Calecute
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Everything posted by Calecute
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Can't you just unsync the borgs from the AI and upload laws to them?
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Fuck, now i need to review the code, my bomb math, and find out how to outmaxcap the toxins range.
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Yeah, each roboticist has the goal of building one Ripley (normal or firefighter) and one Borg.
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I'd actually rather have aims toward other departments, not the IAA. Like, botany has to deliver chef and science, and disks for cargo, cargo has to deliver science, eng and bar, xeno has to deliver robos, engies and mining (And whoever else can use those extracts, I don’t know what they do), toxins has to deliver mining, science has to upgrade everyone and get those research levels in the server and send disks to cargo, robos has to deliver mining, medbay, engies and sec. Engies just need to leave the station with no alarms. I'd also like some feature that could be used to make tickets for engies, like using the console request thing to open a request for fixing a window, and closing it after the engies fixed it. So we could track if the engies are working on that kind of thing too. Kitchen and bar could just need to make x drinks/meals, althou i liked the more elaborate objectives too. Janitor could be given a greentext for cleaner station also. Sec already have antags to deal with, so i think they're good.
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You can just create another char exactly like the last. Being attached to a char is not really that relevant for this.
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Drones can go to construction site and fix it already
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This is a pretty bad idea. It's also ineffective, having a pretty easy work around: just create another char.
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Now thinking I'm way off topic. About just persistent economy, i have an idea that would solve inequality and inflation: Tax people. Put a progressive income tax that eats x% of peoples money every round end.
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I'd really like to see credits become meaningful, but I'm afraid just persistent credits won't do it. It's not trivial to balance a in game economy. As Kryson said inflation can really become a problem. I'm also afraid, as I said, of extreme inequality developing, with some people having as much credit as they wanted, and some having none. Also in the end credits can only be as meaningful as the things you can buy with it. Right now that is food&drinks, computers and cigs. Computers and cigs are nice, but not essential. Cigs are also pretty cheap. Food&drinks are essential, but they're also cheap, and you have a free source of them if the cook works. So there are two ways of making credits more meaningful, we can either restrict free things, or we can allow credit to buy currently forbidden things. I'm not sure we're willing to do either. The suggestions were restricting bar and medbay public fridge. I'm afraid neither of those are meaningful enough. So what else can we restrict? I think the most meaningful item to restrict would be tools. But even tools have problems, as people who spawn with them won't care, and lots of people have no use for them. We could restrict more meaningful things, but I don’t think we will. We could restrict jobs, cloning, food, antag. Anyway, unless we are willing to let people without money have a substantial disadvantage, money won't be meaningful. The other way is allowing money to buy forbidden things, Like meth, weapons, armor, traitor shit. But this does not seem a very appealing option.
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Don't refuse a clown his banana juice....
Calecute replied to Xyd's topic in Stories of NSS Cyberiad
I love bubbles -
Seems interesting, but I imagine is kinda hard to balance. Like either people end up with virtually infinite money or with nothing, just spending their paychecks during shift. How does it goes in TG?
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I find it extremely amusing that people who break the rules are the more eager to ahelp when something goes wrong for them.
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How does TG economy work?
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I feel firefighter mechs are pretty underwhelming for fighting fires, since fire extinguisher is way way worse than the atmos backpack. They'd get some more love if they could also have their mech version of the backpack.
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If the guy dna locked and forbit maintenance protocols, than it would be impossible to remove the DNA lock.
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Wish that was me, but I was a robo, I was just there to set geneticist medbot to stationary.
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Holy fuck I was in genetics that shift when you came for xray cuz geneticist was complaining about his medbot not being stationary, little did I know what this would lead to.
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I usually begin the shift by going to chem for plasma and radium, and get some ethanol too, then I ask a doc or the paramedic for a toxins kit. I mix my antihol with it, and use the charcoal syringe to get blood from PunPun to mix drinks. Great guide, some pretty nice tips.
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Fuck mate, that's sad.
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Splitting up Syndicate Bundle according to Objectives
Calecute replied to Mikierpg's topic in Suggestions
I mean if you want gear suited to your mission you could buy 20tc of gear yourself -
Once i lost my ID and HoP wanted me to get a signed and stamped form from CE to make me a new one. Something completly unreasonable, but i went with it. When i handed him the form CE had just signed it, he said that i should get a stamp too. I burned the paper at his desk as protests said that I'd just skip work and drink at the bar, and changed all disposals to his office.
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I do agree that we shouldn't aim simply for realism, but I did raise some gameplay reasons. And as I said there a lot of things that are not fun but are allowed under circumstances. It's not like it's easy to cause a breach by accident. If breaches were more dangerous things like breaching escape would only be allowed if you have hijack. Breaches in my experience are caused mainly by science explosion, either with experimentor, toxins or scichem, and usually lead to people there being dead or in crit regardless of the breach; By xeno building a kill pen; ussually the xeno escapes in good health, he would die with the changes, but he also wouldn’t' build the kill pen. In maint by someone trying to get somewhere, like vault, or to space, this usually don’t kill anyone, and in the new system wouldn't ussually kill anyone either, since we'd add firelocks in maint. It would just put parts on maint out of comission; By an antag setting a big bomb, this usually kill lots of people, but in the new system would kill more, since people away from the explosion but in the same room wouldn't be able to escape, and people would take more time getting the hurt out because they wouldn't be able to safely open the firelock to an area. By meteors, usually not killing anyone, with the new system it would probably kill some randoms in maint more often, also put big areas in maint out of commission. It would probably kill some sec and/or perma prisoners if they do not take precautions. It would more often trap people in arrivals, and kill randoms in escape. People would need to be more careful and avoid being near the hull. Also we'd probably see breaches used to kill more often, and I don't think that's necessarily bad. But as I said, only in small areas, because you can't breach a big area and kill lots just to get your target. And breaching escape will probably become meta for hijack. I don't think the changes are overall negative. The only thing about the change that would really bother me is the breaching escape hijack meta.
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Yeah Grand Theft is "Theft of cutting-edge technology, documents, and research samples." I don't think Championship belt counts. It's just Major Trespass and Theft for 20-30min.
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I think Championship belt does not count as Grand Theft, but valt is Grand Breaking and Entering, i will check