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Everything posted by Coolrune206
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Funnily enough, I didn't even see this post before making https://github.com/ParadiseSS13/Paradise/pull/20106, but :)
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If we go down this route, perhaps we would tie the remains to the Revenant's natural essence regeneration instead. Right now it will regen up to its cap, perhaps this regeneration would only function with the remains placed, so crew could find and destroy it to cripple the revenant's regeneration. It could still re-gain essence after this by absorbing bodies, and perhaps eventually re-place its remains, but it would significantly impede progress.
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Posibility to Name and Disguise person who took Xenomicrobes.
Coolrune206 replied to Venuska1117's topic in Suggestions
I do not think giving normal crew a "become antagonist" button is a good plan. It'd result in a lot of people seeking this out specifically to become an antag for free, or a whole host of other undesirable behaviour for an MRP environment. -
And I am going to be taking them in alive if I disabler them down excepting if they're a changeling or have anti-stuns, because sec is supposed to bring people in alive if possible. The other lad almost certainly won't be giving me the same treatment once he has me down.
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What I'm going to say here is that the general shift in Security's lethality to antags has come about as a response of the combat changes as of late. As things like Meth, CNS, and Stimulative Agent works on stamina now, and the officer's primary non-lethal arresting tools being based on stamina damage, they're not given that many options with how they interact with people on any form of anti-stun. Back in the days of instant stuns, if someone had CNS which made the Golden Bolt unable to stop them, you could swap to the disabler and still manage to arrest them (with some difficulty, granted). Nowadays, your only hope is either waiting out the antistun (not always an option), or hope that it's both a chemical that tranq darts works effectively on AND have Tranq darts on-site AND hit them with the darts. So I definitely believe you should continue to use lethals on individuals who use antistuns in combat. As for individuals with stun weaponry, the situation really depends. Sometimes it's easier to take them down nonlethally but you have to remember that frequently, security getting proper stunned is how they die, and stun weaponry is the opener to that. Not every situation with a hostile having a stun weapon calls for them to be shot but it's also something which should be open to security as an option for handling it. Remember - a disabler is more dangerous than most actual weapons, because if an antag gets you down with four shots of it they can kill you easily afterwards (and honestly usually do). I think a far better way to address this all would be stricter handling of armory weapons. Once the threat that caused them to be distributed is addressed, they should be recalled much sooner than they often are - as of present, if the armory is opened it's rare for all the guns to be back in it by the end of the round, let alone the end of the threat.
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Exactly as it says on the tin. The default ERT sent by admins seems to be the Red ERT, while I feel the Amber ERT serves as a better baseline for responses to most normal antagonists. I believe Red ERT would serve better as a response to entrenched threats, like an established cult or most biohazards. For your regular Joe Schmo Traitor who kills a few officers, Amber would be a much better base level response. Most of the time, the critical resource contributed by an ERT is simply more bodies rather than gear. This suggestion is really more about admin policy than anything else, but I do feel it would be a lovely change to see.
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My vote will shift from no to yes if the sprites become a little less busy (as stated by a lot of people, the dots are distracting), and if the common tiles were just the slightest bit brighter.
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Put down the pitchforks, I'm not advocating for a full return of Security Cyborg modules or anything. However, I believe that them being cut from ERT is strange. Most of people's complaints with Sec Borgs came from their nature of having AA or being particularly only designed for hunting antagonists as a synthetic - these complaints shouldn't really be much of a problem with the ERT variants of Cyborgs considering that the ERT has AA by default and is generally sent (Security ERT anyways) to deal with antagonists. Additionally, this does also mean Secborgs will only pop up whenever an admin deems that they're necessary, which should help a little bit more. It just genuinely feels weird that they were cut at the same time as crew Secborgs, when they suffered from very little of the same problems that crew Secborgs did by their inherent nature as a response. This would also hopefully make Red ERT Borgs slightly less useless, as right now they can only select Medical or Engineering which is most of the time not very useful choices for the ERT.
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Presently, the RD's Green SOP allows them to actively wear their reactive teleport armour, and their Red SOP allows them to arm themselves with a weapon from the lathe (with permission). This seems rather odd for someone who is otherwise a civilian, and presents a bit of an issue seeing as the Reactive Teleport Vest is one of the most powerful armor pieces in the game in most conditions. Thus, I propose a modification to their SOP such that: Current: Code Green 1. The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Supply; 2. The Research Director is permitted to carry a telescopic baton and a flash; 3. The Research Director is not permitted to bring harmful chemicals outside of Science; 4. The Research Director is permitted to carry their Reactive Teleport Armour on their person. However, it is highly recommended they keep it inactive unless necessary, for personal safety; 5. The Research Director is not permitted to authorize the construction of AI Units without the Captain’s approval. An exception is made if the station was not provided with an AI Unit, or a previous AI Unit had to be destroyed. 6. The Research Director must keep the Communications Decryption Key on their person at all times, or at least somewhere safe and out of reach; 7. The Research Director is permitted to add beneficial scripts to Telecommunications; 8. The Research Director is permitted to change the AI Unit’s lawset, provided they receive general approval from the Captain and another Head of Staff. If there are no other Heads of Staff available, Captain approval will suffice; 9. The Research Director must work with Robotics to make sure all Cyborgs remain slaved to the station’s AI Unit, except in such a situation where the AI Unit has been subverted or is malfunctioning. Code Blue 1. All Guidelines carry over from Code Green. Code Red 1. Guidelines 1, 4, 5, 6, 7, 8 and 9 carry over from Code Green; 2. In addition to the a telescopic baton and flash, the Research Director is permitted to carry a single weapon created in the Protolathe, provided they receive authorization from the Head of Security. Exception is made during extreme emergencies, such as Nuclear Operatives or Blob Organisms. 3. The Research Director is permitted to bring harmful chemicals outside of Science for delivery to security personnel, so long as either the Head of Security or Captain authorises it. Said chemicals must be for security-oriented purposes (thermite, controlled explosives, crowd control, biohazard containment, etc.). Modified: Code Green 1. The Research Director must make sure Research is being done. Research must be completed by the end of the shift, assuming Science is provided the materials for it by Supply; 2. The Research Director is permitted to carry a telescopic baton and a flash; 3. The Research Director is not permitted to bring harmful chemicals outside of Science; 4. The Research Director is not permitted to wear their Reactive Teleport Armour except in emergencies. 5. The Research Director is not permitted to authorize the construction of AI Units without the Captain’s approval. An exception is made if the station was not provided with an AI Unit, or a previous AI Unit had to be destroyed. 6. The Research Director must keep the Communications Decryption Key on their person at all times, or at least somewhere safe and out of reach; 7. The Research Director is permitted to change the AI Unit’s lawset, provided they receive general approval from the Captain and another Head of Staff. If there are no other Heads of Staff available, Captain approval will suffice; 8. The Research Director must work with Robotics to make sure all Cyborgs remain slaved to the station’s AI Unit, except in such a situation where the AI Unit has been subverted or is malfunctioning. Code Blue 1. All Guidelines carry over from Code Green. Code Red 1. Guidelines 1, 4, 5, 6, 7, 8 and 9 carry over from Code Green; 3. The Research Director is permitted to bring harmful chemicals outside of Science for delivery to security personnel, so long as either the Head of Security or Captain authorises it. Said chemicals must be for security-oriented purposes (thermite, controlled explosives, crowd control, biohazard containment, etc.). 4. The Research Director is permitted to wear their Reactive Teleport Armour, though it is highly recommended they keep it inactive unless necessary, for personal safety; Changes: Article 4 of Code Green modified to prohibit wearing of Reactive Teleport Armour unless in emergencies, Article 4 added to Code Red allowing the Research Director to wear the Reactive Teleport Armour while on red alert. Article 2 of Code Red deleted, prohibiting the Research Director from arming within their SOP (Crew may still be armed as pertaining to other SOP, which would allow the Research Director to do so, as they are civilian crew). Article 7 of Code Green removed, as "Beneficial Scripts" are not really a thing that exist with the current implementation of telecommunications to my understanding. Articles 8 and 9 moved downwards accordingly.
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Reach the highest number without an admin posting
Coolrune206 replied to Mrs Dobbins's topic in Civilian's Days
Ein -
Reach the highest number without an admin posting
Coolrune206 replied to Mrs Dobbins's topic in Civilian's Days
5 shotgun slugs discharged at Wolf O'Donnsmall -
I can see why you would want something like this, but there are numerous downsides: some previously touched on, but - Antag looking for Sec access, targets Sec Cadet because they know they're likely to be less robust/less likely to be partnered up, etc. Sec Cadet doesn't gain much meaningful experience from this and is likely to get discouraged from playing sec from being targeted. Player needing surgery enters medbay, sees Junior Doctor and Medical Doctor. Requests surgery from M.D. because he wants a quick surgery, J.D. gets no experience. Miner goes to RnD, requests usual miner gear from Trainee Scientist. Trainee Scientist takes a few minutes at the console printing things and unga Miner gets upset that his shit isn't immediately printed, demands a "real" scientist over common channel. Etc etc etc. You might think "Well I'd never do any of these things, I'm respectful of new players and would want them to learn", but the fact of the matter is that opinion is not shared by every single member of this community. A genuinely large portion of the community will take the gamer option where available, the path of least resistance to them, and if that means singling out as a target or deliberately avoiding less experienced players, some players would genuinely take that option. The current model where all job titles are equivalent does a lot of good. Nobody's learned this game without making some slipups at their jobs, and that's a natural part of the game's flow. If we marked players who were inexperienced or experienced, that would also detract from the uncertainty that SS13 is so good at generating - is that person doing their job recklessly/harmfully still learning, or are they a nefarious traitor? If someone's really determined to get themselves marked as a trainee, they can take a 2-5 minute stop at the HoP line at the beginning of the round and get their job name changed. However, I don't really see people having different reactions if a trainee asks them for help learning a task than if just a regular department member were to ask them for help. People with time will still say yes, people who are busy or uncaring will still say no.
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Holy Water Should Make Everyone Vomit Blood
Coolrune206 replied to Retrograde115's topic in Suggestions
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What is a voxxy and are they bad or good?
Coolrune206 replied to sammiekun's topic in General Discussion
Vox are Pox -
If the goal is to attempt to avoid confusion by having two different things named the same, it's probably best to avoid calling these augments. Augmentation is already a thing that can be done by robotics, wherein robot body parts are used to augment an organic humanoid. Especially considering the nature of implants and how robotics can sometimes be handling them, I would forsee players asking for "Augmentation" resulting in confusion between the present augmentation and RnD augments.
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Reduce amount of Holy Water needed to deconvert Cultists
Coolrune206 replied to Coolrune206's topic in Suggestions
On-the-go deconversions already do occur, with the downside to Sec being the reduced safety of it - especially considering they cannot stop the cultist from communicating with its team. However, I still do see your point - do you have any ideas for how to mitigate this issue? -
Reduce amount of Holy Water needed to deconvert Cultists
Coolrune206 replied to Coolrune206's topic in Suggestions
Could then leave the amount required the same and increase the rate of consumption? I'm not sure how that might affect other holy water based issues like Vampires. -
Going to keep this short and simple - The deconversion time for cultists is far too long. Security can arrest a cultist, drag them to processing, fill them with holy water, and then it just becomes a babysitting game for about ~3 minutes. Meanwhile, the cult grabs someone and effectively instantly converts them due to the way the Offering and Spirit Realm runes work. Sitting around in processing for the long-ass time it takes to deconvert people isn't fun, either for the captured, buckled cultist or the babysitting officer. Reducing the amount of holy water needed to deconvert people to about 1/2 or even 1/3 of what it presently is would hopefully streamline an otherwise quite boring process and keep the round moving - plus, it would be a minor yet effective nerf that the cult desperately needs.
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How easy is it to walk onto a NanoTrasen station with no equipment and walk off with a large amount of sensitive data and items? Apparently, very. All tech disks were obtained at level seven minus illegals (which was at 2) and alien (which was not obtained), botanical and xenobiological samples were obtained, as well as Lazarus technology and anomalous materials. An unfairly written employment contract was swiped, and a contraband 10mm pistol was acquired. However, the true treasure of this corporate espionage was the photos. Pictured: The Head of Personnel's personal use Guardian The incredibly stable Supermatter Crystal A local of Ligure, an "Ash Walker" being detained on-station by security personnel And lastly, a little something for blackmail - the Captain's ass
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With the removal of the option for players to choose Security Cyborgs (and Generalist Cyborgs), Malf AIs have also lost access to these modules for the purpose of combatting crew directly with their Cyborgs - this makes certain Malf AI tactics far less viable, such as trying to combat the crew with a Cyborg army created by a Borging Machine, as they now (mostly) lack ranged attackers. I believe the simple solution to this would be to allow the Malf AI to purchase an ability with its points (perhaps 20 per use) that would allow it to directly alter one of its Cyborgs and upgrade it to the Security Module (while also hacking them for the laser for convenience). The amount of purchases of this ability could be limited, if concerns of the AI making too many security modules is present, but I believe the cost alone should serve as a balancing factor.
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Hi I'm Impedus and I'm gonna try and be more forum-active!
Coolrune206 replied to Melinda's topic in Introductions
Nerd squad unite also hullo -
CQC was re-added to the Traitor Uplink in this PR: https://github.com/ParadiseSS13/Paradise/pull/14474 Since then, it's seen its fair share of nerfs (unable to be discounted, unable to use as Vampire/Changeling). However, I don't think I'm alone in the belief that it is still an overwhelmingly strong purchase, and generally completely un-fun to play against. Is it rather fun to use? Of course, it's overpowered so it's rather fun. However, I cannot think of anything fun about being on the receiving end of many of the things CQC does. Putting aside the legsweep into an instant sleep, the instant grab sleep is also ridiculously strong, as well as all the other things CQC does. The most important thing about it, however, is that it's not an item - Sec can't detect it upon searching someone, and it can't be confiscated or disarmed in a fight. If sec does manage to catch the CQC user and perma them, they cannot remove the martial arts from them while they're in perma. CQC is balanced - for nukies, and it popping up in bundles is (generally) rare enough to make it not as much of a problem as it is now. As it stands, with certain traitors buying it every round and becoming near-unstoppable thanks to it, I would not say that CQC on traitors is a thing that benefits the general fun of most rounds, and think it should be restricted to nukies and the Bond bundle as a result. And hey - Sleeping Carp has been reworked to actually be both good (while not overpowered) and affordable, meaning it can honestly replace CQC as a martial arts choice for traitors. Now I wait for @Charliminator to tell me "it's a skill issue"
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