uc_guy
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Everything posted by uc_guy
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New Disease system is making the game worse.
uc_guy replied to MSpaintEnjoyer's topic in Suggestions
To clarify: The virus does not infect the arriving person. They become the carrier of the virus, able to spread it but immune to the virus themselves. The commonality will also be reduced to at most 2 a shift. -
New Disease system is making the game worse.
uc_guy replied to MSpaintEnjoyer's topic in Suggestions
Hi! I'm the one who wrote the event rework, so I'd like to clarify some intentions I had in mind for it: 1. Fix the buggy disease generation that produced nonviable diseases that could only spread by blood and displayed incorrect cures when analyzed. This was achieved by reworking the disease generation to always produce a disease that at least spreads by contact. 2. Provide plausible deniability for antag virologists. This was done by removing the type 7 biohazard announcement 3. Reduce the impact of RNG towards antags. This was done by changing the infection method from "random crew on the station" to "new arrivals as carriers" 4. Make the virologist role more useful than making the same 6 symptom healing virus every shift and going SSD afterwards. Not sure if this one has been achieved considering how little time it takes to detect and to cure diseases. I understand that it is harder for antags to get medical help, but it is the case for all kinds of medical problems (fractures, IB, organ damage) not just for diseases. Dealing with it is part of antag gameplay. Medbay will often announce the cure for the virus and it is often something trivial like salt or orange juice, which should be easily procurable. Biosuits, gas masks and internals also reduce transmission risk. As for this: What we had before, wasn't really a "system". It was a bug. Instead of the disease outbreak it produced basically a non-event 75% of the time. A useless disease that couldn't spread and was showing up incorrectly in the disease analyzer as well. Going to old "system" basically amounts to the removal of randomly generated viruses altogether. Which once again calls the complete job of the virologist in question. I'd say the disease system and the virologist job is in a dire need of a rework because as of now it is barely a job at all. I have a few ideas in mind, but nothing that can be implemented quickly. However I'll submit something to combine the major and moderate diseases events into one, which would reduce the total amount of diseases introduced to the station. -
I voted no, mostly for the reasons mkenner stated. We already have enough rounds with human antags. Also I don't see eating mechanics working out too well. Nobody is hungry at round start, so its cremation time whenever somebody is seen at the snack machine.
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There are times where voxtest2 would be appropriate, such as last words of a malf AI as it is killed. Also what would the removal accomplish? If an AI wanted to abuse the announcement system (and risk a jobban) it still could using all the other words.
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The blob seems to be underpowered and overpowered at the same time. If discovered early it is easily beaten by a few determined crew members armed with welders, however it gets progressively more deadly if left undisturbed. You are not supposed to be able to kill or stop the blob from spreading solo. The crew is expected to organize and attack the blob in groups so it does not have enough time to regenerate. You could harass it from relative safety if you stay away from cores and nodes (their natural expansion will kill you if you get near). Activating the nuclear countdown at the start of the round is kinda redundant, there is an implicit countdown already: the growth of the blob. Of course it is not really visible, except when the blob gets big enough to trigger gamma alert. If the crew is still organized enough after gamma alert they can still nuke the station themselves and at least secure a "Minor win". The AI is supposed to lock down research/mining shuttle and electrify the doors its law clearly states that. AIs getting the quarantine law just when the blob starts is fine: After all it gets it at the same time as the "Biohazard warning" command update. That is a problem. Flooding the station with plasma is a valid strategy, but it is not enough to kill the blob. You need some people with hardsuits to finish the job. However there is currently a bug that allows people to catch fire even when they are in a hardsuit. This makes the plasma fire tactic impossible to execute and leads to the problem you have described. As for making people care about the blob: What if heads of staff had the authority to order people to grab a welder and fight the blob or face death penalty?
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You can label the incubators with the labeler to solve that problem.
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Can't we just remove the control check? Or is the ERP risk too high?
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We had a meta squad one time. Basically a bunch of guys in death squad suits came in and robusted everybody who cried death squad. It was fun.
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No objectives does not mean no rules (they would be still in effect). But as a non-admin I obviously do not have enough data and experience to predict the actions of the player base of the server. If the majority of the admin staff believe that the player would take advantage of it, than they are probably right and we should let this idea die.
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I understand the concerns, yet I'd really love to see some "Do random kind of mischief" type antagonists. Maybe try making some people you trust into that type of antagonist on slow rounds?
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Not having objectives does not mean "go murderbone". Also, its not like the lings are holding back a lot in terms of killing. But I agree that that kind of round places a lot of trust in the players.
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I don't know what they usually do, but I try to accomplish my objective with minimal collateral damage. Ideally a surgical strike. If I had the objective of making the round interesting I'd do more... stuff. Minor mischief like hiding all surgery tools, randomly shorting APCs, siphoning random rooms. That kind of stuff. Would give people something to do.
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Idea shamelessly stolen from baystation: What if we had rounds where the antagonists did not have concrete objectives? Their only objective would be 'make the round interesting through antagonistic actions.' This way we could have people running around the station causing various mischief and screwing around with things in creative and interesting ways.
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All medbay machinery requires you to grab the patient to put them in. Cyborgs can not grab and are therefore not nearly as useful as a human. I suggest adding a "Grab-O-Matic" module to the medical cyborg. That module would allow the cyborg to grab its patient passively in order to put them into a sleeper/cryo/scanner.
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I agree. Since pAIs have lost the ability to examine playing one has become even more tedious. EDIT: Played a full round as one and it is truly an exercise in sensory deprivation.
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Make Atmos equipment replaceable by making it orderable.
uc_guy replied to uc_guy's topic in Suggestions
What if only mixed air canisters were orderable? This way the price can be set to a moderate level. Say 40 points kind of like the PA crate. Otherwise I like the idea of the machine in the xxxxyobdabs post. Make it burn plasma sheets to create the gas you want. -
Right now some of the atmos equipment is irreplaceable. If it gets destroyed for any reason players are not able to reacquire it. I suggest making the following orderable by cargo: Freezers, heaters, Pipe dispensers of both kinds and maybe super filled canisters with basic gases (in case the tanks get damaged). The crates should require CE or Atmos access to open.
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Well yes, in this case vortex anomaly probably should be nerfed somewhat. Maybe by making it only damage structures, not people. Anyways: It would probably be wise to stop vortex anomalies from spawning in atmos for now. At least until we could make everything in atmos replaceable.
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I believe the problem is more, that the spawn point of anomalies is at the southern tanks and not in the main room. You can't scan what is out of your reach. I'd go with making the anomalies last longer, so the crew can actually scan them and moving the spawn point to center of atmos. Also I'd consider making bluespace anomalies ignore windows, so they don't expose 1/4 of the station to space. This solution would follow the popular SS13 design paradigm: "Shit happens. Give players tools to deal with it when it does."
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It would be nice if the CMO could monitor his minions without actually having to run around the medbay.
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To be honest I don't really like the idea of an uncorruptable cyborg not slaved to the station AI. The unique thing about cyborgs is that they are governed by (corruptable) laws, not by morality. They are your best helpful friend most of the time but can turn into your worst enemy. Taking that away and making a trustworthy, "lawful good" cyborg kinda defeats the purpose of having a cyborg in the first place. It may as well be a heavily armed human with loyalty implant.
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I'd rather see the chemistry module merged with the medical module. Or better just allowing cyborgs to put the large beaker into chem dispensers. Or even better, skip the chemistry module and allow cyborg hypospray to scan chemicals (like the Odysseus syringe gun).
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I don't usually play AI. How was it nerfed?