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I stand corrected. Sigh... more hacking away at the hole to make the peg fit.
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The lack of revival methods is kind of baked into the new crit system. If it's easy to revive someone who dies on you while in crit, then them being in crit loses it's weight. That's kind of why revival methods and the new system don't really mesh well... which in turns leads to the 'shove everyone dead in the cloner' problem because once they're dead a doctor can longer interact with them in any other way. That's one of the reasons I no longer support it, after liking it initially. I feel like we have this really nice square peg we're trying to shove into a round hole, and since it doesn't fit we're just taking a saw to the hole until it does, rather than simply using a round peg. Also, it is still possible to do heart transplants, but you'll need to either be really quick or use Corazone.
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Just saying a change is unpopular isn't useful feedback. You won't convince anyone it's true just by insisting it is. Even if you did, saying a change is unpopular isn't necessarily an argument that it shouldn't happen. I would recommend giving your thoughts about why the changes are bad. Even if you're just saying "I agree with this person."