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MO_oNyMan

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Everything posted by MO_oNyMan

  1. Yeah, library is a bit messy as of now. Some improvements would definitely benefit it. Although i was thinking more about remaking it into a journalist's office style
  2. Oh if it's already a thing IRL then i don't see why wouldn't it be added to the game. Especially if there was a mechanic tied to it to make civilian department a bit more interesting and in-depth
  3. heating and cooling cabinets sound like microwave and fridge (which we already have) unless you mean something different but then i'd ask you to clarify. And yes, smartfridge is access locked. You can look but you can't touch. Storing it into the smartfridge is safer than storing it on the counter as people can come up to the counter, look into the fridge, ask for a certain dish and have you dispense it for them.
  4. Honestly a logical next step for IPCs. I've always wondered why is there a paranoia with shells being forced to wear tags despite it being ridiculously easy to identify them as non-human. An IPC that is indistinguishable from humans even via a hand-held scanner or a full body scanner would naturally play much nicer into the paranoia and tags storylines. +1
  5. Seems neat. But the questions are how would target switching be implemented and would all intents make you punch your target if target locked (i see damage imncrease on grab intent)?
  6. The current setting needs to be changed. I personally don't care in which direction will the changes be taking us but the fact that the changes are needed is undeniable. We're stuck as a tourist attraction with any more or less radical suggestion of improving departments other than science or mining shot down by the "why do we need it on a small research station" arguement. At the same time the arguement used to block those suggestions is invalid. Yes, Aurora is technically a phoron research and mining facility but virtually no research of phoron happens aboard the station (if you think it does - cite me examples or touch this topic at all) with research and mining being the most boring and therefore understaffed departments on station. Yes, we can decide ourselves what "research station" entitles but we also have to follow general logic of the universe. The station can't be a tourist attraction and at the same time a serious secured research facility. Choose one. Current status of the station is pretty underwhelming. So we either need to move towards reinforcing the research and mining status (implementing tonns better features for such departments, making them more interesting, cutting other departments and making all deps revolve around science and mining, removing visitors, enforcing stricter policies etc.) or we move towards a public object, aka the trading HuB (allowing more diversity in character, decentralising or moving entirely away from NT, introducing new factions, building all deparments and leaving science as is or repurposing it). Regarding suspension of disbelief towards people that do poorly at their jobs, yes we can say that "it's not canon". But it's supposed to be a flagship of NT or something. Hiring the best of the best. And you can't expect randos on the internet to consistently do a good job. So why should we bend our knees backwards establishing a setting that is impossible to maintain in a believable fashion due to the playerbase? Wouldn't it be easier to loosen up on requirements for the crew to allow them to occasionally mess up instead of dismissing all mistakes as "non-canon"? Spoiler: yes it would. "But why would VIP visit some trading hub"? They wouldn't and thanks god they wouldn't. Polls show that people want maximum involvement of the crew in their events. VIP visit events are revolving around a single person by definition so the less VIP visit the station the better. We really don't need mr. President to walk by our characters in the hallway to saturate our storytelling with #meaning. If you still want to push some big figure to visit the station, scale its importance. Have the trading hub's shareholder and local hospital benefactor visit. "but why would we validate poor conduct?" Because it happens. Punishing people for making honest mistakes is stupid. And you can't expect human beings to be perfect. Flaws and weaknesses are what makes characters alive and interesting. Flaws generate conflict and conflict is the driving force behind any story. Allow regular crew to have stories even if they are minor compared to what antags do. The fact that you're supposed to go through a thorough background checks and scans and evaluation and whatnot doesn't allow for too much maneuver for character flaws and also makes sudden antag wave or random drunko look extremely out of place. "But i've seen scientists research phoron once/i've seen science fully staffed once/new features for science are being worked on" Good. The problem remains. Science is boring. Mining is boring. Aurora doesn't research phoron (which is supposed to be its primary goal). If you want to improve science with new features - more power to you. A trading hub can still have the renewed science department while providing more opportunities for the growth of other departments and character options. "do you want felons to infest the station?" I want diverse and interesting characters to infest the station. Yes, felons. Yes, convicts. Conmen, traders, travellers, tourists, researchers, mercenaries, colonists, locals, priests, aristocrats, lawyers, soldiers, NT supporters, NT opposition, Einstine eng representatives, zheng-hu representatives. The more the merrier. The amount of screening you're supposedly subjected to to come aboard the best NT station in the sector severely limits the diversity of characters and storytelling The benefits of moving to a more open setting drastically outnumbers sticking to the current one. There's no arguing that. If we want to improve we need to change. Clinging to the outdated model will get us nowhere. Yes, changes can require some effort and yes they can be scary and i understand the anxiety caused by the idea of new concept adoption. But from an objective standpoint the current model is just hands down weaker than the one that is being suggested here.
  7. The new medbay map is following a perfect algorithm structure. You come into the lobby. Is it urgent? - Counsultation wing to the right + you go inside and get into the triage room to figure out what's wrong Do you need surgery? - General treatment room is to the right. + Are you in critical condition? - Up to the left into surgery + down into ICU for stabilising and then left for the surgery And if you're dead you go straight to the tempomorgue that is out of the way using remote hallways (since dead people lack priority in this case). In short - read the system explanation post that came with the map update. Not only new medbay has perfect logic it also implemented a great descision of swapping paramedic office with the lobby. Paramedics are the ones who are supposed to respond to calls around the station. New placement reinforces this fact quiet well. Chemistry is easily accessed from the waiting room. Medication can be transported to every section of medbay from chemistry via chutes that are right outside of chemistry. I never said the OR and chemistry lab should be swapped. If you want to make the corridor feel more spacious utilise the idle the 2x2 idle space fore of the surgery. It would cut 3 tiles from it. And again, lobby swapped with paramedics office has the multitude of benefits including reinforcing the paramedics' duties and encouraging the use of examination room as well as moving some traffic to previously almost dead section of the station. The idea that new medbay is objectively bad is objectively subjective. Start utilizing triage routes and all arguments against the new medbay will magically get fixed by themselves
  8. The current medbay setup has logic behind its structure which was explained in multiple posts after the remap. I'm 100% opposed to reverting the changes and i don't support any individual change of the "alternative suggestion" except for removing windows from the ORs. Making a new chemlab that would have both chemistry and virology equipment would be an actual concern but only after and if the merge of chemistry and virology happens. General -1 but fix the surgery windows pls
  9. MO_oNyMan

    Aim delay

    Alright so most of the people seem to be in agreement that it's either already a feature with a 3 second delay or should be a feature. The thing is, it's not. I'd suggest a 2 second delay. So If aiming is supposed to have a 2 (or 3) second delay i would like a confirmation of that from a code maintainer to move this issue to github bug reports
  10. MO_oNyMan

    Aim delay

    Because you want to make them to stand down instead of killing them? "Shooting them normally" when you have an option not to is generally what excessive use of force in detainment, use of excessive force, manslaughter and murder regulations are used for and is a not very good practice
  11. MO_oNyMan

    Aim delay

    If it's already there i can't feel it. Every time i take aim at an actively acting dude the gun immediately goes off. So if it's already there maybe make it longer?
  12. MO_oNyMan

    Aim delay

    When you're trying to deescalate a hectic situation by deploying a firearm, you can't and are basically forced to use it as even if you take aim to force someone to stand down you'll just automatically shoot them since they are in the middle of doing something active (fighting, running etc.). There's no time to react to someone aiming at you unless you're standing completely still doing nothing. So the suggestion is to give taking aim about a second long delay in between clicking and reflexive trigger. So that you could see the aim sprite on your character, get a big red message, hear a distinct aiming sound and react in time to stop. This could also be used to react agressively or escape but it's intended and not really a bad thing. Aiming takes time IRL, not taking a shot has risks. Ideally you would be able to interrupt taking aim by taking a shot by clicking at the target again (just like you can with the current system). It also allows for mexican standoffs when you react to someone taking aim at you by pulling a gun and taking aim yourself which is sadly impossible atm. video for reference
  13. Cadets are lame. They are future officers and traditionally get assigned to one of them at the start of the shift to learn discipline and get abandoned 15 minutes after. But officers are not the only part of security. There is an investigative division that works with entirely different mindset and follows entirely different principles. Furthermore, letting a cadet onto a crime scene or into the lab is ICly insensible. So I suggest an alternative title for cadets to reflect their inclination towards investigative practices Investigative assistant: + Creates a learning role for investigators + Doesn't get automatically assigned to an officer at the start of the shift + Learns critical thinking and artistical freedom as opposed to hardline discipline + Is an educated individual not an assistant with pepperspray + Helps investigators out + Dresses with taste + Not a virgin
  14. I like the concept of a mechanic as an engie guy who makes and fixes new shit that isn't hull breaches (IT department projects gives me nightmares). Especially if he gets some unique features to make engineering brighter. But LEAVE THE JANITORS ALONE. THEY WERE TAKEN FROM SERVICE KINGDOM BY THE RIGHT OF OIL AND WRENCH. Also i fell kind of bad when i have to bother someone titled "station engineer" over a broken lightbulb
  15. You can't actually access any emergency services without a command access id. On shifts without command staff the only command access ID is captain's spare which is kept in a known and extremely unprotected location. If it gets targeted by an antag you're locked out of help. Faxes are command access locked as well, normal crew can't use them. There was an attempt to adress the problem but to no success. As for the malf being a bad gamemode, i'd agree. But still it would be great to get a better gamemode in its place if only to please people who get upset by the removal of malf
  16. bump
  17. For: - Ai is a fucky role for reasons specified in the suggestion itself - Current situations makes it so that AI problems are extremely hard to be adressed ICly - Removal of AI complements the lore, considering we have an entire race that was enslaved and nearly exterminated by an AI - AI doesn't really do anything significant except for antag spotting and door opening Against: - AI is really useful on deadshifts where there are no command and something really needs to be done - Access problems - It's a shame that so many features designed for AIs get removed - Gamemode erradication All in all it's a pretty radical change and even though i'm not necessarily opposed to removing the AI as we know it, i would like to see something to replace the lost gamemode, slot and features with before i can side with the suggestion. As for the whitelist solution, since AI is a singular role i'm afraid there's a decent chance it will just kill the slot. Besides AI being non-whitelisted and having access to command-level stuff is one of its most useful features gameplay-wise currently
  18. Yep, the new version looks better
  19. I generally hate sweaters and all that is near and dear to them. But the sprite does well in representing a sweater. Since it's an accessory i see no harm in adding some more fluff clothes to the loadouts. The only concern for me is that it will likely block other accessories (?)
  20. Have you ever tried to suddenly hug people that are not ready for it or that don't want your hug? Socially awkward people will understand what i'm talking about, others will have to use their imagination. Basically a hug is a very complex motion that requires you to violently invade and completely overtake other human's personal space. A natural reaction to some stranger who does that is backing off, protecting yourself. A simple half a step backwards or a slight extending of one's arm makes the bear grapple of a hug practically impossible and if you wanted to carry through with your hug despite the recieving person taking countermeasures you'd have to tackle them (which is basically the more agressive version of a hug). So what's the point here you might ask? The suggestion is to change the help intent clicking on people to a somewhat neutral emote, moving a hug to the typed emotes section. Currently there's no way to stop full auto machinegun hugging which is unrealistic and unimmersive. Something that can't really be prevented yet still would display your helpful intentions towards others would fit much better. This is what i had in mind to substitute hug-assault but alternative ideas are always welcomed (like nods, smiles, hugs, offering a handshake, friendly slap on the back, fistbumb etc.) - Urist pats Bob on the shoulder encouragingly A pat on the shoulder is pretty neutral, does not invade personal space as much, is hard to evade and is not too casual for a workplace.
  21. Reporting Personnel: Alan Grimm Rank of Reporting Personnel: Crime Scene Investigator Game ID: bTr-cbVf Personnel Involved: (Name, Rank: Offender/Witness/Other (Ckey)) - Jeanna Wise - Bartender (offender) - Leah Siskin - (witness) - Khorom Bhararaya - Janitor (responder to the aftermath) - Asher Wood - Detective (responder to the security call) Time of Incident: 1100-1115 ST Real time: approx 1800 EET Location of Incident: Bar Nature of Incident: []Workplace Hazard []Accident/Injury []Destruction of Property []Neglect of Duty []Harassment []Assault []Misconduct [x]Other - Animal Cruelty Overview of the Incident: At approximately 1100 station time security was called over general frequency by Leah Siskin who reported that the bartender was assaulting Pun-Pun at the bar. AS security was tied up with other things I decided to check out the call as it seemed not too violent. Upon arrival I saw Jeanna Wise, the bartender standing near a severely injured Pun-Pun behind the bar counter. The area behind the counter was covered in blood. I attempted to inquire about the reason miss Wise assaulted her pet monkey. I then recieved a somewhat incoherent response which i can only assume meant she wasn't pleased with the fact that Pun-Pun was constantly jumping on the counter. She then proceeded to say that it was fine and that she'll patch the monkey up and locked it in the bar backroom. I noted however that the injuries were pretty severe, the monkey was bleeding and seemed to have its skull broken inwards. A photo was taken as evidence of this incident at that time and an attempt to contact head of security and then security officers was made. Head of security was unresponsive to PDA messaging so I messaged RD asking him to authorised the warrant. He refused after stating he has no authority to do so despite being the only available member of command at the time. I stayed at the bar to control the situation. Miss Wise seemed very anxious about me talking into my headset and kept repeating that nothing happens. She then went to check on Pun-Pun, opened the door and found him unconcious on the floor. She grabbed the monkey and shoved it down disposals and kept repeating that nothing happened. Shortly after i finally managed to get a hold of security personnel and the detective arrived at the scene. He immediately inquired "who is the suspect". I pointed at miss Wise who was standing behind the counter. She simply said "No" and lowered the shutters preventing further interactions. Detective left the scene and I went to the crusher to retrieve the Pun-Pun's body as evidence. As the crusher door was bolted I messaged Khorom Bhararaya, the janitor who helped me to retrieve the body. It's about this time i contacted agent Williams, having exhausted all available options. Did you report it to a Head of Department or IAA? If so, who?: Yes. The initial request for an arrest warrant was relayed to the head of security Tom Jackson who at the time was unresponsive. A request to authorised the warrant was then relayed to the RD (the only other member of command staff) who refused to do so after stating he had no authority to authorise warrants. A request to investigate was then relayed to the internal affairs agent Aaron Williams who due to the shift getting to its end adviced to hand the issue over to CCIA. Actions taken: Evidence of the incident was collected. Attempts to contact head of security and officers were made with no success. Detective was called to the scene. IAA was contacted. Additional Notes: A photo taken upon arrival at the scene attached.
  22. I like the idea of making use of janitor's equipment and consequence for mishandling the dead bodies. However the concept of bodies spreading disease 10 minutes after the death jsut doesn't feel right to me. As an alternative to the suggestion I would offer "smells" system. Basically what it does it allows some chemicals and items to produce a "smell" (an effect in the area, originating from the open beaker or an item). If the item is properly contained or removed the smell fades over time. The effect has a percentage chance of displaying a message to anyone who passes through an affected tile, describing a smell. The more potent the effect on the tile the higher the chance of "smelling" something while passing through it. Displayed messages can also vary to reflect the potency of the smell. Bad smells would cause toxin damage if the person stays in the area of efect long enough, potentially causing vomiting (because you smelled something disgusting). Containing the smelly item (closing the lead on a beaker, putting the item in the morgue tray, using the body bag) would stop the spread of the smell. Wearing protective gear (surgical masks, biosuits, gasmasks) would protect the wearer from the effects of the smell. This would - Allow people to smell chef's cooking - Bad food causing trouble if chef won't dispose of it, making chef's job a bit more in-depth - Make the chemist's job a bit more in-depth - Allow to locate dead bodies by their smell (if they were left for long enough) - Give actual reason for janitors, medics and security to wear protective gear to not get sick because of a foul smell on the crime scene/in the morgue/in the trash compactor etc.
  23. I can't follow the wiki in this situation as while in-game announcement is pretty clear in saying that "random searches are allowed" and CCIA clarification is crystal clear that you absolutely need a probable cause and code blue itself is not enough of a probable cause, the wiki contradicrs itself in saying that random searches can be conducted BUT withing reason. I have no idea what is meant by "within reason" in this context but if your search is "reasonable" then this reason is your probable cause. That's kind of what wiki currently says. But again I am baffled by "random within reason" The "warrant-less" is a substitution for "random" as i feel like it's the cornerstone of the issue at hand I go by the CCIA clarification in my practices as it makes the most sense to me. However i've been playing on Aurora for a while now. When it comes to new players i can only imagine how confused they might get if even long-standing sec players can't cite a solid source to go by. And the reason for a suggestion is to set the policy in stone, erradicating all contradiction to avoid chaos and confusion. And this can be done in one of two ways: 1) Erradicate all mentions of "reason" and "probable cause". Code blue lets security search whoever they want whenever they want. Heads can shut down a locational search of their own department under their authority which can only be circumvented by a captain-level descision (basically exactly what in-game announcement text says) 2) The preferred (by me) route. Erradicate all mentions of "random". Code blue as a code of suspected danger lets officers conduct searches of people and locations without a warrant (to cut down the time of the response) but they must have a probable cause (that may not be withheld by officers) for a search (as in they need to have a reasonable suspicion that area or a person are related to a crime or present danger to the crew or the station). Heads can shut down the locational search in their departments under their authority if the cause presented by searching officer is not probable enough (basically exactly what CCIA clarification says). Code blue by itself can not be used as a probable cause for a search. Whichever way is chosen i'd prefer if it wasn't done by saying "this is correct" in this thread followed by its closure. It would be better if the decision got reflected by credible sources (like wiki) where everyone can see it and consult it if they're not sure about the current procedure
  24. If you mean that store needs to get food traffic for sale, i'd argue that it's somewhat weird to buy food in a store that is directly opposite of a free diner. And if the store gets popular enough it will actually make bridge area more populated which is a good thing. Bar area has enough attractions as is (booze!). People should be encouraged to visit different areas of the station Edit: i'm blind, it's actually fooT traffic, not fooD traffic. Disregard anything about food
  25. Research - the systematic investigation into and study of materials and sources in order to establish facts and reach new conclusions. Use of phoron in a common recipe for a medication that is being used as a first resort for healing the most common type of damage on the station as well as using it as an element in an engine that is considered stable enough to be used as a primary and frequently the only source of power for the entire station in not researching as you don't find out anything new about it. The only thing that can even remotely be called "phoron research" is the use of phoron in RnD prototypes (as in researching the phoron traits that allow for creation of more advanced experimental technologies), but prototypes are rarely used and even more rarely genuinely researched.
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