
MO_oNyMan
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Everything posted by MO_oNyMan
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I totally agree. It would make for a more interesting infiltration type antags and make slightly more sense. The only downside i see with it is that you wouldn't be able to quickly contact the guy you want to contact (since you don't know who to message because pdas are no longer labeled and you can't use crew manifest to find the guy you want) Overall +1
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Finally, some entertainment area improvements. Seems fine and dandy. Although i have some concerns 1) I'd place the coffee machine in the bartender's area. We have a barrista title now, dirty assistants shouldn't be around cool coffee machines 2) I'd replace one of the cigarette machines with a snack machine 3) arcade machine by the door is awkwardly placed because whoever is using it blocks both the theatre and the stage 4) bar sign with the name of the bar should probably be on the outside (?), i'm not sure 5) Are those stairs in the bartender's backroom? Are we getting a wine cellar?
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i'd suggest to gerenrally avoid placing machinery (such as laptop vendor or book binder) directly adjacent to the tables. General lack of double tables makes me sad. I'm not sure if unearthing that gap between the library and bathrooms is a good idea, the lack of carpets remains unfixed
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https://forums.aurorastation.org/viewtopic.php?f=18&t=10864 already suggested here with more points raised
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As i already said. New players joining as a detective for the first time see a zippo, flask and trenchcoat with bitchin armor values and decide to pursue a loose cannon lone wolf noir drunk gimmick (which is pulled by the pop-culture tropes and doesn't really work neither IRL nor in a corporate setting) which in turn leads to detectives getting a bad reputation. Can they choose other routes for their detective character? Yes. Will they? Highly unlikely. If they want to be a noir detective i would rather it be an evaluated choice. So that people could play a simple guy, a professional investgator first and then if they feel like they can pull it off move to the noir gimmick, not the other way around
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The suggestion is not to remove zippos, flasks and trenchcoats from the game entirely. It's to stop pushing them onto new detective players. When a new player start playing the detective and finds a zippo in his pocket, a flask in his locker and a noir trenchcoat with great protection values, guess what gimmick he will choose. That is pushing a gimmick onto players. You can talk about gear being optional all you want but if you give great stylised stuff to players they are going to use them (especially new players), adopting the gimmick in the process. And that leads to loose cannons detectives. And subsequently to detectives getting a bad reputation. Hearsay is not a credible source. So community feedback doesn't matter? I don't think so Assuming you meant practice. If so, I'll say that it is a healthy practice for the reasons stated above. You make it sound like the detectives are being forced to play a role but they are not. Please do not try to twist words and make it your way, it is not a very healthy practive. Except the gimmick is being pushed on players. You have a choice of going either left or right. You're already facing right and you're told that if you go right you'll get a candy. Absolute majority will choose right, that's how human psychology works. That's pushing the decision. That's what noir gimmick currently is. Are you a coder? Do you have experience in coding? Yes and yes. Any other questions? It still is a choice regardless, no one is being forced to play a Noir detective. I'll say what I think of your OP now, throughout your suggestion. I still see you insisting on that Noir items in lockers restricts people's imagination of wanting to become different than just Noir. I do not see people saying that being a detective limits your imagination, I do not see people becoming one and only detective Noir although I do see people becoming detectives that are not just about Noir. I can say this for a fact that people knows me for making many unimaginable gimmicks as both antagonists and non-antagonists. I've even become a detective based on my inspiration from Persona 4 (Tohru Adachi and Ryutaro Dojima) and Ace Attorney (Gregory Edgeworth and Dick Gumshoe) by being able to use some of these equipments to further my gimmick and imagination with other people. What's my point? My point is, people especially myself have already made enough interesting ways to roleplay their detective. If they're still unable to think of interesting ways to roleplay, they should consider watching some shows, playing games, watching other detectives behave in SS13, or come talk to the community. Unable to do any of those? Come with me and you'll be in a world of pure imagination. You need to simply take a look and you'll see into your imagination. I would flip the argument and quote you on hearsay not being a credible source, however i will instead reply that if you see people moving away from noir gimmick and succeeding - that's great. Removing noir items from a standard loadout does not prevent them from doing so. Nor does it stop people who want to pursue a noir gimmick. All it does is it allows more artistic freedom for people making their first detective character. And more creativity and more professional gimmicks will result in better detective characters.
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It's not about whether you can or can not use the standard loadout you get. It's about why is it there in the first place. Why on earth would a corporate detective need a standard issue zippo and a flask? You don't see other jobs being pushed into a gimmick. Doctors don't spawn with a cane, a casual jacket with increased disease protection values and a complementary prescription bottle of tramadol pills. As for replacement for coats i'm currently trying to get someone to sprite a new jacket. Whether it should armored or not is up to debate (i'd rather say no than yes. Detectives already have a vest if they want extra protection. Unless it's a proper uniform jacket). The fedoras should be removed either way (or added to the general loadout options)
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¯\_(ツ)_/¯ for the new jackets - probably (relevant suggestion here https://forums.aurorastation.org/viewtopic.php?f=18&t=11152) for the new guns - could go either way (relevant suggestion pending) for the ear plugs - it's for a custom item
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I have a bunch of stuff that i can't sprite myself due to my hands growing out of my ass. Listing them from the most important to the least important - A new, modern investigator jacket to replace the trenchcoats for detectives - A new laser/energy handgun to replace the detective's revolver and officers' .45 (preferably two different kinds to distinguish between officers' and detectives' weapons) - wireless neon (acid green and purple) earplugs MO_oNyMan
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but it really is an overused trope. There's a lot of talk about bad detectives and how they act like loose cannons and how it makes a sub-optimal impact on the gameplay and how it doesn't make sense etc. etc. Trenchcoat + fedora wearing, constantly smoking, revolver naming, bitter detectives is a gimmick perhaps as old as ss13 itself. When it comes to HRP and believable characters i think it's important to encourage some freeform instead of pushing people into a gimmick (see: the wizard) And the truth is that the noir gimmick is basically forced on the detectives. They get a zippo lighter and a flask as standard issue gear, an armored trenchcoat and a fedora. Now I don't say noir gimmick is inherently bad. If you want to play a depressed detective you can. I'm just saying it's not a very healthy practive to give new detective players zippo, flask, fedora and a trenchcoat and then expect them play anything else but. I have actually seen detectives that are asked to not drink on the job respond with "if NT didn't want me to drink they wouldn't give me a flask" and it's a pretty logical statement. So the suggestion is to abolish the noir-esque items from the standard detective loadout. - Remove the flask from the detective's locker - Remove the zippo lighter from automatically spawning in the detective's pocket at roundstart - Ideally remove the trenchcoats and fedoras from the locker it's literally deleting 4 lines of code, nothing too complicated Now if you still want to play a noir detective, go to your loadout, pick a zippo lighter, a cigarette packet, a trenchcoat and fedora and a flask. It remains there and is an option. But when it comes to players choosing how their detective will behave i think they need creative freedom without noir items looming over their head.
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The feature adressed here will be newspapers (printed from the newscasters) and some thoughts on how to make them a bit better of a thing. Currently there's absolutely nothing signifying someone is reading a newspaper. Sprite doesn't change and it looks like you're holding it under your armpit regardless of whether you're reading it or not. Using it in your active hand opens a pop-up window with articles. So the suggestion is to implement an opened mode for newspapers with a new sprite. Using the newspaper in your hand would toggle between open mode and closed mode (each with separate sprite). In closed mode (holding the newspaper under your armpit) examining the newspaper returns a generic description of it. In opened mode (sprite with newspaper opened covering upper body and face) examining the newspaper would allow you to read it and turn pages. Moreover, newspapers in opened mode act like facewear, covering your identity and allowing antags to blend in with a fake id more easily. To somewhat offset the slight memery of the face cover feature i'd say it should work only on a 2+ tiles distance, allowing people standing right next to the newspaper infiltrator to look through his cunning disguise
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It has and it is. Prison uniforms lying in a public cloth locker, suggesting it's fine to wear it is an issue. That's how it is right now So.... how is this relevant? Just take whoeve is in a suit for questioning, if they got nothing on him, release him, done. It's relevant in the way that most of the crew doesn't have access to security consoles or sechuds. And if a botanist tries to take a HuT convict for questioning and searching, he would most likely get himself killed which is sub-optimal in a "dangerous convict is loose" scenario Again, the entire purpose of prison jumpsuits is to be able to identify a convict visually. Sechuds are not always readily available, crew doesn't have access to them at all. If prison jumpsuits serve no purpose whatsoever and all of security should wear sechuds at all times and mark their prisoners and crewmembers can just gamble then prison jumpsuits should be removed and replaced with a vendomat dispensing random jumpsuits for convicts
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the sensors are not exactly the issue
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Examine while wearing a SecHUD, check his info and status. Bam. Done. NoSecHUD? No problem. You have a console in the Warden's office and Brig Lobby that have prisoner records. Far from brig? You got a handy dandy PDA with very useful functions like Security Records and other neat things. Use it. i don't think sechud shows the list of crimes. Furthermore his status may not be updated (which frequently happens if the guy is permabrigged) PDA doesn't have a conviction list either -Refer to SecHud and PDA arguement -Additionally, if Security doesn't know who or IF they arrested anyone, or if someone they arrested is MISSING, they're not doing their job, are they? - sechud and pda not having a conviction list counterargument - it's not an officer's job to keep track of convicts and they rarely do. The only one who is supposed to know is warden and if he's not there there's noone to check with to be sure - Literally just asking sec to do their job is too hard? Even a CADET can do this. -Prison uniforms still serve their purpose. If someone is using one OUTSIDE, it doesn't deny the point that it still is used to identify convicts. The person is just silly for wearing it. - Refer to the point that it's not the officer's job to keep track of all prisoners - it's not about whether you can or can't wear it. It's about why is it in the public closet along with other generic jumpsuits in the first place. That's why the suggestion is to remove them from a public closet as opposed to removing them altogether If you don't personally see the problem occuring that does not mean it shouldn't be fixed or does not exist, that's just bad approach to problem solving And to top it off the specifics of prison clothing are such so that anyone could tell that this is an escaped convict before him regardless of whether they are supposed to access to sec records or sec huds
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there is a multitude of counters to this argument - I don't think it's currently possible to check someone's conviction record on the fly - prison jumpsuit means that the guy got 20 minutes or above which makes him a dangerous criminal so running to the nearest security console and back is not really an option here - If the bet is placed on security entirely to check everyone's records then i'd suggest removing prison jumpsuits all together since it defeats their purpose (which is to be able to identify convicts on sight)
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Synthetics are a special class of citizens in Biesel, they are treated differently which is reflected by some Biesel laws and the general idea is that they are (supposed to be) opressed This however is not reflected in any way in station regulations so i would like for this stuff to be adressed and added to existing regulations' descriptions. It's kind of weird i have to ping IPC lore dev personally to find out that destroying an IPC is considered sabotage and not murder. To understand how synthetics are supposed to be treated I need to get more insight into what is their actual status in Biesel which i hope someone will clarify for me. Are they considered property? Are they considered full-fledged citizens and are treated as such when they buy their freedom? Are they still considered objects and propety but owned by themselves when they buy freedom? So the regulations to go through include murder, kidnapping and hostage taking, assault on head of staff, assault, minor assault. Murder I was told by the IPC lore dev that destroying the IPC chassis or a posibrain is considered sabotage. So i would like for a small clause to be added to the description of murder and sabotage to indicate the correct application. For murder: "If the subject of a crime is an IPC see i213 - Sabotage" For sabotage: "This regulation also applies for malicious destruction of an IPC" in the notes would suffice, however it might be time to revise the wording of the regulation itself (the description feels pretty weird) This suggests that IPC is not a person but a thing which can be used as a base to look at other regulations Kidnapping or Hostage Taking Again as with murder since IPC is not a person but rather an object i feel it would be suitable to equate IPC kidnapping to Grand theft. IPC chassis and/or a positronic brain is a pretty costly device and would be well over regular theft in terms of collective worth. Changes would be the same as with murder, adding one-sentence clauses to Kidnapping and Hostage Taking and Grand theft regulations to reflect the specifics of IPC policies and laws. Assault The closest alternative to assault on an object would be sabotage. However punishment for sabotage and assault is almost exactly the same so it wouldn't make too much difference except flavour-wise Assault on a Head of Staff I have honestly no idea how to solve this one. Again i will need some clarification on whether IPCs are considered employees or rented property and can an object technically be a head of staff (on practice IPCs obviously can). My initial pitch would be to lower it to sabotage again. It seems to be a catch all regulation that fits any crime involving somewhat serious harm to IPCs. Minor Assault I would say this should be replaced with vandalism when it comes to IPCs. The vandalism wording would have to be slightly changed and respective clauses added to both regulations. As with assault and sabotage the difference between two charges is pretty minimal but having to pay 50 credits (approx 17$) less of a fine for punching an IPC instead of a human adds some flavour to the universe
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Prison clothes are very distinct by design to be able to distinguish regular personnel from convicts. On aurora it's an orange jumpsuit with horizontal black stripes, which is called "orange jumpsuit". Every cell is stocked with one. The same "orange jumpsuit" that is black striped can be found in the mixed wardrobe locker at surface, available to general public as common clothing. So i would suggest either removing it from the locker to avoid situations where people could potentially be harmed for wearing a common access jumpsuit or remove the stripes from the orange jumpsuit in the wardrobe and change the name of striped orange jumpsuits to "prison jumpsuits" to avoid confusion
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I don't know, i feel it would cheapen medbay services. Could be a bad thing, could be a good thing as you would be able to get some quick help when medbay is overwhelmed with critical injuries
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[2 Dismissals] Remove or heavily revise cyborgification as a punishment
MO_oNyMan replied to Kaed's topic in Rejected Policy
It's not about whether cyborgification is considered capital punishment or not (imprisonment is not considered capital punishment IRL that doesn't mean that private entities can kidnap and hold people on arbitrary charges) It's not about Biesel being grimdark or not (lore should still make sense even when going for dystopian future vibe) It's not about BIesel people being okay with borgification as a punishment (i doubt any of them would support punishment without trial) Currently all punishments NT can apply to people are based on their employment and affect their employment only. Fines (which is basically substraction of pay NT owes you for work), demotion (which is moving down the rank inside the company hierarchy), suspension (which is prohibiting to work for the company until further notice) and HuT (which is not wanting someone on private property and is holding a person due to them being unruly, awaiting for the nearest opportunity to hand them over to proper authorities). Every single one of those punishments is revertable. You can get a disciplinary hearing, file an IR, sue NT and get a fair trial from Biesel authorities. And then all of a sudden there's cyborgification. Irrevertable eternal slavery that is being applied WITHOUT a trial. You can't contest it in court or with an IR, you can do nothing after a bunch of guys that may or may not have even read your case files vote on whether you should be lobotomised. If private entities in biesel are allowed to arbitrarily borgify people without trial, does this mean anyone can just walk up to you on the street, kidnap and borgify you and wouldn't be prosecuted because it's not considered capital punishment? Who would sign the contract that says "you can be borgified if command members don't like you"? What stops NT from borgifying all its Biesel employees (which would be profitable since you don't have to pay them)? From an IC standpoint it makes very little sense. From an OOC standpoint it's a mean for permabrigged convicts to get back into the round To fix the problem there should either be any sort of official trial with Biesel representative (offsetting the IC side) or borgification should be removed as a mean of punishment but still be allowed as an option if the convict wants it. That could be presented as a loophole to avoid Biesel prosecution using voluntary borgification. It would obviously require a psych eval and a wavier -
that kind of takes away the entirety of the bartender's job which is to mix drinks in certain order to get the right cool one. Why mix the reagents into cool drinks if you can just stamp the glass and make it look as you wish?
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i can agree on the point that it's hard to see people sitting in the chairs now and that they should probably be placed facing the sides along the isles (like in old design). However i don't feel like a revert is needed. I'd say just a slight rehash to adress the issues by repositioning some of the areas and seats (i really like the new brig area)
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i don't think we have like bandages bandages. We have bandaids that don't really look like bandages. So i'm not entirely sure where would it apply, The sprites look nice though would be great if the applying of them took into consideration an actual body area where medication is applied
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i wouldn't be opposed to putting a flare in emergency lockers
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It actually does seem kinda weird that all approaching vessels have to use common station frequencty to contact the station. I think a separate channel for this sort of communication would increase immersion and it goes well with the removal of the common channel suggestion which is a long-anticipated project.
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1) Seems nice, however i'm a bit worried about extended period of alcohol wearing off. It's a 2 hour shift, i wouldn't like to get shitfaced at the beginning of it and be unconcious all until the end. If the extension is not that big it's fine. 2) About breathalyzers, i would much want to have mass spectrometers to have some use. Detecting alcohol levels via a blood test makes a lot of sense, spectrometers are underused. 3) I wouldn't like for handheld scanners to be buffed. It's a bit too powerful of a tool as it is. Having it show "Unknown reagents detected in stomach/bloodstream" is good enough. I want medics to do anything apart from clicking someone with a handheld for a full diagnosis