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necaladun

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Everything posted by necaladun

  1. That's really an excessive amount of equipment. Limiting the choices available means you have to choose what's most important for you to have here. Some people are going to prioritize engineering type stuff like crowbars and wirecutters. Some are going to go for more medical related items. Others will load themselves up with donuts (which the sec belt can hold, btw). From your choice, it seems you're trying to fill in for engineering and the detective, while also having backup zipties, flashes, and food and drink. What's most important to you, and what would your character find most important? This ends up being a fairly meaningful choice, which can express your playstyle and the personality of your character. Someone who is trying to save lives would most likely take medical supplies. Officer McHarmBaton might take an extra baton and flashbangs. Officer McShit might take mainly donuts and 3 flasks of whiskey. The other issue is that the more officers can carry, the more they do carry, which means the brig/station supplies get depleted faster, and the changeling who ends up killing them gets more of a loot pinata to select from. In the end, I find the current amount they can carry is more than enough to do their job with, and select a little bit extra for their chosen specialty.
  2. I've never had a problem with storage as security. There's enough room for all the basics and then a choice about extra flashbangs or cuffs or whatever. Limited storage space means you have to go back to the brig to get yourself new cuffs or flashbangs or whatever, which is good. If you're going through that many supplies, you should be dragging someone back to the brig once in awhile. With a larger belt and webbing vest you can easily fill up on all your supplies and have most of a toolbox in your backpack and a bunch of medkits and a few spare fun things, it's too much by far.
  3. These are awesome and you should feel awesome.
  4. I like it. Especially if there could be a cool sound for taking the safety off. However - gun code is in a pretty bad state atm sadly, and stuff like this would likely be best for an overhaul
  5. Nothing else to my knowledge. Steps slightly changed etc, but all surgeries -should- still be there.
  6. No need to apologise It's good to even have the thread so others can see the reasons why, and possibly bring up reasons to re-add it if they come up with them. We debated putting it back in but didn't because there's already a method to do it, and because it was mainly used in a griefy function.
  7. Genetics has always been possible. One of the reasons debated for removing it from surgery was because of shitlers using it forcibly on people. In the end though, it just didn't end up getting added in with all the surgery changes. Lore wise, genetics is a simple and quick way to do it properly, that isn't just a cosmetic change - it's not in fact a gender change, but a sex change that would change the chromosomes.
  8. If someone is going to kill themselves in the brig, the suicide verb is great because it at least is proof that sec didn't beat them to death and that it was self inflicted. My main objection to suiciding is that it's done for OOC reasons 99% of the time, and is thus shit RP. Because it's done for OOC reasons so often, it makes it hard to properly react to it ICly. Removing the verb won't stop this, people will still beat themselves to death, etc. The problem is one of player attitude and RP, which won't be solved by removing the verb. We could make it a bannable offense to commit suicide without a good reason, but I'm against that level of intervention.
  9. Removing the verb won't stop the mindset behind it. The only real option to stop this kind of behavior is banning people for suiciding without a good reason, and I'm 100% not ok with that level of enforcement for many reasons.
  10. Prisoners suiciding is fine. It means you don't have to deal with them any longer. My main problems with suicide is that it's utterly shit RP. 99 out of 100 times, suicide is not used for situations where it's appropriate. However, removing the verb won't stop people from doing it. There is no way we can stop people from performing the 1000 different acts that'll kill yourself in ss13. Removing the verb just means they do it in ways in which they can rejoin the round.
  11. I don't have the intention of staying listed forever. I've delisted for over the weekend as it is. We were listed a bit longer than usual due to me being busy IRL.
  12. The snowflake here refers to the way they're coded. There is code everywhere that is specific to IPCs that no other race has or needs, and causes a headache for coders, because so many things created have to take IPCs into account in the way that no other race has. It isn't "snowflake" in the mary-sue roleplaying terms, it's a coding thing. I don't think this, per se, is a bad thing, but it just means they're more of a hassle for code related issues, and something that on the whole should be avoided to stop making the code like a pile of spaghetti. In the case of IPCs, the hassle is worth the pay off, but should still be limited where possible so it doesn't get too out of hand.
  13. I think instead of melee strength being reduced further, they should take more brute damage. A grey should lose a toolbox fight. In return, some psychic powers would be great to give them, and best of all, ones that the geneticist can't create...but what? The minor tk and illusions are great ideas but I'd love them to be fleshed out.
  14. Exactly, I'd prefer it well thought out.
  15. I think gamewise, IPCs are in a pretty good place. The code is snowflakey as hell, but it at least makes them have a nice different feel to them. EMP is a very cheap kill, but so is a sleepypen. I don't think there are really big problems that need drastic overhauls with IPCs.
  16. Grey is one of my fav races...for some reason, and I have to agree that long range telepathy was actually quite powerful when used right. From being able to convince the chaplain/clown to do things for me, to silent communication with fellow cultists/revs with no chance of being caught, or letting someone know i'm being murdered by a changling in maint when i'm silenced and telecomms are down, it was actually very powerful when used right. I liked it a lot when water did damage to them, mostly so I could scream at chaplains trying to feed me water, but it had a nice feel of difference. Sulph acid being drinkable was fun as well, not that it had much of an effect. The main problem with telepathy is it's not a unique ability - it's something the geneticist can get and give out. A unique form of some psychic ability could be cool, but if done I'd love them to have extra damage from brute or the like to make up for it. Playing as someone weaker who will lose in a 1 on 1 punching fight I find quite fun, it makes you play very differently.
  17. If the magistrate is not karma locked, then it won't be able to be relied upon anywhere near as much as it is now, as it might just be a greytider in a wig. If everyone else isn't listening or doing the right thing, then there's no reason the magistrate will. If there are no admins available, then having anyone able to play the magistrate will just make things worse.
  18. This simply isn't happening. If security are being shit, a magistrate isn't the solution here. You have a HoS, Captain, IAA, and admins, to prevent this. A magistrate is not required, nor intended, to stop security arresting random people for non-crimes. They can do it sure, but that's not their primary purpose.
  19. This'd be fine in some form of joke page, but it shouldn't be linked in the main job section at all. I'd never even heard of it, for a start...
  20. There are a lot of abstractions in this game - especially to do with identifying people - that are simply for convenience. This is one that makes the game less annoying for pretty much everyone, and I thus support it staying the way it is. If you want a lore reason, everyone has a tattoo of their real name on their brain.
  21. It'd be fancy and require coding, but one idea I've had is heavy duty cables, that take the "main" grid to the departmental SMES, which act as a step-down transformer of sorts. I then had crazy ideas about making volts and amps which define how much power is given vs how far it can travel up cables, with amps creating heat on the cables, but then I realized how much work that is. What I think would be good is "mini-SMES" units, that act as step-downs. The current problem I see with departmental smes is it's just too easy to bypass them entirely, and rewire things to the main grid. Futher tests on power usage show me if I depower every SMES (except the main engine one), the total load is 450kw. Tesla creates 3476520, + 1738260 per power ball. So atm, there is no point to having any extra power balls (Unless hotwiring/releasing). It also slowly creates extra mini balls by itself without the PA blasting it at all...
  22. There's a really easy solution here that doesn't revolve around changing space law: If you're in possession of something that could be construed as grand theft, hand it in asap, and say that you're doing so over radio. If you see something on the ground that is grand theft to pick up, either don't pick it up, or say you are to return it before you pick it up. Don't put it on, activate it, and run around. Simple!
  23. This also kicks in in radstorms, which means if you're rad immune, willing to take some rads, or use the minute or so at the end, you can get into many places you're not meant to be
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