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Everything posted by Resilynn
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[Accepted] Doggie66's Command Whitelist Application
Resilynn replied to Doggie666's topic in Whitelist Applications Archives
I could have sworn you had a command whitelist and played an HoS ~10 months ago. Youve been here forever, you’ve played decent characters. I’d support this. -
I’m not opposed to looking into solutions to the cryo problem, but I also think we could move forward with these changes as we try to think of one. Honestly I wouldn’t mind if they were removed entirely, but I think we could have that discussion on another thread too. There are a ton of issues with medical currently, and I’d like to be sure we don’t get some kind of paralysis trying to fix all of it that prevents us from fixing any of it.
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I'd like to table sopor to a different discussion since it's a whole different problem separate from the over use of medicating away problems in a way that discourages meaningful rp after injuries. Same goes with keloderm. I'm staunchly against taking away any options from chemists. As it is, with these changes, keloderm would already have some negative side effects. I'd like to have the debate elsewhere, though, and focus on this set of suggestions so that this doesn't turn into a big complicated argument and is instead something that, with enough feedback, hopefully we can push developers to work on.
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A common complaint I hear is that medical chemistry is so effective that it takes away from rounds- both in that it takes away some realistic rp because even the most dire of conditions can pretty much be medicated away in seconds, and also in that it means antags have to kill to disable, especially members of security, or else they’ll just run back into the fight after getting their heal juice. A few suggestions have been made on how to fix this, including making chemicals more rare, but I think that takes away from the chemist role. Instead, I propose our most common medications have the following mechanics implemented as side effects: Dermaline. While it will still heal pretty much all of your burn damage immediately, it will make you more sensitive to pain thanks to your freshly grown skin (the same way painkillers make you less sensitive to pain), making you easier to incapacitate in combat. These effects will last for about a minute per unit metabolized. No more officers running between laser fire and an emt with a bottle of keloderm as needed. Bicaridine. Still a great liquid bandaid, bicaridine will now come with a 50% chance to cause some motor function issues (dropping items, falling down) for a minute per unit metabolized, as your central nervous system copes with this tremendous healing stimulant in its system. No more cargo techs getting beat up by sentient crates and immediately effortlessly sorting the warehouse. EDIT: Bicaridine would not cause falling down, just dropping things. Dexalin plus. As always, still a bullshit overpowered way to negate the need for any air (did you know you only need .01 units of dex plus per second to survive without lungs?). But just like irl, if you over oxygenate eyes they start to suffer. Dex plus will now have a 75% chance to cause eye damage and a 10% chance to make you nearsighted, rectified only by prescription glasses or mechanical eyes. Finally I will actually have to pay for making and using rescue cigarettes. Rip me. EDIT: instead of causing permanent nearsightedness, it would cause nearsightedness for 5 minutes per unit metabolized. Peridaxon. It regrows all your organs! Now, regrowing your organs will hurt like a bitch. Peridaxon causes pain crit for a minute per unit used as your innards get rearranged and smooshed back together inside you. Painkillers can, as always with pain, negate this. Miners are no longer able to casually walk back out onto the asteroid seconds after their lungs are basically ripped out of their mouths. Tramadol and oxycodone. What even are stuns? Still stupidly effective, these will actually function like opioids now. Taking them will result in the same kind of addiction effects as nicotine, if you go too long without taking them, you will feel mild pain. Oxycodone’s withdrawal will also come with adventures in vomiting. Drinking with either drug in your system will result in liver damage. Not only will this make paracetamol great again, it will also hopefully make officers think twice about adding prescriptions to tramadol in their records that they only convientently get filled when there’s a wizard with stuns onboard. None one of these effects will take you out of the round. They will, however, make it more difficult to jump back into labor intensive work after getting seriously injured, as you will have to deal with side effects for ~10 minutes or so each time you are medicated. Not only do I anticipate that this will balance out medical a little, increase realism, and cut antags a little slack from an endless onslaught of heal juiced security officers, but I also hope the 10 minutes or so of side effects will give people reasons to do things like sit in the bar and library and garden as they recover from whatever just happened to them. I’d love to see people thinking of creative ways to keep working around their side effects- whether by taking risks or finding ways to adjust their jobs to be less physically stressful as they recover. Also, chemists will not have anything taken away from them and will, instead, be called upon more often for recommended doses and be more responsible for monitoring the use of opioids by other members of medical I’d love to get feedback on this, this idea has been brewing for a long time.
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Rename them “Keeney’s Sydrome” And Wuivvliq and space malaria and scuttlebug.
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[Accepted]veradox command whitelist
Resilynn replied to veradox's topic in Whitelist Applications Archives
I have some feedback, having played with you as your CE in your trial. During a malf round yesterday you were very quick to call for the destruction of all cameras and to claim the AI was very dangerous. You definitely had your reasons to, but generally it’s a good idea to give antags some wiggle room. Keep in mind that just because we can shut down an antags’ gimmick immediately in command positions doesn’t mean we oocly should- changeling is the best example I can think of for medical. Half our equipment tells us the fake death thing is fake, but I still proclaim them dead. On another note, try to keep up communication over command radio. It helps. A lot. Overall though I think you’re doing well so far. Keep it up, friendo. -
Sure. And also, a lot of those drinks are closed at first. Obviously closed liquids wouldn’t spill.
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Someone suggested different intents do different things, I think maybe if you did this on grab intent it should not spill- grab because generally you have to think to toggle it so it's not just the default help.
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The title says it all really. It's just super silly that we can toss around these gorgeous handcrafted margaritas and they just always land perfectly. Or survive explosions. Thrown bottles should also have a low chance of breaking, even when sealed.
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Regardless of how long it’s been around, I dislike it too and am all for removing it.
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I, honestly, disagree. I thought we were all way too gray looking, especially if you were supposed to be brown.
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The wiki literally says only cured through hypnosis.
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If the developer who made the update tells us they've done this to slow the 'cloning factory', why are you insulting people who think the developer who made the update did so to prevent cloning?
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I don’t like this. I feel like it takes even more away from medical to do in rounds and makes security even less involved with the rest of the crew. If security wants to have this sort of thing then the players should work together to organize this sort of thing in round. But security already have an issue with not involving the rest of the crew in their operations (even when they absolutely should), and drawing a distinction between “field medic” and “emt” sounds like you’re just reducing the emt slot to wheeling people away after the medic takes care of them.
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This sounds like EMT, but for some reason not in medical. I don't understand the purpose. What does this accomplish that isn't already being done?
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let me tell you about narcolepsy. Narcolepsy is not treatable by any medications. Narcolepsy removes someone from the round, knocking them unconscious at random, usually once or twice per minute. They can’t see most of the game, they can’t interact reliably with anyone. Especially if literally anything else is going on in round, very few people can devote all the time it takes to wake up this sleeping person when people are dying around them. You have every IC reason to shove the peacefully sleeping man into a corner while you tend to the critical condition security officers in front of you. And you have every OOC reason to rush to cure the narcolepsy, because it’s worse than death- no respawn, no d say, nothing to do at all. And you might get LOOC yelled at or, worse, handed an IR for neglecting a patient. So your immersion is broken while you run off to treat narcolepsy the first second you have without leaving anyone to die. You struggle to figure it out- the wiki is confusing and many traumas look like other traumas to people who haven’t seen them before (which pushes the new players away from the role). Now. Unless you are a cmo or psychiatrist, you do not have access to the tool you need to fix the trauma (hypnosis). If you’re a doctor you have no reason to know how to use this tool. If you’re a cmo you barely have a reason to know how to use this tool. So again, you’re asked to meta game to cure it to avoid taking them out of the game, or to risk an IR. But whatever, narcolepsy is okay, if you have a psychiatrist. Except remember, new players don’t play psychiatrist, it’s a HARD job with a lot of pressure and a lot of scrutiny. Those who do end up looking like idiots. So, your average joe player looking for a new job is discouraged from playing, psychiatrist is a role for baldies. And your devoted, psych main characters, not that any are left, well, they’re put in a situation where the rp they joined the role for comes secondary to the quick mechanical mending, with all its guesswork, of repairing whoever was just cloned. Sometimes you don’t have the means to fix that trauma as a psychiatrist (blindness), and you end up paired with someone who doesn’t want to be there and is desperately hoping you can do what they absolutely perceive as your job (but it would be meta to be able to do surgery). So no one plays the role. So you don’t have a psychiatrist. There are none left. You’re just stuck all round with some fucking guy with narcolepsy yelling at you in LOOC.
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It is no longer football shaped. We ran this by the hat and hair sprites, should still work.
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I've summoned the master spriter to work on this. We'll post something by the end of the day.
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Let’s solve this by removing cloning. Until we come to our senses and get rid of it, though, DNCs should be a command level decision. HoS included. Hell, even the HoP if there is no CMO.
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I have escaped antags with deathgasp before. So.
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Mechanics shouldn’t have to keep a chemist from cloning. The rules already cover that.
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[Dismissed] Increase Difficulty/Consequences for Using Station Funds
Resilynn replied to Kaed's topic in Rejected Policy
Just make money mean something. -
Only issue 40