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K0NFL1QT

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Everything posted by K0NFL1QT

  1. Removing cloning won't make deaths any more meaningful for the characters, it'll just make deaths more inconvenient for the players removed from play.
  2. I like that cloning and genetics exist, both thematically and mechanically, so I'm absolutely against removing either. I could write a lengthy post explaining why, but I'll just summarize; no, it's a bad idea. Your character is a clone of a clone of a clone. Accept it.
  3. I tried to make the AI core an impenetrable fortress as an engieborg once, inside ten minutes of round start. The Warden was watching my camera. It didn't end well.
  4. I may be guilty of this 'act normal' mentality, but only because I don't want my pawns to be drawing unnecessary attention to me. I play engineering a lot and I know certain players and certain methods that could put an end to a malf ai in about five minutes. I do throw objectives at the borgs if an opportunity arises, but they'll be attacks of opportunity if/when I notice an important target is isolated. I've found that borgs will almost always fail to achieve any goal in a swift and efficient manner, if they even try at all. Remember, as a borg slaved to a malf ai, you're bound to explicitly obey the commands of a sentience that can and will blow you up on a whim if it serves their ends. Discard any notions of self preservation.
  5. The power monitoring console on the Bridge doesn't actually work. Says 'No Connection'. Why did the Engineering section get a Drone Control console instead of a Central Atmospherics console or an Engineering Cameras console? --It's always been that way, and I don't agree with adding or swapping them over. There is no engineering cameras as you have access to sec cameras from the bridge.
  6. K0NFL1QT

    New Brig

    That might be an acceptable compromise, Scopes. I might just start making that standard operating procedure as an engineer.
  7. K0NFL1QT

    New Brig

    Please form an orderly line and be ready to present specific points for consideration.
  8. K0NFL1QT

    More Vampires

    Bahahahah! A Vampire has everything they need to incapacitate and kill another character right from the start. Glare -> Cablecuffs -> Headset Strip -> Drain to death. The good vampires are the ones that let you live. I honestly don't play Vampire enough to say whether or not we need more of them. I remember a good Vampire round, a lot of Glareganks and almost always getting torn apart by those bats.
  9. --Limit discussion, bullet points and concise reports, please. Thank you.
  10. K0NFL1QT

    New Brig

    Just on the lockers rooms, here two alternative examples depending on how kind you want to be to Sec. Clearly, not very.
  11. K0NFL1QT

    New Brig

    These people also actually play Security, what do they have to say? Also; The utterly exposed nature of the bridge is a whole different issue itself, and I hope to god the Bridge gets moved back into the middle because this is completely ridiculous.
  12. K0NFL1QT

    New Brig

    Please explain. It wouldn't give them any power over the officers, in the same way the QM has no power over botanists/chaplain, but it would involve the IA more in regular operations by having them interact with the investigative staff and should give them access to all a crewmans little indiscretions that Internal Affairs SHOULD be made aware of. You took the CSIs autopsy table away, so a connected morgue doesn't make any sense. I want that table back. I'm of the opinion that antags get all the 'help' they need from their access to powerful items/powers, without having the map built for them. The map should be built to help the crew in regular day to day operations. With careful planning and execution, anything is possible for an antag. But if you get caught, you should serve your time with MINIMAL chance of escape, beside random door virus events/poor oversight/genuinely robusting your way out. However, in my design, the brig cells can see and talk to each other for company and continued roleplay so the fact that they are more likely to stay in cells is not as massive a hindrance to player enjoyment. A brig medical area was a good idea. It meant that people who got beaten by shit security officers/other prisoners/themselves didn't have to die and could survive long enough to get proper medical care. I can see how this is less needed now that the brig is right next to medical, but someway for medical personal to get in would be great. A medical personnel access door?
  13. As far as I know, you eject bottles out of the medivend and dropper them from a stack. If you're lucky a chemist will leave an empty beaker in the dispenser that you get to fill once before ejecting, but can't replace it for re-use. Same with Service borg, you dispense booze from the booze-o-mat and dropper it from the pile of bottles or hope a lazy bartender leaves a glass in the machine.
  14. Alt titles are good! I should suggest one... Uh... what about Space Pope?
  15. K0NFL1QT

    New Brig

    Scopes posted this to get some input on floor coloring (which should be blue, btw), but I couldn't ignore the poor design choices. Scopes isn't in charge of the design, so instead of discussing it with him (much to his annoyance) I'm hoping to talk to the people who are responsible, and the rest of the players, because... this feels like it was put together by someone who doesn't actually play Security and understand our troubles. Granted I can't see the rest of the station outside of this picture, but there's still some glaring problems. The Armory Once again, one of the most 'secure' areas on the Station is on the exterior where it can be easily accessed from outside without triggering any alarms prior to its breaching. Also happens to be right next to the Permabrig, for those breakouts. The Lockers. Why the same central stack configuration? What happens is that officers end up help-shuffling around trying to open and get stuff out of whichever locker they choose is theirs. However, if you put those lockers on the outer wall, you use up some of that empty space and officers aren't crammed into a one-tile corridor. Also needs a shower, or at the very least a sink. The Wardens Office. Arguably the most important area in Security, around which the other important areas should be arranged; Brig, Permabrig and Armory. The Wardens office also needs to be one of the first places seen as you enter, so that they can check any incoming prisoners, and should ideally by surrounded with glass to permit as much observation as possible. Why is it separated from the brig by a wall? Why is the Armory on the other side of Security? Why do you have to go through the Locker Room and Meeting Room to get to where I presume the Permabrig is? I don't like to criticize without offering an alternative, so here's a possible redesign mockup I threw together in Paint, because I'm pro. Please at least consider some of these adjustments, mapping staff. This presumes we're not allowed an off-station perma-brig (which would be amazing and we should definately have a prison on the asteroid). *Sizes not to scale. Benefits; Internal Affairs right next to Interrogation, Processing and regular cells to see/hear any prisoner abuse. Also next to the Detective and the CIA to emphasize the investigative core. Think of the IAA as the Quartermaster, the Investigative Overseer, of Security? Detective and CSI share a storage space for case related stuff. Possibly the IA too? Depends on the feedback of IA players, whether they'd be comfortable with that; it'd give them access to the evidence/information for cases that the Detective and CSI are working on though they might be expected to also share their own information which they might deem too sensitive, but it's not like the IA won't have even a filing cabinet for private storage. CSI has a personal Morgue, which can also be accessed through the Execution chamber on the other side. Wardens Office has full visual of the regular cells, as well as visual of storage. Ideally it'd have a blast door button to protect against breakout/riots. Armory placed at the back of general storage, without being on an exterior wall. Ideally it'd also have blast doors that can come down over the entrance, controlled by the Warden/HoS. As frustrating as it is that Antags with guns and bombs must also have extremely easy access to the stations only defense, it's supposed to be that way. Brig Medical area has proximity to Perma-brig, regular cells, solitary and insanity cells, without crossing through processing/interrogation as they do now. Ideally this would be staffed by a dedicated Brig Medic job role, stocked with a scanner and some medkits. EDIT; Forgot to mention, there should be a Cyborg Recharger in Security somewhere. This is all just feedback though, and I welcome any thoughts, ideas and critique of your own, on my design or the Jamini/Witt design, in support of or against.
  16. These, please. My suggestion: give borgs some way to load containers into a dispenser. Unless there is a method that's super secret and I haven't found it. This only really affects the Service and Medical types, who can't mix drinks or mix chemicals though. Maybe a Magnetic Gripper for small/tiny items as standard across as borg types? It's not 'borg hands' but it allows a limited type of pick up capability.
  17. Ogod, the Combat Shotgun. First round I used it, I accidentally decapped two people. I have a certain mouse with a fuckton of buttons, so binding one for 'use/pump' was an obvious choice. I stopped using them for a while just because of dangerously effective they were at killing, and that when I had one I felt comfortable rushing nukesquads.
  18. ERT are not there to 'do as they are told'. They are there to solve a problem that the Heads of Staff were not able to solve themselves, ergo making them then answer to the Heads makes no sense. However, good ERT will not take control of a department unless the Head themselves are rogue or missing
  19. K0NFL1QT

    Two Detectives

    The investigator role needs to stay as part of Security specifically because they're the criminal investigator. The fact that they can't operate cell timers is enough of a pain in the ass that removing them from Security completely would make it even harder to play because you can't even walk in the front door and talk to the people who otherwise have the most information about station crime. And you wouldn't have access to Security records to check for crew with a prior history of criminal behavior. All you'd do is spend the shift trying to get someone from Sec to actually take you seriously, at all, in any way. The CSI does everything the Detective does, but better and doesn't shoot people.
  20. All of the faster airlocks plox.
  21. K0NFL1QT

    Two Detectives

    There is a Civilian investigator. It's the journalist.
  22. Old hats in new colors; ie, that chequered stripe can go. Also, bring back the Corporate Cap, in black or blue but preferably both. Basically, HATS.
  23. Good point, but there's no need to punish ALL ERT players for the mistakes of a few. An ERT whitelist would be a more palatable solution, and appropriate considering their authority exceeds Heads of Staff, but would lead to an increased workload for approval staff.
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