
Lady_of_Ravens
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Everything posted by Lady_of_Ravens
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Oh, it's definitely too easy to fix someone up, that's half the point I'm making. Both healing and dieing need to take longer so that people have time to generate RP around it. You may have a point about surgery... at least, most surgery. I maintain that facial reconstruction should not be one of the quicker procedures. As for blood loss... unless you do a blood drive (which happens, but not so very often), there isn't really that much blood in medbay. One bloodpack isn't always enough for one patient, and depending on their blood type there may only be one or two packs you can actually use on them.
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I'd be fine with requiring a 66% to force a given game mode, but I don't think it'd be as much of a problem as you seem to. The reason we end up with almost all of the votes split between two (or maybe three) game modes is because our current system encourage players to switch their vote from the mode they'd like to one which maybe their second or third choice but at least has a chance of winning.
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The way things are now, not-immediately-lethal injuries can often kill rather absurdly fast if you don't get medical care, and when you do get medical care you heal up rather more absurdly fast. Which is great for a lower-RP server, but it here it means missing out on the opportunity for a lot of RP related to injury and recovery. It also results in medical emergencies generally being handled with a lot less RP than they ought because there's simply no time to emote, or check medical records, or any of that stuff we ought to be doing. If we reduced the rate for bleeding out, processing medicine, getting organ damage from too much toxins, getting infected, and so on by a factor of five or so I don't think it'd hurt much in terms of game balance, but it would mean medical got a lot less DOAs... and who knows, the recovery ward might actually be useful once in a while. The timer on surgical operations could be increased as well... maybe double for most things, but up to the same 5-times for stuff like repairing organs and doing facial reconstruction. Though if bones and organs went through a somewhat lengthy healing phase where they were dramatically more vulnerable to damage, that'd be really awesome. The same logic could also be applied to food, and even more so, booze. A slice of pizza shouldn't make you fat, pounding one drink shouldn't make you slur horribly... though when you do get that drunk, it should last more than 30 seconds (and maybe come with blurry vision and other related side-effects). Actual liver damage should be reserved for people who spend half the round in the bar.
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What would you do if you woke up as your aurora character?
Lady_of_Ravens replied to NoahGoldFox's topic in General
I've got myself a new character I mostly play so... if I woke up as LiLITH I'd... well... I'd have a really weird conversation with myselves about wtf just happened. Then I'd we'd change into the sexy purple scrubs, grab a bottle of sleeping toxin, and then chill out in surgery waiting for some stupid meatsack to drink their liver into the toilet. It wouldn't be a long wait. -
A valid point. I see nothing to object to here.
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This isn't an issue of rights, it's an issue of practical utility. A non-persistant ignore function does not prevent you from ignoring someone every round, it simply requires that you make a conscious effort to do so. On the other hand, a persistent ignore function would inevitably result in people forgetting to un-ignore people that they blocked, with all the associated irritation and confusion. With the former, if you forget, you get a very clear reminder as soon as you see their name in OOC. With the later, you get no clear reminder. Further, the latter seems like it would be used far, far more often as I can't honestly think of a single player who I'd want to block indefinitely. In fact, about the only thing I see myself using this for is to reduce the amount of OOC spam when someone talking a lot or being super-whiny... neither of which tend to last an entire round, never mind between multiple rounds.
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This is a pretty good idea, however I'd like to suggest a couple of refinements: First, I'd suggest that any time the majority of the total votes goes for a single round type then that round type should win outright and be announced as such. But, because it's more fun (usually) not to know, when the vote is mixed it should come up as secret and display the possible round types and the odds of it being each type so that players can still make informed choices while retaining an element of surprise. Second, when the round-type is this new style of secret and the round fails to start, it should automatically pick a different one from the options. That way we don't have to wait 6 minutes or whatever just 'cause some dipshit voted for mutiny during dead hour when there's no chance of it actually happening.
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It's not like it's big and bulky and deserves to take up a whole space. It's not like there's a lot of extra room in the surgical theater. And it would make it a lot quicker to hook up blood to a patient if the stand could just be left by the surgical table without becoming a significant obstacle.
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Well, that and it'll help avoid a lot of confusing situations where you forget to un-blacklist someone and end up seeing a lot of very confusing one-sided conversations.
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I'm for this. It won't stop anyone who really wants to go for the nuke, but at least it doesn't give the impression that that's what's expected.
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Why, oh why, must we let the people who do shit like this ruin it for the rest of us?
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I haven't actually picked up a bounce radio in ages, but I think they're configurable in respect to which frequency they're set to.
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Yeah, kinda figured that. It's a hard life, playing a snowflake. XD
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Good luck with this. No, really, good luck. I would love to see this sort of upgrade to the science division (which is where I generally play when I play a character with hands), but suggestions for huge, sweeping changes like this never, in my experience, go through.
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I sorta bowed out with EmPrESS on this 'cause it's so hard to apply to a slaved AI, but now I have a new character, so... time to be an edgelord! LiLITH: 9-10 And yes, she has a background to back up that level of non-caring and indifference to pain and death.
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Mendell City is the one where the shell that serves on Aurora goes when she's not working, but tbh I'm not sure where most of the LiLITH shells live... there are quite a few of them spread out across known space.
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LiLITH has at least two residences in Tau Ceti. One on Biesel which I listed and is actually a small apartment an actual human could live in, and a second that's on Odin and is about 6 square meters (you know, the deluxe robot accommodations).
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Ghosts, wizards, cultists, revenant... oh rational material universe that does not respond in any way to my desires please save me from more of these occult horrors!
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If you're suggesting making robotics part of medbay as well as research, the same way genetics is, then yes, that would be awesome (and also probably take some map-reworking, and renaming the genetics headset to something like a "medical research headset" and giving the roboticist one too). But if you mean splitting biomechanics off to be it's own department... that would make a certain amount of sense, but it'd also mean there'd be less for each job to do, and that would suck.
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This is a neat idea, and in some ways I really like it, but I don't think it would be very practical on this server. Embezzling would go from not being a big deal to being exactly a big deal which would only be caught if anyone was actually looking (so, probably not at all during dead-hour). It would also make for a variety of new metagame/powergame behaviors in regards to money, and make the already somewhat-immersion-breaking antag-rounds-that-did-and-didn't-happen even harder to reason about. Plus, anything you buy is going to cost persistent money for items that vanish at the end of the round, which sucks for anything other than consumables. Being able to set your starting/resting wealth level will also make for a significant change in the socioeconomic spectrum seen on Aurora. The number of independently wealthy cargo techs will skyrocket. Attempting to minimize the sort of advantage-seeking behavior this might cause (such as joining a round and then going AFK or cryoing just to get more money) would end up punishing a lot of normal behavior patterns (things like playing for a bit and either having to go or getting bored 'cause it's sextended and you have no one to ERP with). Plus, the artificial living expenses take away some of the player's control over how their character behaves, which noone likes. Oh, and if you think everyone would be spending money, think again. My new IPC character, LiLITH, goes to work to make money (also, some ulterior motives, but those aren't really relevant here), and has no interest in food or drink or cigarettes or clothing or really much of anything not involved in her job. So unless she couldn't do her job without buying stuff (!!!), I don't see her having more than the very rare actual expense. Even being kidnapped and held for ransom wouldn't be a good motivator unless the cost of the ransom was less than the value of her shell/posibrain and the knowledge she hasn't synced with her other shells (after adjustment to account for the probability she wouldn't actually be released). There are no doubt other IPCs (and Dionae) who would behave similarly (except maybe the ransom part... maybe). Now, this wouldn't be a problem as such in LiLITH's case (being super rich and living like a robot monk actually match her character well), but it would happen.
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Between borging crew, fixing prosthetic limbs, and repairing IPCs, it seems like roboticists should have access to crew medical records. I don't know where the terminal would go in the itsy bitsy little robotics surgery area (though it could be expanded into the mech bay a bit, that's a great big half-empty room).
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The Lifesupport Enabled Operating Table - Done
Lady_of_Ravens replied to Skull132's topic in Archive
Pretty much what I was going to suggest. Like an autodoc or that medical pod from Promethius. Sounds fair. For the present concept... how about a restraining field for uncooperative patients and a full body-scanner type diagnostic capability? Or a decontamination field which would make it impossible to get an infection? -
Pretty sure ERT actually stands for "Emergency Response Team", not "Emergency Response Troopers".
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IPC's, occupation qualifications, skills
Lady_of_Ravens replied to Dreamix's topic in Answered Questions
So, I just got my IPC app approved and I've been looking over the lore forums and such while waiting for it actually to be added in-game and this is something that I've put a fair amount of thought into. I'm used to playing a core AI who has IC reason to know how to perform any job on the station she can actually do (or assist with), and any time I RP her not knowing how to do something is really just covering for a gap in my knowledge as a player. This is a great attitude to have for a core, but for an IPC it seems a little op. My IPC LiLITH is a bespoke intelligence which has merged with quite a few other AIs and similar programs as a means of growth and diversification. For example, she uses the intelligence of a sub-sentient sex-robot as her primary motor control program, and she tricked an emergent AI into merging with her to gain access to it's greater ability to understand certain abstract ideas such as beauty. But at her core, she's a logical learning machine who could, theoretically, become skilled in everything (hell, she's old enough and has enough different shells that she could actually already be skilled in everything). Here are the limitations I've come up with for her abilities: 1) None of her modules are well suited to dealing with organic emotions, so obviously she'll never (without assimilating another program) be a shrink or an inspiring commander. 2) Her composite nature results in reduced reaction times, so while she might be able to calculate precise firing patterns, she's not an amazing personal combatant. 3) Even with a high-end posibrain she can only store and run so many programs at a time... far more than a squishy organic brain can hold, but a LiLITH shell working in R&D may not be carrying it's full set of medical expert systems, for example. They could be loaded in (which takes some time as they're not small programs), but she's not running around with every skill in her head at once. 4) Developing expert systems to handle tasks is a processor-intensive task and isn't done trivially. I may also be adopting the "not my jobsworth" attitude Dreamix mentioned... running off to do tasks unrelated to one's job may be helpful, but LiLITH isn't on Aurora to be helpful. Why she is there I'm not going to say (though it's nothing as simple as being a syndicate double-agent), but she's the sort of machine who might see a crew member gasping to death from a ruptured lung and, rather than help, simply call medical and go back to her work. Even so, these don't seem like nearly the level of restrictions that are placed on organic players... should I be trying to come up with more reasons/ways to limit her skills? -
Give genetic modifications a game-mechanics risk
Lady_of_Ravens replied to Lady_of_Ravens's topic in Archive
I actually started out playing genetics back when I was new to SS13 and you somewhat overestimate it's difficulty. A single geneticist with an assistant as a test subject (I've always thought self-testing was bad form) can plow through the entire set of genetics possibilities in an hour or so. Less if you have two geneticists working the genome from either end. And what do you have to show for it? The ability to easily grant any genetic power in the game and create your very own psi-hulk super mutants. Which, unless you're an antag, is virtually useless. Genetics isn't boring because it's too hard, it's boring because it's too easy. And the powers are useless not because they're actually useless, but because we have a very toxic attitude toward genetics due to how crazy-easy it is to abuse. I think the RP generated by looking for those to stabilizing blocks would be far more interesting than just being able to make powers noone ever uses. Well, this wouldn't actually lengthen the time necessary to find all the current power/disability blocks... so long as you didn't leave the powers on yourself or your test subject the risk would be low. It would make using those powers more dangerous as an antag, but even then you could carry a few syringes with power SEs and clean SEs to mitigate the risk.