
Lady_of_Ravens
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Everything posted by Lady_of_Ravens
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So, the text entry boxes that pop up when you press 't' or 'f2' and the likes... can we make them bigger? I doubt I'm the only person who's typo and grammatical error rates would go down if they could actually see what they'd typed all at once instead of having to scroll back through it. Before anyone comments on the nice command line we have at the bottom of the screen which does hold more text... that's nice and all, but it's often quicker to just click a button or hotkey than to enter in a command in the console, so that's what I generally do.
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Given that the CSI kit being lost (or held hostage by the detective) isn't so very uncommon, this seems like a good idea.
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I played as the bartender once, thinking it'd be like chemistry but more social... never again. The lack of a chemmaster (or condimaster, or, hell, for this call it a drinkmaster) makes every mistake punishing. You can't filter out unwanted ingredients... and worse, there's nowhere to dump your failures. All that said, I'm pretty sure I suggested this exact thing ages ago.
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The examine text for a /lot/ of items is, basically, shit. For most familiar things this is a little sub-optimal in some cases, but not really a big deal... but what about cult constructs? Yeah, you can look at a sprite and get a pretty good idea that it's a demon-thing... but is it a demon-thing that looks like an alien, or a demon-thing that looks more like a machine? This may not seem important, but when you're trying to rationalize cult rounds (and many of us play characters who do), it's important to have something to go on. Even if you're just going to robust it with a toolbox and then go have a drink at the bar, you still need /something/ to tell your buddies. Is it covered in purple exoskeleton? Was it's breath foul? Did it even have breath? I'm not saying we need a big block of text, just a few lines saying wtf a construct is supposed to look like so we can infer the rest. The icons just aren't enough to go on, and unlike most of the weird looking shit (vampires, xenomorphs, slimes, golems, animal-themed aliens, and so on), there isn't a single clear image in my head of what a cult construct actually is. And even for the stuff that you can generally guess at (like science and engineering equipment), it'd still be nice to have line or two for flavor.
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Let observers join as drones/mice without delay
Lady_of_Ravens replied to Lady_of_Ravens's topic in Completed Projects
Well, when you look at it that way this starts looking like a viable option again. I'm not suggesting removing the delays between ghosting and spawning as a mouse/drone, just the ones between joining as an observer and spawning as a mouse/drone. -
Last time I played a meatsack antag I fried myself with the EMP spell 'cause I didn't realize that just 'cause my meatsack (who you don't know 'cause I never play her) had a couple of prosthetic parts, so would my wizard. Oops. So, suffice to say, I think this is a great idea.
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That's what adding a "toggle holopad link" command is for. When you're "linked" to it, the hologram moves with you, when you're not, it doesn't move. Re-linking should probably move your view back to the hologram. Though, to be honest, I wouldn't be sad if the hologram just didn't move. I rarely move off the holopad anyway, but I often have to shut the hologram down while I go do something.
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Let observers join as drones/mice without delay
Lady_of_Ravens replied to Lady_of_Ravens's topic in Completed Projects
I hadn't realized. Never mind then. -
Pretty much what it sounds like: let people who press "observe" from the lobby join as mice/drones without delay.
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Holopads are great ways to communicate with the crew for a variety of reasons, but they come with one little disadvantage: using one ties the AI to a fixed location. You can leave, but you have to shut down the hologram first, which can mean interrupting RP whenever someone wants a door opened. So my suggestion: add a "toggle holopad link" command, or something to that effect, which decouples AI viewing from holopad location. The AI would be able to roam around and do it's multitasking thing while still receiving holopad messages and being able to communicate with :h as normal.
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Amusing (only not really). I'm kinda assuming they're both mapping oversights since the armory used to have a motion sensor (as the ai upload did). There probably should be one in every high-security location, however that's a discussion for a different thread.
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I'm reasonably certain the armory doesn't have motion sensors. I'm also reasonably certain this is an oversight. Edit: Now that I think about it, I don't think the AI upload has motion sensors, either. In fact, I can't remember seeing a motion alert from anywhere besides EVA storage in a while. Probably since the map was updated.
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I've never seen any other kind of privacy shutter used on Aurora, and I've seen them all. Even the psych office has blast doors. No change is needed.
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The AI should definitely be informed when a new droid is slaved to it, and it's a very easy thing not to notice. So, I suggest giving the AI (and other droids who're also slaved to that AI) a little notification when a new droid is added to the system (probably after they select their name, so that can be listed as well).
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Identifying Species (it should be /really/ easy)
Lady_of_Ravens replied to Lady_of_Ravens's topic in Archive
Well, if the skins are supposed to be good enough to be non-obvious (when not, you know, mismatched), then perhaps add a species line to the data you get when you look at someone with the security or medical HUDs. Both security and medical need to know when they're dealing with IPCs. -
Identifying Species (it should be /really/ easy)
Lady_of_Ravens replied to Lady_of_Ravens's topic in Archive
Head makes sense there, or simply list all the different species skins they're wearing. If done on one line it wouldn't take up much space. -
I'm not the best at reading 2D spessman pixels and, on more than one occasion, had difficulty identifying someone's species. With the new IPC skins, it's gotten much worse, what with the secret robots living among us. In any case, my suggestion is to add species to the top of a character's examine text, and for IPCs, to specify both that they are IPCs, and what species they're dressed up as.
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Something to remember: This isn't actually racism. It's speciesism. Totally different, being as racism is pretty stupid and looking down on lesser species is the natural result of them being lesser. And you don't have rage out or be overtly rude... consider treating our lesser sapients like you would small children or retards; politely, but condescendingly. After all, you don't yell at a horse for being a horse... but you also don't treat it like a person.
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I like this idea. Antags need more ways to gain power/advantage other than direct violence and hostage taking, and this seems to fit that bill. Plus, if someone is holding a deadman's switch we might actually have to RP with them rather than calling for a sniper rifle.
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While I have no problem with semi-spontaneous events (even clusterfucks tend to go no worse than your average nuke round, and do mix things up), I'd be all for more event planning, too. I think a significant improvement could be made in events if the players were given a bit more background information (where appropriate) and some guidelines as to what's expected from them from an OOC perspective. Also... some smaller events would be very nice. Colony and nations and prison and aliens are all cool, but they're a pretty big shift from the status quo and come with a lot of chaos. Things like manhunts, industrial espionage, disaster refugees, corporate loyalty tests, critical system failures, and so on could all make for interesting rounds without being crazy chaotic or giving "victory" to whichever side robusts the most. I'd certainly be up for running an event like that if the opportunity presents itself (and you don't mind doing a little hand-holding for someone who has almost no experience with SS13 admin tools).
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While I have no problem with semi-spontaneous events (even clusterfucks tend to go no worse than your average nuke round, and do mix things up), I'd be all for more event planning, too. I think a significant improvement could be made in events if the players were given a bit more background information (where appropriate) and some guidelines as to what's expected from them from an OOC perspective. Also... some smaller events would be very nice. Colony and nations and prison and aliens are all cool, but they're a pretty big shift from the status quo and come with a lot of chaos. Things like manhunts, industrial espionage, disaster refugees, corporate loyalty tests, critical system failures, and so on could all make for interesting rounds without being crazy chaotic or giving "victory" to whichever side robusts the most. I'd certainly be up for running an event like that if the opportunity presents itself (and you don't mind doing a little hand-holding for someone who has almost no experience with SS13 admin tools).
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If there's one thing that shouldn't appear on camera, it's ghosts. Let the AI think the crew is going mental rather than "wtf is this weird hologram without a projector" or whatever they have to come up with to explain ghosts. Seriously, it'd be waaay more fun. Would make sense for the same to apply to droids, IPCs, security cameras, and possibly anyone with artificial eyes. Give that ol' mk1 eyeball a bit of an advantage over the robots when it comes to spooky shit.
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Make Ghosts invisible to cameras and synthetics
Lady_of_Ravens replied to Lady_of_Ravens's topic in Archive
If there's one thing that shouldn't appear on camera, it's ghosts. Let the AI think the crew is going mental rather than "wtf is this weird hologram without a projector" or whatever they have to come up with to explain ghosts. Seriously, it'd be waaay more fun. Would make sense for the same to apply to droids, IPCs, security cameras, and possibly anyone with artificial eyes. Give that ol' mk1 eyeball a bit of an advantage over the robots when it comes to spooky shit. -
That's depressing... but not especially surprising. Beating antags to death has a loooong history of working overly well, and people aren't always that quick to adapt to changes in firmly established patterns.
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That's depressing... but not especially surprising. Beating antags to death has a loooong history of working overly well, and people aren't always that quick to adapt to changes in firmly established patterns.