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Nakhi

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Everything posted by Nakhi

  1. I figure it's better to just put all of these together into one thread, and using a table of contents linking to the individual posts. Better than making a dozen different single threads, no? Of course just relinking to existing ones, for the sake of not reposting them. Others will be filled in over time in here. Contents: - Luca A. Trovato: Vulpkanin, 43 years old, Retired, NT Representative - Azukhannja Tulrikvah: Tajaran, 23 years old, Active, Detective - Mirtulzartajr Tulrikvah: Tajaran, 23 years old, Active, Mechanic - Seekikoreshskak Lass: Unathi, 35 years old, Active, Stupid Brute Blueshield - LucAI Mk. III: IPC, Active, Miner - Greyson Nash: Grey, 50 years old, Active
  2. But then it will have to be short and it'll look like it's tucked into the pants. I mean WHO WEARS A HAWAIIAN SHIRT TUCKED IN!? Magnum PI do. http://s95.photobucket.com/user/streakpi/media/magnum-pi-hawaiian-shirt.jpg.html
  3. I think most people know me by now, but actually making one of these because I can't remember if I ever had. So yeah, hi people. Took a bit if a break due to work, but I may be coming back in the near future (i.e. tonight) depending on when I end the day.
  4. I think Cargo probably has a few rolls laying around the disposals room. I think there's one in the dorms on the Needlessly Large Table. Primary tool storage has at least one I think. They're alll around, just usually ignored since they serve little practical purpose. Though it's worth testing that, since you can use them to put tape on pieces of paper to stick them to walls and windows and such, if you can photocopy your ass and use it to cover the walls. Still though, they're around. I think it's just labeled as "tape roll" or something like that. Looks like duct tape.
  5. Nakhi

    no

    Jesus. People have proposed these things for years now, and the response is basically always the same; the pets are a novelty item for heads of staff. Giving every role a pet makes it just another thing, instead of the amusing novelty that it is/should be. Suggestion: Dont get all mad over being rejected when many people have proposed these, and it almost always loses any momentum/discussion, or is outright rejected for the reason listed above. Honestly, we don't need too many pets, because that gives more chances for dicks to play as Ian or other pets and be dicks. And when you yourself said, in that first link:
  6. If/when we add in Gang mode, allow a selectable special game handshake that takes up multiple lines. Obviously this could never be meta'd.
  7. Oh yeah, certainly not saying it's bad or shouldn't happen just that I think it was roughly proposed once. I just also think if there'd be the extra work to do something like that with an ERT, they should be a bit more common so that coding doesn't go to waste Otherwise it does seem to more or less address the EAT equipment suggestion while keeping with the modification to streamline it.
  8. Inb4 mixed squad of security, medics, and engineers... all with L6s. But yeah, I distinctly remember something like this getting pitched at one point when ERTs were more common (almost every round) and it was rejected for... being snowflakey probably? Then again it didn't get much discussion. As for an actual weapons vendor, I can sort of agree with the sentiment it'd slow response times, as well as giving the teams a chance to equip heavier weaponry if, say, a serious threat is on station and Central sends an Amber team with their paper mache armor and pop guns.
  9. The way I see it though is that suggesting it as a permanent thing is really kind of silly. The whole thing is really meant to be a gimmick. If you wanted anything of the sort, I think it'd be better suited as an event honestly.
  10. We have that. It's called "Revolution".
  11. I think there actually is a pie launcher in the code. I vaguely remember such a round where admins spawned them for everyone constantly. It's basically a gun that shoots pies.
  12. Having spent zero minutes in the permabrig and regular brig, but having played security, I can think of a few things that would improve it. But I see a few problems I see with the mapping. I know you said it's a terrible remap, but it's a decent enough basis to at least add some critique. - For the botany area, there's no seed vendor. Can't grow if you can't seed. - The all windows cells are... well, ultimately a bit odd. I also don't see the grilles under them, but I assume it's implied given the wiring. From a security standpoint, it is still relatively secure. - For clarification; is that disposals pipe meant for security send items into the perma brig, without having to expose themselves to danger? I approve of this if that's the case. Means less danger if someone is preparing to spring a trap in perma and they ask for X to come on in for something. On the note of needing more, there comes a line between "punishment" and "enjoyable". I don't see the point of, say a basketball court, when usually there will only ever be one person in the permabrig at best. The Captain usually likes doing executions instead of permabriggings if they catch an antag. And Security always urges for the death penalty for any capital crime (even if it's one of the "less severe" ones like Attempted Murder, or, only once, Sexual Assault). So, I doubt the court is needed, but maybe an arcade machine. Ultimately you may have one person on the botany, another one or two on the arcade machines, and whoever else just doing their own thing. There's ultimately no reason to go too overboard. I can see the problems with the self-borging thing. That requires the Captain or Magistrate to approve a forced cyborging. If you're in the permabrig for, let's say, a capital crime, then it should have been sentenced prior instead of done after the fact. If you're in for a stacking of normal charges, it feels like just a way to get out of the permabrig. I feel like, for those people that get put in the permabrig for just being a shitter toward Security, to be able to get borged like that, would turn around and metagrudge the people that arrested them. I am sure the staff would jump on it. Ultimately if they want to get borged, it should be done the legal means with paperwork and going to Robotics. The latter issue is the same with the idea of being able to be removed from the round and respawn. Respawn is disabled by default to prevent metagrudging and gaming in that form. However, adding a cryo pod or two to Perma could accomplish basically the same thing, and have more utility. In going to cryo, if you SSD, you get removed from the round and the slot re-opened for anyone that may join later. Plus it'd make more sense from a realism sense to have them moved to a "long term incarceration storage" or something like that, instead of just jumping in and getting a free execution without approval from Captain/Magistrate. Ultimately, some of the ideas are good. But Perma won't be used as much no matter what changes get made. That's why a few little things are better for the time being instead of a major overhaul. I do hope that some things would be considered by staff, as plausible, or at least point out any issues with any of this. I know I have heard before from someone that the idea isn't to make the brig fun.
  13. I actually think the perma brig on the other map (boxstation?) has this. A common area, plus a botany area with Ambrosia seeds too. Because if you're in perma, fuck it, grow some weed. But at least with the station we have, I personally think this would at least alleviate some of the inevitable boredom that comes with being locked up in the permabrig. Yes, it can be argued that if you're there, you don't deserve to have fun, but that's partmof an argument that'd cause problems for Security, when these bored people attempt a breakout. On the other hand, 95% of the time anymore the permabrig is being used for antagonists that got caught, so they'll inevitably attempt the breakout anyway. But having a little botany area could hurt, I am sure. Who actually uses those beds in the corner room? That'd be a fine area.
  14. For those unaware: Arachnogenesis is the name of an old Stage 4 virus symptom that has since been commented out. In short, it caused people to vomit up live spiderlings, varying from one every few seconds to one every second (or more in rare cases). Usually when viruses got to this point, everyone would be infected and you'd have dozens of people vomiting probably dozens of spiders before the spiders grow and kill everyone. At that point, there's too many for security to handle, and eventually the station will succumb to the spider infestation. One round I recall is where it got so bad that the server could barely run with all the spiders, spiderlings, eggs, and webs. An ERT was called and murdered by the spiders. The Deathsquad was called, and murdered by the spiders. Another ERT was sent along with a Syndicate Strike Team. I think the two ultimately worked together for a bit against the common arachnid enemy before the server crashed. In short, Arachnogenesis is a round ending symptom that's kind of gimmicky and amusing for a couple rounds before the "spiders, every round" gets old and boring and complete unfun. As such, this "suggestion" seems a bit more shitposty than serious.
  15. I think they used to take some time to load, and they'd go directly to the relevant wiki pages and display it on the pages like some sort of future Harry Potter shit, rather than being actual text files that you'd read in the book.
  16. People have talked about making things like Genetics a karma job after there's a string of abuses in a short period. I know it has gotten a bit worse, and I think it's in part due to the fact that a large number of RD and CMO players tend to play the roles as lords over their domain, wanting everything to work how they want, and rarely those two heads communicate. I've heard of RDs running in to demand powers and CMOs that demand that geneticists get rid of their powers and flaunting the new SOP to try to enforce their will (unsuccessfully). Ultimately, it won't be karma locked, since where will it end if that happened? The idea of karma is a reward for good roleplay, and thus the roles locked behind them are heavier in roleplay. Locking the geneticist behind basically RP points to unlock a role that's... click buttons for two hours isn't really what the system is for. So, in short, (try to) make the RD and CMO work together and agree on things. That'd probably solve most, if not all, of the issues that lead to genetics abuse.
  17. Holy toilet water: Killing Vulpkanin vampires since 2560.
  18. I think you're using a single experience, a single anecdote, to try to argue why pods shouldn't be that fast. I think everyone agrees that they were too fast. However in using this story, again, it's the same argument. Just because one thing can happen doesn't mean it will. I don't think anyone would actually go through the trouble of all that just to give the operatives a hard time. I'd like to think that with Mechanic and Pod Pilot being behind the karma wall, and thus expected to have some experience on the server, that they wouldn't do this to the operatives, knowing how difficult the role is to begin with. Beyond that, I can now say that while the pod can't really juke now, absolutely everyone else can. I had gotten into a minor chase with an individual in space. They hadn't really done anything wrong, had a regular jetpack, and were simply fleeing. One upside of the speed drop is that it was far easier to control and maneuver at the low speed. The downside is that the guy was juking every shot. I fired about 10 shots, possibly one or two more, with the tasers, and only 3 landed. This would be the case anyway unless I am shooting from off-screen, but now the pods have the disadvantage of being large, easily hit targets, while the pods still can't hit anything repeatedly thanks to the fact that the guns fire two beams on two tiles in a straight line that the pod is looking in. The advantage of the pod was the speed, to avoid getting hit after making a harassing shot. And without resorting to cheap tactics, I personally have still lost multiple pods in combat. They are not, and were not, invincible just because they were fast. I've been hit with EMPs that shut the pod down, and a single one can put you out for 15 seconds or more. An operative with a glancing hit or a Vox that aimed the shot well will stop the pod, and the pilot will likely be dead soon, even if they eject and run. Ultimately I believe the defenses being used to justify the speed drop - at least here in this thread - are based on a handful of stories of people exploiting the speed and, I'd argue, rarely if ever actually flying the pods to see the advantages and disadvantages. I may be wrong on that count of course.
  19. The flashbacks are returning, oh god. Never forget that not five minutes later I almost get killed from the nanofrost launcher too.
  20. We don't; I take issue with the argument though that they were somehow intentionally designed to be a particular speed, specifically to deal with carp/evade nuke ops/etc when they were a feature implemented on VG specifically to copy Goon's pods. Alright, I concede that point. I misunderstood what was meant then.
  21. I could only think of this:
  22. Let me preface this by saying I rarely go on the defense for features, but considering I have always, and still enjoy the pilot role, I'd rather not see it changed too drastically based on anecdotal remarks that don't really hold much water. So my opinion here is going to be biased, and kind of long winded. No I won't do a tl;dr version at the end. I can attest that as the sec pilot, you never were a threat so much as a harassment against nuke ops and the rare hostile Vox raiders. If you got too close to the former, there was the high chance of getting hit with an ion rifle when you're trying to line up. With the latter, they also have ion and EMP weapons to shut you in place. In both cases, you will be destroyed almost immediately. Like Pinata, I could name a number of fights I got into with the pod against all threats. Ultimately they may be anecdotal, but in the end I can say that the pod pilot really isn't the super threat that people seem to think. Yes, it moves fast, but you're better off going around with a jetpack and a normal laser and taser. At the speed before, your only option was to take a quick shot, loop around, and line up again thanks to the laser and taser cooldown being longer than well... anything shot at you. I think it's 1-2 seconds between lasers, and maybe 1 second for tasers. Now if you were to do that, you're right in the line of fire, as a larger target, with no means to defend yourself since the weapons are one direction. What the speed drop did, which was necessary, yes, because it was too fast, is render the security pilot useless. They may be able to catch up to a person with a jetpack, but that person also likely has more weapons than the pod and can fire them faster, as well as fire them in all directions and juke the straight line pod weapons each and every time. Then, when the pod fires, they have try to back off while still predicting where the target will be to make the next shot maybe land. Against the average fugitive in space, i.e. a traitor around the AI sat or someone that escaped into space; the pod used to have an advantage, because the person didn't usually have time to prepare for a pod, or you could keep them suppressed in an area while Security moved in. Now it'll take 2-3 minutes to move from the pod bay to the AI satellite, assuming you're actually there at the time a call comes through. Against a nuke op, you're probably going to be able to call out a location and harass the group a bit, but you likely won't be able to kill. At best you'd be able to stun one down with the pod tasers (happened to me, as the operative), giving you a chance to get out and take them solo. Ultimately the pilot is just the early warning and harasser, causing minor damage while Security prepares internally. In that sense, they'd be invaluable I believe. Against hostile Vox, the same issue as above comes in. They're going to expect a pod response, and I believe they can hear sec comms so they know you're coming if you announce it. If you get hit with the ion rifle, pod is shut down. As has happened to me, most will keep hitting the pod with the ion rifle to kill it. One full charge will kill a pod. Ultimately I do believe the speed nerf was needed, but now it's too slow to the point of obsolescence, which brings me to this. Why do we have to be equivalent to Goon in this sense? Aren't we, as a server, meant to try to be somewhat unique? We've adopted a Goon-style chemistry, we've mixed some /tg/ features with other Bay features. We're an interesting mix of different code. Why move too heavily toward one direction, when it renders a coded role almost useless?
  23. I like the engine idea, definitely. It gives more "items" to add to the pod, rather than a cell, weapon, and a beacon that there is now. And... that's also all there is. So engines would be a nice little change. I think it'd be a bit harder to code though than it seems.
  24. They went from Sanic speed to slightly faster than jetpack. While I do believe the nerf is good - many times 've been eluded by a dickbag in a space pod that manages to get going faster than me after they raided the armory or something - I do agree it's too slow. Now it renders it almost useless from a security enforcement standpoint. It takes 2-3 minutes to respond to an AI sat call, for example, rather than the 20-30 seconds (or less) beforehand. In that time the person probably manages to escape, and the former hero of the station (pod pilot, obviously) gets treated like standard shitcurity for not responding fast enough.
  25. Well, it was more that I couldn't see a reason to put a paragraph break in there, but fair point. I also noticed that the sec/med records on the laptops function like this. They print out with all the formatting from the laptops, but the med/sec/emp consoles don't. I think it'd be because laptops are older code, but maybe there's something there that'd affect that.
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