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Mitchs98

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Everything posted by Mitchs98

  1. Thank you :3. *squish Glad you like her! Sam is a very interesting character as well the times I've interacted with her. Her and her special entity were definitely interesting to talk to. Thank you~ I'll add on more to this later on. Just have to decide what data entry to write next.
  2. OwO What's this. I was the CMO of that round, xD. That was honestly a great round. A good portion of medical abused meth, I get stabbed to death by a changeling, and one of them AKA Terry just opts his service to me to protect me. All in all one crazy hell of a round. That was also myself and several other players trying out a bit of mad science with a posi-brain. Next time we're getting an IPC chest :D.
  3. Nukies don't need more power than they already have. A Good nuke team can utterly destroy everyone, even with all access and weaponry.
  4. Disallowing all access during a warops is generally a very bad idea unless the warops are exceptionally unskilled at their jobs. Adding a rule to disallow it is dumb and counter-intuitive, as is banning people for 'stealing important items'. Not saying to let people do every possible thing they could ever want to do, but banning people for raiding things to use for combat or adding a strict OOC rule for no access is stupid and really uncalled for. Even more-so to call people out on powergaming during warops.
  5. SUBJECT EXPERIMENTATION RECORDS Type: Humanization; Slime to Humanoid Cause: Subject appears to be a slime left over from a previous evacaution who hid and slowly evolved whilst watching various crew members...appears to be the unintelligent ones. Designation: Subjects current designation, and one oddly of her own choosing, is 'Goobina'. Originally Light Blue Slime #594 going by console records. Intelligence Evaluation: Very minor. Subject speaks Sol well enough but doesn't understand a lot of the words, refers to onesself in third person and refers to everyone by their first name no matter the conversation instead of the proper nouns and pronouns. It is estimated the subject will eventually learn, however the time it will take remains unclear. Intelligence Evaluation #2: Subject appears to have grown in capacity since the initial finding. She still does not understand a lot of human concepts, refers to herself in third person, and is quite slow. Though she listens to what people tell her almost perfectly, often a little too readily unless it seems overtly suspicious to her or a bad idea. Subject is starting to refer to people by proper pronouns at times, though mostly their names. Subject displayed free will in the second shift, opting to choose her own assignment to help the people she had very quickly taken a liking too. Intelligence Evaluation #3: Subject is immensely smarter than her initial encounter by far. Though, it's still below average intelligence in regards to some things and she's still somewhat slow to process certain situations, it's an improvement by far. Subject has taken it into her own hands to study other peoples' jobs and practice on occasion for herself. Subject shows drive to want to learn, if only to help the crew and her friends. Above all Subject appears to want to help everyone that she possibly can no matter what, often risking their own life to do so. Experimentation Protocol: Corporation wishes Goobina to primarily be assigned to science as an assistant for them, however, Nanotransen deems it acceptable for Goobina to be assigned to lesser departments in order to further her learning and experimentation data. AI is required to run through camera records at the end of every shift and document any important or interesting findings of note. Crew are to be reminded that she genuinely might not know what she's doing at any given time without clear instruction and she seems rather slow to learn. Experimentation Addendum: Goobina has been given more of a free reign on what jobs she may take up. Subject has thus far showed knowledge for Cargo/Mining work, Medical/Chemistry, Cooking, Bartending, Security, and halfway commanding a station. At the very least, she didn't blow it up. Subject will on occasion be assigned more important roles in order to see how well she copes with them. AI is to still document their findings and report at the end of each shift. Crew are yet again to be reminded that, while slowly learning, she is still quite slow and doesn't understand the cultures of the various races on board to any acute degree...including her own kind. Data Entry Log Data Entry #1: First shift the subject reported the the HoP line immediately as instructed. All went well at first until the HoP on staff refused to help her, reprimanding her for her own lack of intelligence and stating that she should know what she was there for instead of checking the records computer. Subject left the scene for a while to roam the station, looking around at everything and seemingly just listening on comms to people talking. After about ten minutes subject would come back to the HoP line only to be given a paper to fill out with what she actually needed with no clear guide on what to do. Subject of course didn't understand, so they got upset and threw the paper. Proceeding that they went to make a sign which simply detailed 'HoP sucks' as they had gotten extremely upset with them. At that point they paraded it around the HoP line for quite some time to no avail, eventually figuring out to go ask the Captain. They did so, the Captain essentially telling the HoP to do their job. A bit later they were assigned as a scientist assistant and soon went to science, got their clothes, and helped out a Vox with telescience. Essentially it was just stealing things and helping prisoners out of perma, though the Subject appeared to enjoy it quite a bit even if she didn't understand how it worked or what was going on at all. Data Entry #2: Second official shift on the Cyberiad. Subject goes to the HoP line, and instead of requesting assignment to science, gets assigned security detail in hopes of helping the station better. Subject is summarily transferred, implanted, and geared up. Of course in actuality they have no real knowledge on SoP and minimal knowledge of Space Law based on briefly reading a book on it. Subject is taught a few things...mostly not to tazer people on Code Green for simply being suspicious. Subject somewhat quickly adapts to this and learns, proving a somewhat useful asset on the security team.
  6. Agreed. Fully. Do it lads. Especially the jetpack. *ESPECIALLY THE JETPACK*
  7. 2. Not sure how much it holds. Never used it as it's rather intuitive. Would be great if you could load it with a tray if the same functionality stays. 3. Eh, not saying to remove it. It adds a nice aspect. I'm mostly talking about using it to cart around food items to prepare the food rather than the food itself. Although the idea of a chef stuffing 50 cheeseburgers into a bag and running around the station tossing them around like a McDonalds commercial does amuse me. 5. Oh you'd be very surprised. People can be greedy lil pricks and do things just to ruin your round concept. 6. In the back, instead of that extra locker of chef gear. Or above the meat locker there's a space too. In the freezer. I know you don't need them yes, but it'd still be good to have for organization. Perhaps even allow chefs to be able to unwrench it and use it to re store fish eggs into it? My main complaint with fish is the tray prioritizes whatever is on the ground first, and thus will pick up fish eggs if you don't move them before you fish out fish.
  8. 2. The food cart is utterly useless, never gets used, and a table serves the same function. It should be edited or removed, honestly. I've never seen someone use it as it's rather impractical to leave the kitchen unattended to cart it around. 3. It holds a whopping grand total of 7 items. Therefore, no it does not exist. Trays also can't fit in backpacks and are rather large items as a whole. 5. Good luck with that! 9/10 you won't get it. Makes no sense to not give the chef some anyway if the bartender of all people gets some. 6. Vendor would be better. More organized. The kitchen doesn't need more clutter it needs less. The key thing here is Quality of Life upgrades, not updates that add more clutter to the kitchen.
  9. They already have it. I'm merely suggesting a Sushi Mat to make it easier to actually make it.
  10. I think it's very long overdue that the kitchen gets some love. It's by far my favorite job outside of medical but let's face it, it could stand to have some new things added/some things edited/added. Generally speaking most servers tend to just roll with the servers' base and perhaps tweak things very marginally and leave it at that, never bothering to update it because 'Hey, it's just food. If there's no chef they'll use vending machines.'. While this may be true for some not everyone wants to do that, many like the RP aspect of going up to the chef and chatting while stuffing their faces. They like the fact the food is real food in an RP sense and not some shitty overpriced box of raisins that stands a high chance at giving them cancer. That said! I have several ideas that I would like to present to the community. These would be very easy to code for the most part as it'd only be recycling code already in the game, I'd be willing to sprite the ones that I could for sure. First off, Sushi. Not many people make it for various reasons. It's slower to set up to make, it's harder to maintain, and overall it's just harder to make. Thing is a lot of people enjoy it as it adds a better aspect to the game than a high end research station hiring a balding fat man to sling burgers and fries at you while staring at you like you're the weirdest thing to approach since that critter under his bed he had for breakfast. Right now the main issue of it is the fact you have to go into the crafting menu to make it and it takes AGES to make. By the time you could make enough sushi to feed the hoard of hungry apes at your desk you could of already cooked up 10 pizzas and satisfied their lust for food(or blood if you're truly that slow). That's where the Sushi Mat comes in. It'd be something that you could fold up and put in your bag when not in use or stash off to the side neatly. Once placed on the table you would either place the ingredients on the mat or 'put them into it' via a menu like the microwave and such. With the Sushi Mat you would get MORE THAN ONE ROLL OF SUSHI PER BOWL. Let's face it, unless you're a TERRIBLE sushi maker you will get more than one sushi roll per BOWL of rice. That's just a given. The kicker here is, you'd instead add more of whatever kind of sushi you're making. Say it's shrimp/Ebi. You'd add 4 shrimps, click the mat, and end up with a WHOLE sushi(I genuinely forget what the sushi rolls are called before cut up into individual servings). You can either leave it like this, or cut the thing and get 4 rolls of sushi. Done, bam, sushi in like 10 seconds. Toss it out to the hungry unwashed masses and continue on. The Food Cart. Let's face it, it's sad and underused and really should just be replaced. Or, if you don't replace it, turn it into a proverbial catch all for kitchen supplies like our friend the Plant Fridge. Only, the plant fridge is for plant related items so in reality it's somewhat useless other than for the chef to get their grubby mits on the delicate plants within. This wouldn't so much be a new item as a few tweaks to an existing item. As it is now the thing rarely gets used and it's the most pointless thing in the kitchen. Simply allow it to store, almost infinitely like the plant fridge, items pertaining to food. Fish eggs, condiments, all forms of food items I.E Space Milk, Flour Sacks, Eggs, cut up fish, raw whole fish, and etc. This would allow chefs to prioritize talking with crew whilst making food instead of having to run all across the nation to assemble a burger. Yes there's ways to set things up for optimized cooking, but they're still clunky, and this would be better to have as a central go to instead of laying everything on tables everywhere. This is really a tie on to #2, or if #2 isn't as viable as I think. Rather simple, re-tool and re-skin a plant bag into a Kitchen Bag, allowing a chef to cart around their supplies on their hip in an easy to access location. Same as the above, allow it to hold everything a chef might need though perhaps up to a limited capacity. This would of course disallow kitchen knives and so forth, only allowing actual food items or food containers. Fried Tomatos. You can cut up potatos and make fries, why not fried tomatos? Ever had one? No? Well you should, they're awesome. This could be a neat little treat for the chef to serve on the side amidst his normal food stuffs. GLASS. For the sake of Nar'Sie, give the Chef a stack of glass to start out with. Not everyone would use it but those of us that love making seafood would. I'm sure everyone knows it can be a hassle some rounds to get your hands on glass to make the fish tanks required to start up your sushi/seafood restaurant. Mitigate that by simply letting the chef start off with glass. The bartender does and they rarely use it, why not the chef for whom it actually has a viable purpose? Chef's personal Pet Vendor/Fish Vendor. Rather than having the collars and the like the chef would simply be allotted 2-3 fish kits and a selection of fish eggs for them to choose from easily, with carps already being able to be selected. Perhaps in the back room near the condimaster? Some unused space there and would only take up one tile, good place for it too. I'll add on more if/when I think of stuff to add, but for now these are the top 6 best suggestions I can think of for the kitchen. Well, really top 5. The tomatoes were just a random idea I had. Feel free to state below anything you feel could be added to give the kitchen some much needed love.
  11. Again, not seeing any reason to nerf it. It's and incredibly slow healing chem that's really only useful for 1-2 damage. Not overpowered, not really at all. Lazers or, hell, a crowbar would easily negate the healing factor in a few hits. It's pointless to nerf it.
  12. Ehm. How do you abuse a chemical that heals as slow as shit?
  13. Don't you have to bandage a certain area? Or no? I'm referring to limbs and such bleeding by the way, not organs...unless limbs are considered organs. I'm confused here. I bandaged myself a few rounds ago where I ASSUMED I was bleeding and continued to bleed. Makes little sense ._.
  14. Thing is I've used the analyzer on a dude I just cut open in surgery. All it says is they're bleeding, not where. It's more broken than anything...and is a loss of functionality. Should be re-added to the game ASAP. There's no need to make medicals' job harder than it already is, every other code base I know of has it.
  15. Ehhh..No. Just, no. This would be a nerf to generally, well, everything really. Antags, security, mining, engineering, cargo, botany, science...you get the point. No one needs slow downs for pulling objects, much less for pulling people. Rollerbeds aren't always around and all it would take would be for Antag McJackass or a random greytider to bin the rollerbeds and medical would be fucked. We don't really need much realism in SS13, trying to turn it into a real life simulator is basically straying from the games purpose. Am I saying to make it entirely unrealistic? No. Am I saying not to add pointless things geared towards making everyones' day harder? Yes, yes I am. Unneeded and would generally just kill the game. Using Goon that already has a faster run and walk speed as an example doesn't entirely count here.
  16. Eh. I'd rather not. Combat is already heavily reliant on 'who can stun who/shove who' first. I mean, this would really only make people at the end of the barrel more fucked than they already are. No need to add MORE stunning items. Crit already does it just fine.
  17. So I mean. The blood changes are cool and all, sure. I like them. More bleeding out means medical has to actually get off their ass and be competent. Thing is...for that to happen you now have to bandage EVERY single damaged area even with a health analyzer upgrade. It's a waste of time, resources, and generally just makes things shittier. I have no idea why this was changed so it doesn't show up with an ADVANCED health analyzer, but it makes no sense. If a health analyzer can tell a person nearly everything save for internal damages and a few diseases, why wouldn't it be able to locate a bleeding wound on someone? Please fix it back to save everyone a bunch of headache...as it makes no sense as to why it was removed in the first place.
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