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necaladun

Retired Admins
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Everything posted by necaladun

  1. Sounds easy to code, police, and entirely opt-in. The -only- flaw I can see from this is people using it as an excuse to be shittlers, but that's just my paranoia as an admin. As long as the random things aren't "You're obsessed with starting fires!" then it isn't a problem. I support the idea that some code monkey puts this in and a bunch of players should write objectives for it.
  2. ITT: A lot of generalizations, anecdotes, and misuse of the term metagame. For a start - restricting knowledge to a specific job can be quite frankly ridiculous. I work IT, but I know how to build a table, cook food, do minor chemistry stuff, and have some first aid certification. My flatmate doesn't freak out when he sees me cooking food because I'm in IT not a chef. When I'm unemployed I don't suddenly lose my IT knowledge either. Why can't a civilian know surgery? Maybe they're a doctor who just isn't employed today. If that is part of their backstory, then they are roleplaying a specific character. So we could make a guide as to what skills are reasonable to be known by everyone, and what requires you to be a specific job - in this case, we tried, and it was pages and pages before even getting to specifics. I don't want to enforce a set of rules that are more detailed than most wiki pages. This is only "HRP" because it's more rules. More rules does not mean "more" RP or "better" RP. In this case it means people are more strictly forced to roleplay a specific set of knowledge based on the job they took. Restricting so heavily the knowledge and/or background of your character doesn't make for "higher" levels of roleplay. RP is hard to quantify or qualify. But more rules and restrictions does not necessarily make for a higher, better, or more pure form of roleplay. A skill system would be great here. Assign points to specific areas. Require a certain amount of points in an area to play a specific role. Have a sec officer with 10 points of robusting easily beat up a nerd with 0. Require at least X Points in genetics to use the console. Plenty of ideas thrown around here. Coding a system that would change basically every single machine/mob and mob/mob interaction is an insanely difficult project. That's not even counting actually balancing it, either. As for generlizations like "RPers are a minority" or that the "environment is so toxic to RPers"....then I'm not sure what server you're on. If people aren't seen as playing a character on a spacestation run by NT, then admins contact to them. So I'd be happy to say that everyone is at the least roleplaying to that degree. Making an "us and them" mentality between the people who RP and the people who "don't" is more of a toxic environment to me, especially when it's all one big elitest no-true-scotsman fallicy. Some people aren't going to RP at the same level of depth as you, get used to it. It doesn't mean they're not roleplaying.
  3. I think this needs a bit more - if a crewmember doesn't, then what? Can they be detained, charged, fired, airlocked, given a harsh talking to, etc?
  4. Variety is good. Pizza bombs. Carp bombs. Pot plant bombs. Medkit bombs. Make people worry everything is a bomb! I usually do it because I'm bored tbh. Not even hoping to catch antags. I find a stroll through maint relaxing. It'd be weird if one green sec were the only people not allowed in maint though.
  5. The main point I see of these belts is to be able to find powergamers.
  6. Very much agree about the part of "roleplaying a job" - while I very much would like to restrict knowledge to stop mary sue special forces also capable of surgery and bluespace physics, I would hate to restrict a lot of antag knowledge on that, especially when it's something that could so easily be covered in a quick security briefing. There's also the problem of when can a HoS/whatever just tell people that? On one extreme, you could just make a macro to say over radio what every item is at the start of every shift. On the other extreme, there's having to tell people you can't tell them why you just took a pen because of company secrets or whatever. This isn't however about balance per se, it's not about making antags "win" more or less. It's about making it more fun an experience, whether or not they greentext. Tbh, I'm really not interested in that form of balance at all. It shouldn't be about some greentext/redtext ratio. To that extent, this is about removing the more jarring standard check for agent ID/pen/etc. I like the idea of this still being something that -can- be checked for, but needs a lot of co-operation with R&D etc, so you'd have to prioritize. If you have reason to suspect they sleepypenned someone, take it to R&D to check - but checking their ID, multitools, pens, gas masks, etc, etc, just on the off-chance is too much - especially if the change happens that some of these items are just contraband, not instant EoC and death.
  7. This is helpful and constructive criticism we will clearly take on board.
  8. I really don't think this is the answer, for a few reasons. Firstly - admin work. It's more work for the admins to check how someone was found out as a traitor or whatever. Some of this will be unproveable. Secondly - it's a pretty big limit on RP and character creation. If it's limited to what job you are, then we have to assume you get laser-guided amnesia whenever you don't play a role. If Tristan Edwards happened to be a civilian one day, it'd be fucking weird for him not to be treated as an off duty HoS. It also means I can't make a character who, in their backstory, emergent or not, has worked for the syndicate in the past. Thirdly - It'd be frustrating as hell to not be able to catch someone when OOCly you know. OOCly they know you know OOCly, etc. Finally - I don't want to have to repeatedly do the whole "oh what is this multitool oh why did it suddenly change colour" or whatever, more than once. The solution I think is mechanical. If these items could be made more easily concealable, such as only being able to be activated by a traitor (Due to...DNA locks? Code words? Secret buttons? Etc?) then we solve the problem ICly and OOCly.
  9. Top Notch. I love the corporate feel.
  10. Very much what fox said. If a flamethrower was used then creating a workplace hazard is also up there. Vandalism not covering personal possessions seems a complete oversight - destruction of them rather than theft of them should not be legal. It's a pretty niche case though. There's very little on station that is not owned by NT.
  11. Once had? Did you put it down and were never able to find it again?
  12. The main role the psych fills is a non-vital person with some med access. It's a great job for newer players to get a feel of medbay with. Maybe if there was a nurse/intern/etc thing to replace it. As for giving them authority - Security has a huge list of what they can and can't arrest for and all kinds of SoP, and a chain of command to keep them in check, and are often complained about. The idea of giving a psych any real authority to detain people because they're labelled crazy seems dangerous as fuck - especially with no clear guide to what is crazy, or how long they can detain for, etc.
  13. Pretty much this. And people should constantly call them acting-acting Captain.
  14. OOCly, it's a detriment because you can't join the revolution and get your murderbone on. ICly, it's an invasive implant shoved into your brain that alters your brain. Once a revolution is confirmed (By a deconversion or a head found) then I'm fine with anyone arrested for any medium+ crime (maybe even minor?) being implanted, but forcing implants on everyone I think is just too far - and I've seen loyalists win without doing it plenty of times.
  15. ERT: Some clarification into their ranking. Escape Shuttle: I think instead of not calling for blobs, xenomorphs, etc, it should simply be that CC are to be made aware and may recall it for quarantine. Mostly for OOC reasons - a single xenomorph appearing at 13:50 shouldn't stop a crew transfer. Rev: ...forced implanting I am 100% against. I'd be ok with it being allowed on anyone who commits a crime, but not " of random personnel if the number of revolutionaries begins to exceed the number of loyalists" - as that's an impossible number to gauge. What a "large number" is should be clarified. Lethal force should also only be used if they're actively dangerous.
  16. I agree with defibbing, etc, being overpowered. I say nerf'm from orbit, it's the only way to be sure. However removing cloning - and other resurrections in general - would be a massive change that has never been intended. The entire game has been built around cloning as one of the core concepts and the effect on balance would be huge. Everything we can think of here is nothing on the actual effect - things we never expect would appear for quite some time. As for the RP effect on mortality and bravery, I see it as a fairly transhuman reaction and quite interesting. If I knew cloning was so easily done, I doubt I'd be so inclined to wear my seatbelt. After a few dozen deaths, I imagine I'd get used to it.
  17. If not, I think people just being aware of it will be a big step..but will also mean it's used more I guess. All in all, I don't see this as a massive problem tbh.
  18. Knowing the intentions of something coded years ago is impossible. It's not abuse atm, I think the main problem atm (and the reason for this situation) is it's not working as expected - most people wouldn't expect cameras to see through walls. I don't think it need to be removed per se, if people are made aware of it. (And maybe rename it to x-ray camera, or have something in the description, if it's kept).
  19. Thanks for the context Kero. I honestly didn't know this was a thing at all! Seems to not be how cameras should work, and isn't working as intended, so I agree they shouldn't have that power. ...genius idea though.
  20. As long as it can be turned off, then great.
  21. And of course, murdering them because they're unathi is not ok. Additionally, you can get fired depending how far you take it. Getting fired from certain jobs for it is a no-no, especially if you don't do your job at all. There's a big difference between playing a botanist and being rude to tajarans and being the captain and talking in comms about lynching all IPCs. Also - being racist can be considered provocation, and a reason for someone to attack you. Not murder you, not beat you too bad, but at the least punch you a few times. If you're racist, them being the race you're against isn't provocation.
  22. It's not meta if they suspect you have an uplink in it. Because NT know uplinks can be hidden in them. It's not meta to take away potential weapons, meta is using knowledge your character shouldn't have. Taking away a PDA for a 5 minute sentence is shitty. Taking the PDA of a suspected traitor is just common sense. As for shoes being weapons...if they can be used to break out, then we end up with sec taking people's shoes. Letting people smash windows and break out with their shoes I just don't see as good for prisoners or good for security.
  23. Speaking of works of fiction: FTL. Artificial gravity. Alien life. Ion rifles. Black holes powering stations. Etc. Etc. Bad argument really. Balance wise I'm not too sure how good an idea it is. If it's a guaranteed hit that injects most of the chems, that's amazingly powerful. If it's only a chance to do it...then, well, it's a pretty risky move.
  24. Peeing/Pooping? Just. No. I do not trust the average player with that, sorry to say. Showering? There's already a need for that if you're covered in blood, etc. Maybe more reasons to have to shower, but a "hygiene" meter is just silly especially for 2 hour shifts. And I have no idea why that would slow you down. Thirst I...kinda like because we already have drinks, and it actually makes sense moreso than hunger. You'll get thirsty faster than you get hungry. If it was implemented, rather than adding alongside hunger, I'd halve hunger's slowdown, and thirst would make up the other half of it.
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