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Everything posted by Allfd
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https://github.com/ParadiseSS13/Paradise/pull/6123 Test case PR opened, effects vision of Vulp and Taj. Yes, it changes vision to earth standard for those species, we are limited in imagination. Also its easier to lower the amount of cones a species can see then increase them above human standards for OOC reasons. It can be opted out with mechanical eyes.
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Smell? That would be amazing!
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I do also, I would leave in the ability to see blood and tell type and call it smell. Much easier then coding smell.
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Make Vulps react to chocolate the same way Skrells react to alcohol Make Vulps react to chocolate the same way Skrells react to alcohol It would be different, caffeine would be much more effective on Vulps if we went this route in terms of all it's effects up until heart failure. So both a buff and debuff?
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100% One of the best parts of being a Vox when they were introduced was the comradery that would develop from attempting to avoid medbay at all costs. Going to medbay for anything at all could end up killing you with no chance of revival.
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NanoTrasen experimental weapons testing.
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I would also be all for this if it resulted in less people getting taken out of the round.
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I guess where I am coming from is enhancing the antagonist experience seems to be like a balance thing unless it was somehow combined with antagonists goals not being to take people out of the round. Paradise had clone memory disorder in the rules, but they were removed about halfway through 2014 with a discussion very much like this one.
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Clone Memory Disorder is designed for high RP servers where taking anyone out of the round, even your target, is highly discouraged. This seems more of a discussion about traitor balancing then RP.
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This can't end well.
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Accidentally removing Voxygen is an age old tradition. Station life has never been safer for Vox, gone are the days of the medical ERT "saving" you from asphyxiation by pumping you full of Inaprovaline.
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So I have a story. I was playing a security officer one round a great while ago. I had the objective of stealing the CMOs hypospray, I made some fake charges, arrested them and dragged them to the brig all the while they were screaming about shitcurity. Threw them in the cell, searched them, and while I was putting their items in the locker I pocketed the Hypospray and that was it. Timer was set for whatever the time of the supposed crime was (I think it was 10 minutes but I don't remember the crime) and that was it. I did not want to do anything to take them out of the round so instead ended up just wasting the other players time so I could get greentext with minimal increase in any sort of chaos or narrative. This was the point I unchecked almost all the antag and they have only been put back on rarely since. Security has enough problems without figuring out who is an antagonist or just a horrible security officer.
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I really like the baystation power substation model, it gives you something to do as an engineer.
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For the AI detector and sleepy pen, perhaps we could just name them the same as the real items? Who would know? Sure security could just try stabbing themselves, so perhaps it could only be used by a traitor? I like the secret activation idea.
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How do you guys feel about the general direction of Paradise
Allfd replied to SpaceTimeNow's topic in Suggestions
I guess this is what I miss the most. I miss some of the characters and players from what I would consider the old days (2014) I remember a time when working in engineering was exciting, I spent the first few months playing nothing but engineering and atmospherics, round after round. I don't play engineering on paradise anymore. I find it hard to engage in RP sometimes for the same reasons as in the quote which is unfortunate. I still play paradise for the connections I have made with other players over the years. -
Here are some old ones I received a call that the clown had gotten trapped in the reactor and I needed to investigate. The results were inconclusive. I never found out what exactly botany had been growing that shift. This is why you don't open firelocks.
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I guess my problem with this would be that its forced roleplay of the worst sort. As a player with many non-human characters I would have no problems with corporate speciesism if it were to occur organically out of the community. That would be something to work around in character and could be an interesting dynamic. For a long time a good portion of the story behind one of my characters even assumed it. The problem in my mind though is one of setting. Corporations often allow biases to seep into decision making process with plenty of historical examples, however at the end of the day they exist for the sole purpose of enriching their stock holders which immediately calls to my objection to this. How exactly does having human only leadership improve NT's bottom line when taken in context of the average human captain aboard the Cyberiad? If I had to judge the level of leadership competency that would be displayed for a shift (maturity and capability not mechanics/law/sop) from a captain and all I was allowed to know was their species, would I place humans at the top of the list? If not should we be discussing corporate speciesism to the disadvantage of humans? Perhaps on a high RP server or with white-listed command positions this would be plausible, but I highly doubt anyone is interested in going down that route.
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I would probably start doing just that, anyone with prints on an emag is now an enemy of the corporation. Executions for everyone!
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I miss chocolate walls, they were horrible in an entertaining way.
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I like this and the separation of permanent from execution. I really like that enemy of the corporation is in permanent. I think changing the permanent brig to include some additional opportunities for visitation and interaction would be nice to go along to the changes with space law.
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I have used it for RP, which I know is a single data point. It is a very handy visual aid and does a much better job of getting a point across then typing out a me" or shouting. Also it would actually shoot them if they moved which is rarely a decision I would have any of my characters make. Where it could come in useful is preventing someone from attacking you when the speech bubble appears while typing. It could be used to give those wanting to try to initiate RP time to do so without the risk that is usually inherent in going that route. I can't say that this is how it is used in practice, but I think it is its intent. The server has drifted towards valid hunting, execution, and permabriging. It also takes time to type things. Both of those combined with some of the combat mechanics surrounding some of the ranged weapons puts players in a position where shooting first can guarantee victory, and defeat probably means being taken out of the round. This does not leave a tremendous amount of room for any sort of communication and I honestly have no idea what way removing aiming pushes that equation. Ultimately it could come down to intent. If the person uses aiming views it as a tool to buy time to start speaking as they want to RP I would view it as beneficial. If they need to ensure that no vampires get any green text I would view that as problematic. I also know some players who could see that in reverse depending on what they were looking for. I don't do a good job hiding my affinity for some high RP style features in the code base. However I recognize that Paradise is a different server then the ones that originated some of those features and what works for them may not work for Paradise with its unique player base and play style.
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As long as we are talking about OOC features it would be nice to have the option of muting all OOC once the round started and having it come back on at the end. I guess I don't really have anyone I want to tune out, but I usually disable OOC before playing security/command/synthetic so I can try my best to keep up with what is being said.
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Being the Head of Security in a Revolution Round.
Allfd replied to Westhybrid's topic in Stories of NSS Cyberiad
A good story, thank you for sharing!