Jump to content

BryanR

Retired Admins
  • Posts

    1,419
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by BryanR

  1. Oh my seems you guys forgot @TinnCatt is an administrator! So not only am I kicking this back to zero where it should be, we can just dip down into the negatives as a refresher. -1
  2. I'm sure he's only sniffing it for freshness.
  3. I remember the last marriage attempted, witnessed it as HoP. Everyone really did get eaten by a slaughter demon.
  4. Welcome to Paradise! Since you've been linked to the wiki, the forum guides, and all the other helpful tools that'll make your stay hopefully a comfortable and adventurous one, I'd like to point out that you can also contact our mentors in game for any questions that aren't covered by the helpful material provided. This can be done by going to the Admin Tab and selecting the appropriate verb for contacting either Administration (For all your needs regarding rules and rule breaks.) or Mentors (For all the in game stuff like how to make paper airplanes.) You can also hit F1 to bring up the menu to select either of them. It may take some time but a mentor or administrator will get back to you. I'd also like to mention to not be intimidated when deciding whether or not to contact us, you're not a bother and if you are we'll definitely tell you. We're here to help you for when you need it!
  5. Welcome to NSV: Dabbing Vox
  6. Just to axe the chocolate should be poison for Vulpkanin, because why not they're dog peoples, chocolate is poisonous to everyone the reason why dogs are more affected than humans is the component theobromine which humans can metabolize more quickly than dogs, meaning it builds up to toxic levels within dogs more quickly than humans, and also the ratio of chocolate ingested to body mass, larger dogs consume more chocolate than smaller breeds before suffering ill effects. Biology of Vulpkanin isn't necessarily a mirror of canines and it could easily be that they metabolize chocolate in an entirely different way, hell for all we know about how Vulpkanin metabolize theobromine it could heal them or give them super powers. Even if they were human sized dogs, because of body mass alone they would have to ingest a greater amount of chocolate than what a person realistically would or would have to each chocolate frequently enough to reach that critical level of toxicity. So yeah, adding it for anything other than "Lol they're dog people" doesn't make any amount of sense what so ever, hell it'd even be a stretch if they were "Lol dog people."
  7. I like the concept but, it only really works if the majority of your player base who like to play Security are responsible enough not to abuse it and frankly some days I wouldn't trust Security with an uncomfortably warm piece of toast much less the equipment we have for them now. Nice idea but it falls under the category of "This is why we can't have nice things."
  8. Just for the record, we're in the negatives now boyos. -3
  9. -1 Why? Just to set you back further.
  10. Welcome to Paradise, I hope your journey here to be filled with many wonderful experiences with wonderful people and I'm very happy that you've discovered a few in the short time you've been here with us!
  11. Apparently you need more time in the straight jacket.
  12. In my opinion the Magistrate's role should never include administering punishment, especially corporal punishment. They're a bureaucrat, a scholar, and a paper pusher. Once sentenced the Magistrate leaves it to Security to carry out the sentence as laid down and afterwards their involvement in the situation ends. So yes, I'm quite obviously against the addition of a whip or cane to administer flogging. I'll also echo the sentiments of Spartan and Spark, its quite inappropriate, defeats the purpose of the Legal System if you can get off with some lashes only to immediately be healed of your wounds in Medbay or by the Brig Physician after its over. Rules side, we'd end up with players who'd flog an individual to death, whether for kicks or because they don't realize it's too much, and then they'd end up in trouble because of it. So no, just a hard no from me on this idea.
  13. My original post I thought this was a proposed addition. I didn't realize it was already a possibility to do within the game. That being said, I may actually attempt to create this abomination though I doubt I'll manage to get more than one or two interested in being one just for the silliness factor of being part man, part machine, and completely susceptible to EMPs for death.
  14. With the exception of Ammonia, not entirely sure on that one, those chemicals are actually available at the start in a chem locker in MedChem in 50u bottles, more than enough for a quick path to complex chemicals like Atropine which can then be used to make Oculine from.
  15. As someone who does A LOT of Chemistry in Medbay, I can say that it really isn't needed. A good Chemist working in concert with another good Chemist can easily produce all the medicine needed for Medbay to function for a good hour if not the rest of the round. If you don't let the chems you make go to waste, then there should be no difficulty in achieving this without upgrades. If you're the lone Chemist and you're good at your job, then its a matter of shifting between the machines as needed. If your partner isn't doing too great, then when you've used up all the energy and you're waiting for it to recharge, offer pointers to the newbie to help them pump out medicines that Medbay needs. If they don't want the help, then go out to Medbay lobby or the general treatment area to offer any type of support to the doctors. If you're working in SciChem you shouldn't be pushing out chemicals at a pace that outstrips your machine's ability to recharge, you're under no time constraint to offer assistance to a Department like MedChem and your actions should be slow, methodical, and keeping in mind the efficient use of the chemicals towards the experiment you wish to conduct. Upgrading an already pretty powerful dispenser will just make it so that its only really necessary for a single Chemist to do any type of work in Medbay, what's the point in hiring two since a good one not only will be able to stock the Medbay fridge but the Public fridge as well with any possible meds that may be needed and similarly the SciChem dispensers would be pointless to upgrade since your goal shouldn't be mass production of chemicals but rather experiment with them. Anyway that's my two cents on the matter. ?
  16. Gentlemen Behold! As I take all of your hard work in counting and reduce.... IT TO ZERO! AHAHAHAHAHAHAHAhAHAHA!
  17. Departmental Protolathes and an ore silo.... Well lets start with the ore silo since that's the easier of the two. Public access to something like an ORM isn't going to solve any problem so much as create a new one, resources don't magically appear within it Miners deposit ore into the ORM to redeem for points. Lets say we remove the concept of the ORM and have a Silo in which everyone is able to access these resources. Instead of having Robotics, Research and Development, and Engineering competing for such things, we've now got a protolathe in every department that needs outfitted with all the possible resources that could allow them to print what they want/need. Now we have Medical, Security, Supply, Service, Science, along with Engineering vying for resources wholly dependent upon the experience and whim of the miners assigned to the asteroid. What this will essentially do is create a massive demand for the resources needed to print whatever is accessible to the protolathe in their department while the supply remains entirely the same. A problem I'm sure that will be written off as "Well, we can just increase the amount of resources that get redeemed at the silo so there's plenty for everyone to go around." or perhaps we should "Open up the mining asteroid so that every department can mine for the resources they need." One of which negates the mechanic of upgrading so that there are more resources available as well as the miner's actual need to work themselves if the amount of resources they bring back is increased while the second one negates the need for the Mining sub-department entirely. Departmental Protolathes is also a flawed concept since it still relies entirely on Research doing their jobs. This is of course, understanding that its just the protolathe itself and you're not throwing in a Deconstructive Analyzer and Circuit Imprinter into the bundle, you're still going to need Science to do the research and to update the servers before they become useful in any aspect. If you've already got a Scientist or two working on Research then there really isn't a need since I've seen scientists more often than not be more than happy to supply anyone who comes to their window, assuming that the request is reasonable, with whatever gear/circuit boards/components that the individuals want/need for their jobs. Circling back, this doesn't do much except remove interdepartmental interaction with Science as well as create an inflated need for resources to print whatever you need from the protolathe located within your department. As for restricting R&D to Science and getting the reaction "Well, people are just going to do it more." Really that also is a flawed idea, the people that did it in the past will continue to do so for whatever reason they wish to justify while individuals who have never done so in the past will most likely shy away from stepping over that line, whether its added as Standard Operating Procedure that the Research Director must authorize any form of Research outside the department or we as Administrators consider the actions of the individual in question in violation of our Powergaming policy. In either case, the consequences outweigh the benefits Comparing it to the "War on Drugs" is silly since it won't motivate anyone who wouldn't already have the motivation to do so which in this case is just a handful of people who, for whatever reason, decide its perfectly fine to create an entire R&D set-up. That being said, I've seen legitimate cases where creating a separate Research and Development department in Engineering was beneficial to the Station as a whole since the original department was entirely unmanned for the majority of the round but, that's a rare case in which they were working towards achieving the Station Goal as opposed to the usual case of unlocking goodies and centralizing the power of their department by removing the need to interact with others.
  18. Uoy rof semoc ENWULC ROOLF eht! KNOH!!!
  19. The whole issue with Engineering being able to build a Research and Development area itself lies in the aspect on ONE and ONLY ONE feature within the game that allows them to do so and this is the Public Research Console circuit board. If that was actually removed entirely from the game, something I wouldn't be sad to see go honestly, then all access to the Protolathe, Analyzer, and Circuit Printer, would be restricted to individuals within the Science Department. The only remaining loophole would be the Mechanic's own console then and unless the Mechanic is up for cluttering their office with RnD equipment they're just shit out of luck in setting one up.
  20. We are an English only server. That doesn't mean that you have to be the best of the best in English since we do have non-native speakers playing however it does mean that you need to be able to communicate in English. If your friend has difficulty typing stuff in English this may not be the best server for him to play on since it is a requirement that you be able to communicate using it.
  21. The sounds of angry cows fill your head, hundreds of angry moos and grunts echo inside and the stench of meat fills your nostrils. Welcome to Paradise! Hopefully the blood in the Chapel will be from the sacrifice of Betsy to Cowtholacism and not your own.
  22. Unfortunately you're on the naughty list. Now let's see that Christmas cheer!
  23. But we still love you for trying. Back to square one with you, good luck in the future, and next time don't steal my damned bacon. Even if it is sinfully delicious.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use