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Zelmana

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Everything posted by Zelmana

  1. I was not stating this as fact.
  2. To me the spriter role has always been a mark of achievement of the artistic volunteerism done for the community in its many projects. I really like Riverstyx's artwork they've showcased here. We should be careful to assume those given a "spriter" role are on-call for artwork and projects to be assigned to them. It is really a one-way street in terms of a donation of their artistic ability. If that changes of fluctuates that should be understood. In short, take what you can get, if that changes, understand that's how art works. Spriters, in my opinion, are a mark of good community-work artwork donors. They're "on the team" but not really in the sense they can be requested/ordered to use their artistic ability. Just my 0.02.
  3. I've gotten mixed responses from this over the few years it has come up in OOC. I think sometimes even staff mentioning that it was retconned or reworked and therefore should no longer be mentioned. Back in the day there were a lot more arcs and tensions between players over species. Think how different contractors are viewed now, people would be the same with species. With contractors and a lot of Sol-lore being defunct or focus shifted elsewhere it has been phased out.
  4. AI Law Gimmick Idea, The entire advice quips from all the GI Joe PSAs:

     

  5. If this is implemented there should be a mitigating buff to cuffs as well. The horrible slipping-cuff stealth for example. A shitty officer could be in the Warden's office could be down the hall and around the corner but get some big red text in chat if you are trying to slip them. A stealthier escape option should be added for cuffs, or a more drastic change, you should only notice cuff-slip attempts within 1 tile or upon examine of the cuffed (within 8 tiles).
  6. Acts 5:29 - Then Peter and the other apostles answered and said, We ought to obey God rather than moderators.

  7. ive said it once, i'll say it again, picrew avatars are a scarlet letter you pin on yourself.

  8. I didn't mean to, as an assistant, break all cameras in the vicnity and senselessly beat the tajaran doctor's head in until their skull gibbed. Really, my hand slipped, accidents happen. Anyway, when I get back to the server I plan on following all the rules guys, I promise, thanks for giving me another change.

    1. goolie

      goolie

      It happens to the best of us...

  9. Interacting with Oliver, they're often one of the leading officers for response. They consistently are able to focus on not only the task at hand, but the bigger picture. Instead of simply running to and fro from call to call, they will often think outside the box. For example, guarding the Captain or personally checking in on matters that are relevant to ongoing cases. This is something that I feel makes a good HoS. In addition, Bunky is good at roleplay. From my interactions with them, I have noticed that they are able to keep pace with fast conversations, multiple overlapping subjects, etc. Conversely, and this is not a negating comment but rather my personal preference, I'd like to see more flavor added via more descriptive emoting. The development and evolution of Oliver as a character may be slightly quick, but in my opinion they are well suited for the position of HoS. As others have stated above, I would suggest creating additional characters. This will help fill out any gaps in your knowledge that may be expected of a HoS or other command position.
  10. The issue with true 3/4 is not showing side walls. Say goodbye to posters, terminals, and anything on half of the wall surfaces. It'd require whole remaps.
  11. A notice range of 1-2 tiles would be fine, and otherwise noticeable if you examine the player. This would require processing sec to stand very close to get a message, or otherwise be vigilant in actually doing something (i.e. right click examine) to notice if something is up. Quite literally every single escape from cuffs attempt is almost always avoided by constant rebuckling or shameless dragging of the inmate in a circle forever. (If you do the circle thing, I hope your milk spoils)
  12. Your sprites align way more with the current machine sprites. In my opinion yours look superior as well. Animations are a bonus.
  13. The portable hole is begging to be used in a few gimmicks. Ever since they armored up the AI's roof I miss busting in on malf....... Scientist, prepare the hole.
  14. Skill systems like these, you can mess a whole lot of stuff up. Consider the amount of knowledge an average individual has. Do I know how to use syringes? Yeah. Do I know how to flush my engine and change tires? Yeah. Do I know how to field strip an AK? You bet'cha. Skills vary and restricting them in code is for me, something that should be done extremely carefully. Time-based adjustments may be fine, yes. Full restrictions I would be careful on.
  15. Remember kids, contractors are cringe and NT-only characters are superior in every way.

    1. BoryaTheSlayer
    2. Lmwevil

      Lmwevil

      borya is just mad they can't change clothes from contractor uniforms 

  16. I very much do enjoy posting to this status section, in a manner that some might say is- mocking a certain key individual appealing their banishment via the forums. Some might say this form of speech is archaic and jovial, but I do not mean to jest.

    1. KingOfThePing

      KingOfThePing

      Stop posting about among us

       

      I am, tired of seeing it

      My friends in tiktok send me memes, on discord it's fucking memes

       

      I was in, a server, right? And aaaAAAAaaaAAAaaaAaaall the channels were just among us stuff 

    2. Alberyk
  17. Yes.
  18. I still do not like these and do not believe they fit in.
  19. As a HoS main, and antag player, I might have a bit of insight into this. It's something I reflect on a lot when we are discussing gimmicks, and too when I try to respond to antags on station. Disclaimer, due to this I will mainly be talking about the security-antag dynamic, as in my opinion- this dynamic is the driver for a majority of roleplay actions on the server. Explosions requiring repair, Surgeons fixing ribcages all flow back through the sec-antag dynamic. Firstly, I think it is a lack of creativity. Creative gimmicks are shot down in favor of gimmicks that require less lore knowledge or adapt skillsets. Consistently while antagging, unique and insightful gimmicks are shot down due to complexity. A skilled antag who can perform a good gimmick will be outvoted for a mediocre gimmick that requires very little lore knowledge or additional effort to maintain a gag. This issue of nonunique gimmicks compound when you consider people play archetypes. Certain gamemodes lend themselves to specific gimmicks, and when there is no originality or originality is outvoted due to the issue above, you will see a 'rut' of the same gimmick being played over and over. Which is the second issue- the same gimmicks are presented over and over. When you have the first issue resulting in the same gimmicks being played over and over, people, especially security, get tired of them. No longer is it a freeform roleplay experience, but a rehearsed and choreographed dance that occurs. When the gimmick is repeatable, so too are the responses. If you were to supply a 'round equation' for each popular gimmick, a majority of those gametypes would follow the average equation. Only semi-often does the gametype break from the gimmick mold. It is the responsibility of both the security department as well as the antags to introduce uniqueness. Uniqueness not only in gimmick or antag actions, but also in response to them. The latter is hard. Antag failure to involve other deparments vs. mentality of 'play vs. security' is a hinderance as well. The latter, response to gimmicks, is especially harder for peace-antags. A peaceful antag forces security into fewer choices of response. Upon verification with central command, if CC goes with the gimmick, security will almost surely be completely pacified. The peace-antag is then wholly responsible for driving narrative for the gimmick, involving the other departments / full station as they wish. How many rounds have you witnessed where an peace-antag, say, a healing wizard, joins, is granted amnesty, and is merely monitored? They then join medical, and just become another surgeon with some magical powers. Perhaps they visit the bar? This is driving narrative at a turtle pace and is in no way entertaining after the 10th time you have witnessed such a round. What is the solution? I'm not certain, but a wise man once said do not complain unless you have a solution. So- in addition to the 2 cents of advice above I will say this; I believe that the dynamic gamemode intensity PR is going to resolve a lot of this. Introducing randomized sets of antagonists and different 'difficulty' levels will allow for new combinations that we have yet to see. Yes, we will still have classic combinations, but I believe that the playbooks will have to be set aside for some of the new combinations. This will improve gimmicks. Additionally, and this is a point that is contested and is purely my opinion-- security's use of force escalation has been messed with. I think it should be looked at.
  20. I like the shapes on these, but I fear the dull brown hardsuit for the hazard is off. If it is a hazard (on an asteroid)- wouldn't we want something high vis? Not mute colors that blend in with hematite. Boost the red?
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