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K0NFL1QT

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Everything posted by K0NFL1QT

  1. +1. Nacho is a cool dude, and has been around for a while. In that time he has never been in serious trouble with staff, as far as I know. He cares about good roleplay. He understands the mechanics of the game, and the code behind it. He plays to have fun, and not to win. And he can make realistic and believable characters.
  2. Because giving the machine race organs and bleeding mechanics, and joints that break like bones, is a step backwards. I can't tell exactly what giving them explicit joints does yet; from my understanding, you can damage them and that might disable limbs without having to directly damage that limb into failure? So the weaker frames get even weaker, and the higher durability of the tougher frames is rendered moot if you can just easily break the joints. Also, removing heavies from sec work? The thing they are most suited for? This feels like 'I accidentally made the most problematic IPC more powerful... so I'll just kick them out of sec'. Like, what. G2s aren't even good at mining due to their slow speed, and you don't take damage if you don't fall so their durability counts for nothing. Their one reasonable reason to exist was as secbots, where their durability is put to good use in the one field where you're expected to get attacked. So now they're 'more overpowered', but still useless as miners and now banned from sec. That's not to say I don't appreciate any of the work, time and effort kyres has put into any of this; I must restate that I do. EMPs being instakill is bad, just like any form of instakill for any race is bad. If EMPs stunned and put IPCs into temporary unconciousness, instead of massive damage, you subvert the instakill meme without having to fill IPCs full of bone and organ facsimiles.
  3. While I appreciate you trying to remove the instakill meta, this is just one more rework that moves the machine race closer and closer to just being a human reskin like every other race.
  4. I used to think Opamator was an okay HoS, and I would enjoy playing with him. Then I accidentally rolled antag. Opamator watched the Priest rush into the Chapel and beat my unarmed, unarmored cultist to death with their null rod, and didn't arrest them. They watched the priest commit murder of crew, who was not even fighting back against the priests assault, and turned a blind eye. This suggests to me that you, or your character, does not care about enforcing IC laws. You just want valids. Was an antag killed? Yes. Ergo; no crime. Right?
  5. Subjectively, and only for non-humans. Human characters accept that putting a helmet on squashes your hair in under it, rather than imply the helmet has a perfect hole at the back for your floor length braid to protrude. Even less silly hairstyles often clip ridiculously through the helmet. I, personally, do not want to see the change universally reverted, because this change benefits the aesthetics of my characters. That said, I also understand that having your squid tentacles and kitty ears obscured by your characters head protection is also an offense to their aesthetic. However, they are trying to wear human helmets and we have forced xenospecies to wear helmets as if they were humans instead of letting them wear their own modified helmets. Species specific helmets is the best solution, for all parties.
  6. More immersive solution; species locked helmets. A skrell could not wear the same helmet as a human, due to having to accomodate head tentacles, and similar for tajarans and unathi. A tajaran helmet would have inadequate space for head tentacles. Make human helmets cover hair. Make xeno helmets not cover hair, but reduce their defense slightly to represent that fact that the helmet isn't even fully covering.
  7. New players can't be command; new characters have already gone through orientation. Also, taking the Head of a Department out of their department at round start robs them of their chance to personally introduce themselves to their staff, and lay down ground rules. As HoP, you can offer assistance to new characters if you don't recognise them, but forcing them into your lair when they have a department to lead is bad. -1.
  8. It seemed like Kaed was suggesting a blanket policy of being harsher on Command characters who dare to interact with the station in any manner more personal than a message over comms. This seems like the sort of thing you should be handling on a case by case basis. Voting for dismissal.
  9. You want to punish the Head of Security for walking around? The CMO for doing chemistry? The RD for doing RnD? Yeah, how about no. Aprils Fools is over, please stop suggesting blatantly dumb things. The Heads should be cut some slack until they start breaking actual rules, as long as they are still making an effort to manage their department. And on that point; nobody is perfect, so address the behavior that's a problem when it arises so people can learn to be better. In fact being so completely hands off from your department that you sit in your office and don't actually do anything, is not only hellishly boring for a Head of Staff, but can actually be far more detrimental to the department because you're isolated and uninformed. Heads of Staff have department access, and are usually more knowledgable and experienced than their subordinates. We already discourage HoS on patrol when there's officers. We already discourage a CMO from sitting in on chemistry when there's chemists. We already discourage the RD from doing RnD when there are already dedicated scientists.
  10. "You have the right to shut the fuck up."
  11. Eridanis standard language is Sol Common, with Tradeband and Ceti Basic being secondary languages.
  12. I stand corrected then. Is the rod the most optimal dropping weapon in terms of damage then, or are there other objects that do more damage?
  13. The 'Rod Dropping' strategy in actuality is only tangentially related rods at all, and basically nothing to do with exploiting throwforce of rods. If rods had a disproportionate throwforce, you'd see people throwing them at each other on the station; like how you see people throw glass shards. Rods are just easy to make, and plentiful to anyone with a few sheets of metal. The issue is the fallforce of all objects; you could, if you were so inclined, kill the AI with sand, I'm fairly sure. If coders do want to adjust the fall force of objects to vary with their actual/approximate weight, they're welcome. The vulnerability of the AI core to vertical attacks should be valid, because the core is clearly designed to not have any multi-z defences, beyond a metal roof. The AI core has one layer of 'reinforced flooring' for its above and below structure; about as 'secure' as one layer of reinforced wall, but without any turrets to defend it vertically. True, yet literally every engineer already knows the exact location of the AI Core as shown by literally every Malf round ever in which engineers set an emitter to kill the AI, yet this is still permitted.
  14. Bold for emphasis.
  15. It's only been done once ever, by a CE, that I know of. The problem is that people know about the strategy and some people really dislike it. An AI core is easy enough to kill just going through the frontal assault, and utilising the multi-z structure of the station makes it easier. Yet it's a legitimate tactic, despite really only a CE/RD/Captain being able to pull it off due to limited knowledge of the AI core. However, 'limited knowledge' doesn't stop every engineer knowing the exact spot to setup an emitter to guarantee an uncounterable core kill.
  16. The area above the core already has reinforced flooring. You can breach it with a Ripley Drill, an RCD, an explosion and I'm told thermite.
  17. Making the second layer have no flooring would be bad. If it has no turret defenses, all you need to do is breach the walls and then build a catwalk over to directly above the exposed core. At least when there's reinforced flooring you need either thermite, an RCD or an explosive to get through it at all.
  18. That's so unnecessary imo The AI core hasn't been designed with multi-z defenses, and it needs to be adapted to reflect the totally legit approach of going in from the top. Hence, just make it more difficult to achieve in game. It's a better solution than surrounding the AI with unbreakable walls and and unbreakable roof, and doesn't require bloating the ooc rules with an addition that says 'despite the AI core having vulnerabilities, you must always try and enter from the front', because that is frankly enforcing stupidity. Everyone seems to agree that just putting walls in the way is not going to be enough to do more than slow someone down. Regarding the practicality; the main level turrets can easily be linked to a turret control that's separate from the AI core turrets, so they can be turned on/off independantly as required; default setting is off for Code Green so that random miners don't get lasered. But you could also just clear out a broad section of rock in that area to make it a generally terrible area to be in for mining. Also, keep in mind that the main level isn't the surface level, it's two layers beneath the surface and thus the 'secret' of the AI cores location is not really more exposed than it already is. Another idea that's less killy; instead of turrets, put a shield generator in Burgers proposed main level room, that's linked down the z-level to the AIs SMES. But that's going to drastically increase the AIs general powerdrain, so it would need an overall more more independant power overhaul.
  19. Needs more turrets on the main level installation to actually deter an engineer from dismantling their way in, and then down. Put them encased in reinforced glass, able to shoot the outside area as people approach, and able to focus fire anyone who gets inside.
  20. I know there was one introduced into the game, as per Samantha Masons Custom Item App, though I don't know if it ever had any functionality. You say RnD can print these, but I've never seen them. But regardless, yes. These would be a nice addition to the loadout selection, accessable to all.
  21. Considering your recent thread about noncompliance with the CSI, I can't help but feel you're trying to sneak this into the regulations specifically so you can call foul on doctors taking bodies from a murder to clone them, because you'd rather sequester the body away in your CSI office as evidence than let that player be revived.
  22. Overall meh. I would +1 the player because they have demonstrated their capability to roleplay, but +/-0 the proposed character because it's intentionally bland and lacking in actual character. I would -1 Daniel Carmichael the character becoming HoS without some serious development to make him more fitting for the role. That said, I will have to -1 based on the chance that you back-door Carmichael into Command through a featureless proxy without actually having him develop to suit the role, regardless of whether or not that's your intent; eventually there will be a HoS slot open, and no officers, when you want to play Carmichael.
  23. To answer you in one word; escalation. As a Quartermaster who steals a growing tray, Security can assume you're not packing lethal weapons and thus not liable to go on a murder rampage at any moment so they will approach that criminal accordingly. Can you say the same about any antags? Ling, vamp, ninja, wizard, traitors, raiders, mercs, malf; all have lethal options available to them at a moments notice, and the OOC permission to use them. When a threat appears, Security will try to leverage their capability up to meet/exceed the threat, because your standard Code Green officer has little/no armor, no EVA capability, with a baton, pepperspray and .45 rubbers offensively; easily outclassed, overwhelmed and murdered by just about any antag type.
  24. This is the key reason why Mindshields don't belong on HRP servers; you have to do mental gymnastics to explain them. Loyalty implants are fine though, and can have mindshield capability as a side effect of the implants interference in normal brain function. In fact, more roles should be Loyalty Implanted, like all of Command and every Officer.
  25. My first thought was; yes, bring back defibs. Because I do greatly miss being able to save the recently deceased, without it always requiring cloning. But then, after reading, I realised something better. Something new. Something that could be unique to Aurora. A way to revive the dead, without defibs or cloning. It can even be introduced in lore as a technological advancement, the new post death treatment to replace cloning; a machine that literally rebuilds a corpse to a living state, chemically rejuvenating it and regrowing organs and tissue where needed. Combine the philosophy of cryo tubes and cloners into one machine; the Lazarus Rejuvenator. Obviously, it will be expensive to use, and take time. But you no longer have that post-clone existential dread of 'who am I'; with a rejuvenator, the end product is just a healed version of the you that was injured. Obviously it will be a time consuming process and expensive, requiring synthmeat, clonexadone, peridaxon and perhaps other drugs such as the magic phoron to achieve.
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