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StationCrab

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Everything posted by StationCrab

  1. Could put a few in the security vend as well.
  2. While I generally agree with this sentiment, in this case there is no reason to salvage this redundant feature. Records aren't going anywhere, it is just getting rid of the section that resets itself and making it clearer how to access the permanent notes.
  3. I certainly agree with the void suit issue. Nothing more frustrating than losing a patient because you can't remove clothing or inject medication to stabilize a patient as a rescue borg.
  4. This is really cool looking. Would be awesome to see worn around.
  5. How long will the poll be running?
  6. Add more tools for antags to disable camera networks. Jammers, electronic stealth modules. Maybe even let Antags emag cameras so they display a still image of the area that doesn't update when people pass by, to fool the AI into believing the area is clear until such time as it figures out what has happened by watching travel from other networks. Simply blinding it is too hamfisted I think. Recently radio jammers were made to stop station bounds from remotely accessing doors near the jammer, maybe do something similar for cameras? Throw a jammer down the hall and suddenly the AI can't see, or perhaps the image is distorted.
  7. @VisVirific I love this guide, but it seems some more changes have been made/chemicals added. Mainly butazoline and saline plus. There have also been some pretty heavy overdose/chemical reworks. I am assuming it will be updated when you have time, but I wanted to leave this note here incase someone is browsing the thread! Here is the chem rework thread.
  8. This sounds really cool, if it is doable code wise.
  9. I think the five second unbolt was fine. I can see the bolting process taking longer, possibly even 10+ seconds, the audible notice is also a great idea. This would add tension to bolting, and give people time to react. Overall this is great, at the very least the AI should be able to lock down its own core. Thanks for taking the time to code this. In the future we could even consider re-adding these features to all airlocks, with more low security areas possibly taking longer to lock down than high security ones. That is just something to consider. As a borg I haven't missed bolting too terribly much, but I can certainly see how the AI might feel a bit lacking without at least some ability to secure areas. As a side note, I think traitor borgs/AI should retain the ability to insta-bolt, as it is a part of their traitor toolkit to be able to lock down areas and cause trouble.
  10. +1 The player knows their stuff and has been around for awhile. I say give them a trial.
  11. Please. They can sit on it, they can raise the kick stand, they can turn on the engine, but they can not ROLL. Let them roll.
  12. The age stuff doesn't really concern me, but we do need a role for people who are new to medical that makes sense. Intern should be added back. It is essentially medical bay's cadet role. Every complex department should have one.
  13. Most of the complaints here seem to be a result of the player piloting the wizard more than the wizard itself. I have witnessed some amazing immersive wizard rounds, with creative uses of the spells to drive a narrative. It would be sad to lose yet another mode because of player mistakes.
  14. Oh I love that one. I know you are probably swamped, but I'd love to get a commission of F.R.E.N. someday, I'm pretty sure I've said it before but I love your art style.
  15. Excellent roleplayer. +1 Looking forward to interacting with Trix.
  16. This all sounds amazing.
  17. Cheers to all of you for your efforts.
  18. A champion appears in these dark times. +1
  19. Entering into combat with a heavily armed antagonist with what is supposed to be a maintenance platform is a violation of law four. Now I agree we need to enforce this mechanically, by nerfing the remote mech so it cannot attack effectively, but if it was used in this way in its current form it should be an easy bwoink in my opinion. I hope it will return after some tweaks, and not be removed outright.
  20. Well one thing is for sure, an item of such great power should not just be sitting out on a wooden desk. If we choose to keep it, secure it.
  21. I would say don't remove it. I think it is fine to have bounties that are hard to fill, as they also open up interesting gimmicks for traitors. If someone with access just hands over a security voidsuit, and there are consequences later in the round, that's fine. Your decisions have weight, centcomm only requires the phoron cannisters, everything else is a bonus. If an officer is foolish enough to do this sort of thing, handle it icly.
  22. The mech the AI is given has a description that indicates it is in disrepair. It needs to live up to this. Make it so weak that an antagonist could easily destroy it, its purpose should be performing utilities around the station, not entering combat. Removing it is a -1 from me. The AI has taken quite a bit of nerfs recently, the mech was supposed to compensate by giving them something engaging to do when not opening doors for the crew. As for core defense, the core is so laughably easy to enter unscathed, the mech is probably the only reasonable defense against these commonly used angles of attacks (ones that bypass the turrets entirely btw), those who play CE know what I speak of. I don't think using the mech to defend the core from direct assault is a reason to remove it, if you go to assault the core you should expect a fight. Also as an aside, I find myself getting tired of the argument that ahelping can't fix it. It absolutely can, if you break your laws you get bwoinked, I know I did when starting here. The mech is obviously intended to be considered under the laws of the AI, as mentioned by a few others, it is not expendable, it is an extension of the AI. We can't just keep removing stuff because rule breaking players abuse it, where does that ever end? If the Head of Security abuses his armory access to equip lethals at round start do we just remove the armory, or does he get bwoinked for power gaming? There is constant pressure to nerf the AI or even outright remove it, and the excuse is always bad players abusing it. This is a huge slap in the face to the GOOD synth players who respect the role. Losing it would be a huge blow. Honestly I don't know why people are so against whitelisting the AI instead of removing it entirely, but that is a seperate topic I suppose. tldr: mech should be made of paper, possibly not even be able to attack other mobs, and should fall under the AI's lawset as an extension of itself so it is not used as a martyr against antags
  23. Great CE player. We need more good CE players! Also confident this player can handle the other roles as well within command. +1
  24. Would it be possible to either increase the chance of shrapnel removal, or shorten the 'cast' bar somewhat? I had a patient with 10+ shrapnel in them, and this took a legitimate thirty minutes to remove them all with the failures, plus repairing the bones/organs and such. Now I know severe injuries should take awhile to fix, but missing the shrapnel so much isn't a very fun mechanic for the surgeon or the patient, especially since we can no longer spam the hemostat to get multiple attempts. Any thoughts on this from other medical players?
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