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Not all things are meant to be "balanced", chemicals simply do not work on IPC, nor do they react inside IPCs. IPCs have already been given their versions of Narcotics as well, why should this be added besides making them on par with organics? How would they be on par with organics if they are EMP-resistant and still can't process chems? I am so confused that I am laughing right now, how does this go into anything? I can't get the picture out of an Internal Affair Agent beating another person to death with a "IPC-Case".
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Even though the Marshal has an objective stating that Urist McCrewmember must be publicly executed for Terrorist Collaboration with Frontier Rebels, doesn't mean that Urist McCrewmember has actually collaborated with Frontier Rebels. It means that 5000 so light-years away some random SolGov Court has declared Urist McCrewmember guilty of Terrorist Collaboration without him present to even defend himself, Urist is guilty in the Marshal's eyes unless he hears otherwise from SolGov. Unless I change completely what the Marshal is, it doesn't really work. The Marshal is intentionally in conflict with the Crew and Security, adding a system to attempt to avoid that conflict would really remove the purpose of him spawning, wouldn't it? A crewmember can't avoid being targeted by a Traitor despite them roleplaying a peaceful person as example, not to imply that the Marshal has the free reign to act like a Traitor reaching Greentext though. This is a good point, if a SolGov Marshal spawns, the entire crew can wonder if they are the one who he is going to get a death mark on. You could have most of the crew "Suddenly remember" a crime they committed off-station, but at the same time it also reinforces that you've actually done the crime the Marshal is declaring you guilty of. Onto the idea of the Marshal arriving at round start, everyone will know what the Marshal is there for, when he randomly gets his list of Lawbreakers, and it breaks balance to add a free projectile stun weapon to the station. What were the results on Bay which you personally disliked which resulted from "SolGov" operating on the station? The SolGov Marshal doesn't have any operational authority upon the station besides Security letting him sentence, fine, and execute Lawbreakers. Nothing is actually stopping some Security Officer from just straight up shooting the Marshal anyways because he wants to electric chair the Bartender on the Bridge for everyone to see, since they supposedly Organized a Protest. The SolGov Marshal arrives on the station to sentence people to crimes not listed in Space Law, extort money from crewmembers for slight transgressions, and has a chance to also be sent to publicly execute someone in front of a crowd of Civilian crewmembers. Urist McMarshal shouldn't be concerned with enforcing some other layer of bureaucracy on the station, when they are actively trying to hunt down "runaways". Also, I don't believe they'd be to concerned with executing people, since they'd be usually sent with arranging a execution for someone for way less than Murder.
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With the Lore Team pushing towards the addition and increased presence of a neutral faction (SolGov), I had an idea of a Random Event which involves them. Additionally, the event will be triggered at least past the one hour mark. When the event is triggered, there will be a Central Command Announcement that a SolGov Marshal has demanded entry onto the NSS Cyberiad, that they were forced to grant him the request, and will soon arrive upon the Arrivals Shuttle to execute Trans-Solar Law. Ghosts will then receive the pop-up on whether they wish to be a Trans-Solar Marshal, it will then do the usual RNG roll and the lucky ghost will spawn right in the Arrivals Shuttle. The Marshal receives three random objectives and another objective which they always receive, which usually puts it at odds with the crew and Security. There is also three different kinds of random objectives the Marshal can receive. Note: The Head of Security and Captain are exempt from the Marshal's Objective selection (I think the rest of Command should be open, though that can be up to debate). The SolGov Marshal isn't here to execute Space Law, he's on the station to punish lawbreakers of crimes committed off-station, whether the said individual has actually done the said crime or not. The first objective always is: Coerce the on-board Security force to comply with the legal punishment of lawbreakers. The first set of random objectives is: Fine and collect [1500-5000] Space Credits from [Random Crewmember] for the crime of [Littering/Not thanking a Public Official/Failure to comply to planetary dress code/Virtual Harassment of a Stateworker/Loitering/etc.]. (Other mundane random crimes, randomly picked from a list of them). The second set of random objectives is: Detain and sentence [Random Crewmember] for the crime of [Insulting a Trans-Solar Customs Officer/Spitting on Grass in a public area/Assembling as a non-citizen/Vandalism of State Property/etc.]. (Random list of moderate crimes which SolGov might takes offense to). The third set of random objectives is: Detain and execute [Random Crewmember] for the crime of [Terrorist Collaboration with [Well-Puppies Humanitarian Foundation/Frontier Rebels/Galactic Gate/etc.]] (the terrorist organization shouldn't be one popularly identified by Nanotrasen i.e. Syndicate), [Desertion from a Valid Forced Conscription Request], [Organizing Assembly as a non-citizen upon State Property], etc. They must be formally executed in public as per Trans-Solar Regulation, indiscriminately shooting them does not count, and is grounds to remove you from office. (These objectives should always be in the moral grey area, and be less likely to be complied with by Security or anyone else for that matter; in addition the Marshal will never receive two Detain and execute objectives, only up to the amount of one, if he even gets one at all). With this, they may spawn with these objectives for example: You are a Trans-Solar Marshal, sent here to punish those running from the law. You're badge and gun does not give you the authority to shoot random non-lawbreakers who do not like you. You are not here to execute Space Law, however, you may assist Security if you believe it will convince Security to comply with the punishment of on-board lawbreakers. Even though you are not here to enforce Space Law, you should not go around committing crimes or trespassing unless in the active pursuit of a Lawbreaker. You cannot sentence a Lawbreaker to more than 15 minutes or less than 5 minutes in the brig, though, the sentence doesn't always have to be brig time and may involve other activities. If you are in doubt whether your alternative punishment is acceptable, use ahelp. You are not to lie regarding any crimes, sentences, or lawbreakers, nor hold back information regarding the crime and sentence from a lawbreaker. 1. Coerce the on-board Security force to comply with the legal punishment of lawbreakers, they are required to by Trans-Solar Law. 2. Fine and collect 2500 Space Credits from Lawbreaker Mark Lewitzz for the crime of Loitering. 3. Detain and sentence Lawbreaker Eugene Parker for the crime of Insulting a Trans-Solar Customs Officer. 4. Detain and sentence Lawbreaker Eekiyatcha for for the crime of Assembling as a non-citizen. Notes: The SolGov Marshal merely spawns on the Arrival Shuttle, he is not a crewmember, and should not be treated as such by a Crewsimov AI. The objective only states "Detain and sentence", it doesn't say for how long; this opens up the Marshal for creative punishments (as long as it does not break the rules of course). The SolGov Marshal will spawn with equipment such as: a SolGov Marshal Uniform (will need sprites); a resprited holobadge; a telescopic baton; 1 pair of handcuffs; 1 Enforcer .45 loaded with rubber rounds; 1 .45 magazine (Rubber); 1 .45 magazine (Lethal); a written and CC stamped Weapon Permit; an ID with General Access, the Brig, and a Weapon Permit; Armor, probably in the form a armored hat and jacket akin to the Detective (will need sprites), a pair of black gloves. Other than creating the required sprites and adding in the requirements for the SolGov Marshal to spawn, using pre-existing weapons like the .45 Enforcer cuts down on time. Additionally, .45 ammo is possible to be printed from an Autolathe (personally rather have their ammo be unable to be replenished on-station), though the Marshal shouldn't have access to Science or Cargo to print them himself. A lot of it will come from sprites and coding it into a Random Event with the conditions for the event to trigger. Also, whether or not anyone thinks this is even a good suggestion. Giving SolGov any effect on the station is something which is only done through Admin Events or Sol Traders (who try to usually try to just trade 20 flashes in exchange for a crate of matter bins, or just get denied and can't land). The list of crimes were made, considering that the Trans-Solar Federation, from what I've read, is supposed to be somewhat Authoritarian, feel free to comment. EDIT: Only those listed in the objectives as being Lawbreakers are lawbreakers, the Marshal shouldn't be arresting people on station for littering or breaking Trans-Solar Law. Just those listed in the objectives.
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30-foot demon in a box, buy one today! Be nice to add bubblegum to the game for the general crew to use and enjoy. Maybe even a Syndi-gum gimmick item for Traitorous Civilians would prove a cool idea for a coder to go into.
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My first SS13 round involved me joining as an Assistant (I read that much into some Wiki at least), not knowing how to really do anything. Learned how to walk finally, figured out which boxes were doors, and became really confused with movement and unresponsive controls (I now know there was no gravity). I do believe I then began to suffocate to death due to a lack of Atmos in the Arrival Hallway, then two Shaft Miners wearing a Hardsuit and Cult Robes walked up to me. My screen goes black and then they drag me to a Red Door and over a red circle, I had died at this point, however, at the time I simply hadn't realized. They do something with me involving said red circle, and then shove me out another red door. I watch myself float through space for the next minute, get frustrated, and leave. I come back to the game a few minutes later and my character is laying against a asteroid, my screen is clear and I try to do anything, much to the unresponsiveness of my character. I get frustrated trying to do something for the next two minutes, and then quit without ever figuring out how to ghost, let alone speak.
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List of irreplaceble items/machinery on station
Teyren replied to TermedClepe2's topic in Suggestions
@Fox McCloud Would Black Gloves be one of those items intentionally kept scarce? One thing I'd like would be if Black Gloves were added to the Firefighting Crate, as burning objects cannot be picked up with bare hands. Though would it really break intended scarcity if Cargo is able to pass out Insulated Gloves like candy? Maybe add into SoP that black gloves shouldn't be given for non-departmental reasons, just like insulated gloves? -
For the Standard Cyborg, I'd be fine with a Epinephrine-Only Hypospray and an upgraded Health Analyser. They can determine the problem, stabilize the patient, but they can't treat them (without dragging them into Medical machinery), nor can they create a roller bed like they Medical Borg. This would keep them separated from the Medical Cyborg which can heal and mend people. Soap would allow the Standard Cyborg to do something in their past time, which is something the current model really lacks besides thinking why they chose Standard. The Standard Cyborg already has Standard Security equipment, a Stun Baton. My huge problem is you're suggesting a Synthetic with full range of tools, a stun weapon, and the capability to restrain others. On top of it, the suggestion for Security Tape, what is the real reasoning behind this? If the borg is getting Sec Tape, and is supposed to cover as a Jack Of All Trades, why Sec Tape? If zipties are added, the Stun Baton probably should be removed to compensate. The complete tool-set is a point which probably makes people uncomfortable being that the borg is honestly made to work with Traitor Roboticists and Rogue AI, being the obvious Stun Baton + E-sword duo. What pazneria12 is recommending almost mirrors https://tgstation13.org/wiki/Cyborg#Standard, which would be a honest improvement over what we currently have. Though if a tool-set isn't provided besides the Wrench+Crowbar, at least give the Standard Cyborg a unique function. I'd gives my own personal suggestions, but I don't want to derail the thread. My question is, if the Standard Cyborg is meant to have zero viability as a non-antagonist, why is the Standard Cyborg even in selection? It's obvious it isn't cared for or considered in any situation. Being that the Standard Cyborg still has a flashlight despite all other borgs getting theirs removed, they aren't even touched with other cyborgs get updates or overhauls.
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Yeah, I should of just kept it with Obsolete Content, realized it was quite redundant after I made it. I do have a Discord but I won't be using it until some time in July, so message me on the forums or a Talk:page.
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Teyren changed their profile photo
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I've already created three accounts, each one connected to my G-mail account. At first I thought I wasn't properly connecting my E-mail to my account, however, after creating my third account I made sure to enter the correct E-mail, and sent a confirmation E-mail. It never arrived, I'm unsure why no mail is getting through. I'd rather not create a new account each and every time I get logged out, is there anything that could correct this? Just to add, this account on the forums is connected to the same E-mail address, and I receive mail just fine from the forums.
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Odd, I remember that summoning Nar-Sie without the final objective would set all summoning cultists on fire for a period of time without summoning him, and giving a message that it's "not my time, come back later foolish mortals". Was that addition removed due to Nar-Sie being reworked?
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Borgs are even worse usually, since they use special radios, allowing you to listen to them like a intercomm if you are close. You can stand next to a Sec Borg for awhile if you want to know what Security is talking about for example. Not sure if pAIs do the same though. (Don't really play as a pAI)
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This is a interesting refocus on the Vampires, who play out like mirror-changelings without the usual ability to take place as their victim; they play with the usual stealth objectives with genomes replaced with blood. I think it's interesting instead of having a fluid list of abilities it's more tree-based, different with the tiers opposed to the more fluid nature of clings. This changes the focus of their objectives to be stealth-inclined early but reaching for a an ambitious self-entitled goal (quite vampire like). Though, doesn't that almost make them almost follow with similar Shadowling objectives without the end-game win button? EDIT: I also like the bonuses and mechanics regarding thralls, as it currently stands it can just be more useful to just stealth kill some crew and continue on like nothing happened.
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Why not just allow pAIs to have headset keys installed into them like cyborgs? You can usually get Service borgs with access to the Command channel if you want, and Mining borgs with Science channel is common. Not sure how it would be coded, but I think having the ability to add a headset key be easier than assigning it available channels with a ID card (though that could have the interesting effect of giving them Syndicate Channel access with a Agent ID card). It also removes the problem of gaining access to channels without the headset, since you'd be able to listen to them anyways if you had a key.