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Everything posted by Scheveningen
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[Accepted] Gollee's CCIA Reapplication
Scheveningen replied to Gollee's topic in Moderator Applications Archives
+1. Gollee was one of the founding members back when it was called the Duty Officers rather than CCIAA. I think at one point he was my boss shortly after Hartburry moved on. Easily one of the cooler-headed old guard members that is surprisingly still around. -
These are actually gorgeous sprites. I wish this wasn't a custom item app exclusive for one person but I will say +1 anyway.
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[2 Dismissals - Bin Sun/29/2018]]Remove the detective's revolver's lethals
Scheveningen replied to Worthy's topic in Archive
Isn't the detective a high priority target, considering how he's in charge of tracking down criminals just as much as any security officer but with more hands-on investigative nuances? Also consider that he has a gun. The fact that he has one should make him more of an attractive target for an antagonist to mug for his gun, access, etc. -
You clearly haven't been reading the github in combination with this thread either. I will point out you hopped into this thread just to insult everyone for their responses in it. Nice one. Here's something I pinged Burger on discord with, which he's neglected to directly reply to, for some strange reason! It's funny how he complains about a lack of feedback especially when he doesn't even respond to it. . This particular point I presented on the very first page went ignored by the OP. The entire concern of how it would affect the non-antag and antagonist dichotomy was just glossed over as Burger made it so that the chemicals instead asked the aforementioned antagonist for their OOC consent to revert their antag status instead. It is not quantifiable how ridiculous the aforementioned mechanic is. But it sounds pretty ridiculous at first hearing it. Drugging people with chemicals is not hard. It is just as easy as drawing liquid from a needle, using harm intent and stabbing someone with it as the entire 15 unit solution is injected into them. Who cares if you broke a needle? Being able to drug one person with a significant amount of a solution is incredibly powerful, moreso powerful than hypos. Loyalty implants were deliberately put into the game and administered roundstart to a few round-sensitive roles to ensure there isn't a possibility of someone becoming an antagonist with almost absolute or near absolute power in the relative interest of the station locale, barring loyalist shenanigans. Loyalty implants are also very useful in the event someone needs to be de-converted from a serious antagonist role while still keeping them working on the station. This is reserved for high payroll personnel, usually, for those who are otherwise indispensable. And the OP wants to completely shake up this tentative balance by making chemicals screw with antag and loyalty implant status? What is the actual merit of this idea beyond implementing edgy mind-control features, as if being dominated by a vampire wasn't inherently oppressive enough? But you know, belittle people's arguments, call people salty and otherwise refuse to see the merit in those arguments. Because I've seen more decent justification as to why we should be against the OP's implementation rather than why we should be for it. Let's even check out Kaed's implementation and what you thought of i- . Ah, well, what you and Burger thought of it, rather. https://github.com/Aurorastation/Aurora.3/pull/4652 I heavily invite both Pacman and Burger as well as anyone else with any stake in this discussion to read the contents of Kaed's PR and compare them in opposition to Burger's, and see what would be far more ideal. But generally speaking, I find that drugs that emulate psychosis that's left up to the player to roleplay accordingly, based on what their character would do rather than what the player would do, is more of an attractive idea. Then D o n ' t
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[2 Dismissals - Bin Sun/29/2018]]Remove the detective's revolver's lethals
Scheveningen replied to Worthy's topic in Archive
So does the captain, the head of personnel and the head of security? -
[2 Dismissals - Bin Sun/29/2018]]Remove the detective's revolver's lethals
Scheveningen replied to Worthy's topic in Archive
We even have pamphlets on "what to do in the event of meeting a spy." Detectives exist to investigate internal security issues. This may also extend to homicides and etc. The detective (plus the rest of security) is basically the first person to be spoken to whenever a crime scene is found. Likewise, they make for a pretty good victim if the prime criminal investigator gets killed. The revolver exists as a self-defense weapon. It's not meant for anything else. If it's being used questionably, report it ICly first, and if that doesn't work out, try OOCly if it's that bad. -
Again, no. Stop trying to see this through. You have not once considered the value of the other arguments posted here that are overwhelmingly against this idea. What's the point in trying to discuss the issues of this suggestion with you if you've barely given the people against this suggestion the benefit of the doubt in regards to their arguments? At this point it is arguably much easier to rabble-rouse people to be against any of your future suggestions compared to trying to have a discussion with you as to why some of your implementations for game development are outright harmful for the roleplay environment being built here. All you've done for this suggestion is performed minor adjustments to make the proposed feature marginally less like what it was originally in order to make the original criticisms, outdated criticisms. This is an extremely manipulative method of feature development, and you need to actually stop and listen for a change.
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Revise Hextrasenil and Trisyndicotin to be less stupid
Scheveningen replied to Kaed's topic in Completed Projects
Having chemicals directly interact with antagonist status is definitely going to interact with the game extremely poorly. Especially if they interact with loyalty implants without outright surgically removing them. The suggestion posed in the PR is an excellent solution without removing anything meaningful. -
Revise Hextrasenil and Trisyndicotin to be less stupid
Scheveningen replied to Kaed's topic in Completed Projects
Kaed's implementation works. Both of the chemicals now either promote or inhibit overall aggression and the desire to act out. It doesn't necessarily force specific trains of thought aside from the broad scope of influencing simple logical processes. -
[2 Dismissals - Bin Sun/29/2018]]Remove the detective's revolver's lethals
Scheveningen replied to Worthy's topic in Archive
citation needed -
[2 Dismissals - Bin Sun/29/2018]]Remove the detective's revolver's lethals
Scheveningen replied to Worthy's topic in Archive
They were deliberately given lethals so that they wouldn't go around detaining criminals as officers do. That's not their job. It adds actual consequence to shooting someone down with a .38. It's meant to be a self-defense measure, hence the low capacity. -
[Denied] Unban Request (Special Discord Edition)
Scheveningen replied to Bauser's topic in Unban Requests Archive
In no particular order. You were a little more than just 'very hostile.' . . . . . . . . . . . Honestly, if you were unable to be civil and got banned for repeatedly crossing the line of decency over and over and over again, I don't think you should have the privilege of being able to chat with other users on the discord again. -
[1 Dismissal] Remove Random Viruses from Random Events
Scheveningen replied to BurgerBB's topic in Archive
It may also reverse germ progression, and given time, it will degrade into stage 1. At the higher stages this doesn't apply because the germ growth massively outpaces spaceacillin's static ability to reverse germ growth. -
It pierces through every single wall on the station, systematically causing catastrophic venting damage while engineering figures out where the hell the immovable rod started and then ended. /tg/station's atmospherics are LINDA-based. Their processing is super slow because they don't care for very erratic ventings like we do. There is literally zero effect being in the center of the station when an immovable rod goes through, all that happens is that several walls get busted down. I don't need to explain how this would change our dynamic, the effects are obvious. Random instant kill mechanics are also retarded. Nobody would remotely consider it worth it to have their character randomly and irreversibly killed and forced to sit out the rest of the round's duration or respawn as some other character they weren't exactly planning on playing to start with. It's contrived and stupid.
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[1 Dismissal] Remove Random Viruses from Random Events
Scheveningen replied to BurgerBB's topic in Archive
You don't need a virologist to fix viruses unless they're at stage 3 or higher. Spaceacillin will slowly cure them. "Remove random event I don't like." -
15units of spaceacillin cures stage 2 viruses and lower over time, as how it works is that it tracks against a separate germ meter that viruses use to progress their effects. Uranium has a chance every second to immediately cure any viral infection in a humanoid. Doesn't matter how far along it is. There's a consequence to using it. Spaceacillin also already works as an immune system agent. You can't catch most diseases with it in your system and even if you do, it starts at stage 1, which is immediately reverted and cured permanently for that strain in the round while the chem is processing in your system. This is strong! But it's perfect the way it is, imo, since not a lot of people make use of it seeing as how uncommon deadly viruses are. We don't need more instantaneous "fix-it" solutions. This is a roleplay server. Everything should take time. Healing, interacting with objects, etc. Weren't you complaining about security powercreep awhile ago? Like, legit, this is exactly what powercreep is. You're deliberately outdating pre-existing methods and supplanting their purpose with way better stuff. Stop doing this. Your development methods are actively harming the game.
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Were they balanced appropriately when you decided to make junk food give otherwise healthy humanoid beings cardiac arrest upon consumption? It's dubious to say there's gonna be any balance in being able to subvert loyalty implants or antagonist status with chemicals.
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No. These deserve to be removed from the code. A message anything like this for a chemical compound would rank among one of the worst things to be added to the game. This harms antagonists and those with loyalty implants. This is not good.
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[1 Dismissal] Remove progression from All antag types
Scheveningen replied to Bygonehero's topic in Archive
Lings need proper disabling tools. Vampires already have them and the only systemic problem with vampires at the moment are the people who pilot the role very, very poorly. -
[1 Dismissal] Remove progression from All antag types
Scheveningen replied to Bygonehero's topic in Archive
The progression system stops most antagonists that are particularly potent in that fashion from immediately decimating a round. They need to consolidate their power, pick their choices carefully and avoid taking very stupid risks. They need to plan out their course of action in order to get stronger. Some progression-based antagonists are better at this than others. Changeling is a weak example because the antagonist type hasn't been fundamentally touched for a long time due to its flawed design and a general unwillingness from the dev team to address and make sweeping changes to make it any better than it currently is. Antags need to be able to snowball in order to grow more of a potent threat in the round. The more mortal antagonist types have their power gated by what they can carry, use, weaponize and strategize. This snowball effect leads to very interesting gameplay and roleplay as a result of it. If every antagonist was absurdly powerful at the start of the round, there'd be no point to fighting them. You'd guarantee a win as an antagonist, or guarantee dying if you went up against one. The cult's progression system is now currently based on how many members it is able to convert. It's not able to cast half of the runes without more than one person, and ultimately not able to close the round the antagonist way without a lot more people. The word research was awful only because of the RNG component that made it a chore to build up. I still think we should've ported Baystation's cult progression system, as it gates the available runes to inscribe by how much the station is corrupted. -
Enforce a minimum vote of 25 votes for Crossfire
Scheveningen replied to a topic in Completed Projects
But you cannot prove this as an issue, Korinra. You have no proof that people are deliberately doing that. It honestly makes more sense that people who voted for something other than crossfire would unready up. Which is not a violation of the rules or the system, they choose not to ready up for the round. It has the awkward consequence of not being able to start the round and rebooting the vote, in which the crossfire voters should be asking themselves why they're voting a gamemode with less than 50-60 active players in the lobby. -
Enforce a minimum vote of 25 votes for Crossfire
Scheveningen replied to a topic in Completed Projects
This is preferable. -
We need to have a proper discussion about Antagonism and Roleplay
Scheveningen replied to BurgerBB's topic in General
giving a cadet a gun is fine. that's one more gun an antag has to contend with. get gud.