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destinycall

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    destinycall

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  1. This idea has been raised before and leadership decided that it wouldn't work, but was it ever actually tried in-game? This is something I have wished was in the game since the first time I joined the server. I know I am not the only person who would be happy to see it given a trial run.
  2. As others have said, I think the benefits of being identified to other players as "in training" outweigh the downsides. From the perspective of a newer player, I am more vulnerable to antagonists because of my limited game-experience, whether they realize I am new or not. At least if others know I am still learning, they won't assume I can handle a dangerous situation alone. Without the trainee title, I would still be a liability to my dept due to inexperience and that's a big part of why I avoid even attempting certain jobs. And yes, there will be some people who will not want my help if it is my first day on the job ... that's okay. I don't want to give someone sub-optimal service either. I just want to learn how to do the job right. Hopefully, one of my co-workers or the dept head will take the time to train me so I will only need to survive as an "intern" for a few rounds. Being new is a temporary but important stage in your career, even in space. Considering SS13 is primarily a game about role-playing different jobs, I think a trainee job title fits the theme while also helping new players get into the experience. It also allows more experienced players to step into the role of trainer or mentor. I find it very satisfying to teach newer players how to do jobs that I have already learned. But I don't want to assume someone is new based on their behavior, if they haven't said anything. This kind of title would serve as an invitation to teach. Regarding use of the HoP line to change your job title - I do not consider that to be a viable alternative for many newer players. The trainee job title would be especially useful to players who are inexperienced with SS13 in general. If you don't know how to play basic roles, then what are the chances you know where the HoP's office is located or how to change your job mid-round? This option is really only available to more advanced players who already have a decent understanding of basic operations. It might work okay for more complex job, like Medical or Security, since you should probably wait until you know your way around the station before attempting these jobs. However, from my own experience, the HoP is a busy person and getting your job changed can easily take half an hour of solid effort, especially if you need to track down a different dept head for approval. IMO, A trainee title would be much simpler and faster, while achieving the same result. i really think this would be a worthwhile change that would improve the experience for new and returning players who want to learn their roles better.
  3. I would love this. There are many roles that I would like to try, but I find it very intimidating to just "jump in" and try to do my best as a noob. Medical doctor is especially worrying since there are literally lives on the line. Security is another one that I don't feel okay just winging it. I am not confident in my ability to do a decent job and don't want to ruin someone else's round because I failed to act appropriately in the heat of the moment or ask for help when I needed it. A job title that lets others know that I am still learning and might need extra help would lower the barrier to entry enough that I would feel okay taking the chance to learn those more complicated roles.
  4. Botany isn't part of SCI. Isn't it Support? If it is fleshed out a little more, xenobotany could be used as a way to balance out botany/rnd power. For example, if glowshrooms were no longer available from the hacked vendor or rare seed crate, you would need to wait for a miner to bring in a sample before completing RnD plants. Other key plants could also be "lavaland only" so access would be more limited and depend on more interdepartmental cooperation.
  5. When I suggested that cursed items should provide some upside so people might still want them, I was thinking more along the lines of letting the player keep the original item if they manage to break the curse, instead of dusting it. The current version is way over-powered. Gotta find a balance where cursed items are bad, but not so bad no one would ever want them. Kind of like the cursed lavaland stuff (gluttony, envy, etc), which is dangerous to the unwary but potentially useful if you can overcome the downsides. Or not super obviously evil so someone might pick them up by accident even if they are aware of the possibility of cursed artifacts, like the fake insulated gloves that look real unless you examine them closely.
  6. The cursed items would be very bad to pick-up with no upsides, so I am confused why anyone would touch rare loot that was nearby when you heard that whispering sound. Seems like it would be pretty easy to avoid after the first encounter. Is that intended? The idea reminds me a little of fake insulated gloves, but with more magic involved.
  7. To encourage diversity of produce and multiple department involvement, it would be good if completing this goal required the station to hit a certain number of points in different categories of relief goods, kind of like how DNA vault has different categories of DNA. After hitting the cap, you could still give goods for a minor reward, but it wouldn't advance the station goal further.
  8. Eight Engines Delamminating.
  9. That would be awesome. There are quite a few useful, fun, or funny books available in the library. It can be quite entertaining to surf through them. I'd definitely like a way to give some of those hidden gems the recognition they deserve.
  10. What would love to see is a way to organize books by "collections" that can be updated and saved for later, so you can print a bunch of good books to create different styles or library themes. It can take a lot of searching to find good books and then it is easy to forget or lose track of them by the next time you play as a librarian. Printing all the books on an open page will get you a lot of books, but many won't be worth printing, in my experience.
  11. Here's a thought - remove the surgery table and operating table from robotics. Anything that requires actual surgery, like IPC repair, implants, and borging, gets moved over to the repair bay and/or med bay, handled by trained cybernetic techs. If there are no cybernetic techs available, the roboticist might need to be called upon to assist in IPC repairs, when necessary, but this would not be his primary job. Regular roboticists would be responsible for making or repairing bots, borgs, and mechs, instead of being half-surgeons. And the repair bay could be located next to medbay for easy access .... and offer extra surgery space when times are hard and lots of crew are broken. It might even encourage MedChem to make a few medicines for IPCs. I don't see this as a bad change, personally. The little surgery corner in Robotics has always felt weirdly out of place to me. It isn't even sectioned off from the rest of the room. I think the cybernetic technicians should have robotics access (but no access to other parts of Science) along with limited medbay access. This would let them bridge the two depts and help IPC crew get back on their feet faster.
  12. I really like this idea. Not only does it serve as a good balance to a powerful healing artifact, it also encourages the Chaplain to stick to his intended workspace, instead of wandering the station to deal out random heals or hanging out in medbay, stealing work from the doctors. I don't have a problem with a healing chaplain, but I want him to be chaplain first, healer second.
  13. Agreed. Very nice idea. I would like this added and not just as a traitor item. Also, I had no idea you could change your appearance at mirrors. I have learned something new and cool.
  14. Also, does anyone know if the problem is purely a numbers issue or does timing also factor into creating the slowdown? I mean does the server bog down if you activate a bunch of gold extract in the same tick,because it has to spawn so many mobs at the same moment in time? Would it be able to handle the spawns if they were more spaced out in time or in space? I was assuming this problem is mostly caused by gold slime spawns, but does it also happen when xenobiology produces tons and tons of normal slimes?
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