
Saudus
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I am not the authority on this and please keep that in mind with my following suggestions: EDIT: Forgot to say where I suggest it should be put in the wiki page. I suggest making a section with the title "OOC Rules limiting genetics".
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Everyone knows animal protein supercharges bicaridine.
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Sincerely hope we do not have pug sprite. German Shepard would be nice, but it would be quite a lot bigger than the other pAIs? Personally wouldn't mind (although bit weird if they get hide verb too).
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Essentially, I find it a bit strange that we don't have a dog pAI sprite. I know that 90% of all pAIs are cats for whatever reasons, so assume it is some giant conspiracy. If I had any knowledge of any part of sprite:ing or any artistic talent I might give it a go myself, but I am sadly ignorant and completely devoid of artistic talent. I'd like to suggest, for some kind and generous soul, to recolor the corgi sprite for use as a pAI sprite. Really should be enough to switch it to a black color with some small green tints on eyes and similar? Bonus points for new speech verb group for pAI that lets one bark.
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Ok, thread has changed and expanded quite a bit so shitty "+1!" post in the beginning is too embarrassing now. Has gotten to be quite a few features and such, so will go through with a list. Love the blood drain rather than brute damage. Especially with current state of scars and visibility. Really like the first time wound thing. Really like the Tome Dagger. Similarily to Garnascus I find the vagueness of the entries on the feature list annoying. Will just add to the confusion. Maybe make spoiler fields at each or some and ramble out your innermost and darkest thoughts on the matter? Doesn't need to be nice and well written, but nice to have a better idea of what you think so people address what really is instead of speculating and inadvertently making straw men. Worried about the commune verb. Giving them all access to a hidden and secret team chat that is also convenient will most definitely be a buff. See no problem with removing rune words. Not like we're going to add back that awful mini game anyway and if it makes the coding easier and or neater, go for it. Really hope you'll change your mind on player Nar-sie avatar, quite like the round finisher that summoning currently is. Love the sacrifice idea, think it can become truly great. This might not make me any friends, but I quite like the current conversion mechanic. Sucks that I can't use /me and painRP a bit and such however. This new way you describe seems needlessly convoluted. The beauty of the current version is that it is very capable of dealing with different player's level of RP. Wordlessly stun and drag person into maint? Works. RP and convince person to join with words and a lot of ritual and such? Works. At least I view it as being actually three buttons instead of the two currently. 1, Refuse. 2, Willingly join. 3, Mind broken and bent into joining. Sounds like suggested new version would be more convoluted and limiting. Finally, would like to add a suggestion. How about making cultists recognize which runes are what? Might be entirely wrong but currently the only way you can recognize them are by drawing/using one and remembering that pattern did that thing?
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I would also like to see genetics come back, although I wasn't here when it was removed so... But in general I am just a fan of using the wiki to give out clear and current information. Not everyone knows what happens on the forums and discords now, yet alone what happened in the past. Especially with the summertide coming in (although probably not an issue with genetics, but on the topic of wiki clarity etc).
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Yes, god yes, +1. Echoing Menowns second coming thing also.
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[Withdrawn] Burger's Developer Application
Saudus replied to BurgerBB's topic in Developer Applications Archives
What?!? Burger isn't already a coder?.. I just assumed he was based on his work... Also love this: EDIT: Removed my +1 for reasons detailed in later post. -
As long as the door "degrading" isn't that it doesn't bolt/ID scanner fails/electrifies/plain and simple doesn't open, fine. Also please make it tied to events (probably hidden one however) and isn't based on usage or something.
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You already control which department within sec your cadet is heading towards with background story, education etc. Literally just say "I am studying towards X and probably not qualified to be a cadet for Y" or sth? Whilst it is nice flavor to have more kinds of interns (lab assistant is a weird one, if they are meant to be relatively not like random uneducated person who just carries boxes they would reasonably be at least split up into sci/robotics/biologybotany) I also agree with Bauser's point on limiting the experience.
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Got informed today about limitations on genetics work by [mention]DatBerry[/mention] I wasn't aware of that might be nice to clarify on the genetics wiki page. (Before someone thinks different, there has been salt from me or anyone else I've been in contact with regarding this, so please don't bring your own. Only really spoken OOCly with DatBerry about it, and our conversation was simple informing with counter questions done friendly.) Already knew the job had been taken away long ago due to massive misuse and had only seen some people build the lab equipment to make protoX occasionally. Started playing around with it to learn another part of science recently. I returned to SS13 like a month ago from having been gone for a few months, noticed the genetics wiki page (is it relatively new? not the content, clearly a rip from another server but meant added to the wiki). Actually played around with it a few shifts. Went via heads of staff to get Neaera crates with expressed intent on genetics work, paperwork to build the equipment, genetics testing waivers and did some mapping. Found mutations but always stayed in department when they were active due to directive 4. Also made a personal promise to never use for antag stuff (would only have been a thing if autotraitored a bit into the round). Was informed that it was not allowed to do that work and it is essentially limited to making protoX and maybe genetics disability removal, i.e. no mapping or such. I assume this limit isn't overly well known as I've been in contact with multiple people, many of whom heads of staff, who apparently wasn't aware or just didn't say. If those are the rules then I of course won't be doing it and want it to be better known to others so they don't either. Just a shame I didn't know as I've moved my Skrell char towards genetics by natural character development which I will now have to roll back. TLDR; I suggest making a large disclaimer to the genetics wiki page about the rules and limits on genetics. Also removing the geneticist position in character creation occupations (even if apparently there no open slots for it) and maybe even just remove the mutations from the code. Should be easy enough to add back if someone ever decided to actually do sth with genetics? I.e. only structural enzyme with any effect would be 27 that would still control species.
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Love it, massive +1.
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TG has a guide , is that correct for us too? Might save some effort if it is.
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Not at all a kitchen or bar player, but the general layout looks great and much better than current. Seems there are a bunch of quality of life tweaks to be made, but the general concept seems great. I am surprised by how fun I think the stage is, I mean technically we have one at the holodeck, but that isn't the same. That is more for purposely made gatherings, this seems like it could create impromptu ones.
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But out of nowhere personal insults is? Really don't want to start anything by pointing this out, just thought you might not think of how it looks. As a science main I love the idea of being more connected to mining. It is surprisingly rare for mining to ask for anything. And if they do, it is pretty much always plasmas.
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I really don't think constructs are good analogues with synthetics. Even if they're both made of metal (momentarily disregarding the fact that they turn into other stuff than metal when dead which kinda says they aren't metal or the metal gets transformed), they're less like each other than plants and animals. Ok, lets start to get to work on compromises. At least until made much more viable cultists, do we agree they should be kept out of round start cult? Do we agree that cultified synthetics should not draw runes? Do we agree that they (and maybe organics with synthetic parts) should be made invulnerable/resistant to cult rune/talisman emp? Should soul stones work or not on them?
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Prove that narsie is organic. This is why this discussion is stupid in a nutshell. First off, I actually agree with LanceLynxx. That aside, this "prove X" or "It is Y because lore says Z" or "Game play feature U demonstrates that lore V is correct" arguing (which really is present on both sides) is quite silly. There quite literally is no proving any of these things and just like Kaed said,
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My god this conversation is getting loaded and frankly quite stupid. Being able to ghost/soul stoned/etc is not proof of a soul. They are god damn game mechanics. I guess it is also canon that people can only make 90/180 degree turns. I guess it is canon that white cloudy bubbles appear over people when they speak. IPC/AI/Cyborgs/etc can't be interfered with by nar-sie because they are synthetic? Sure they can be, if we want them to, because we control the lore and it is fucking magic. Wiki page is "in developement"? Doesn't make it non canon lore. Just that it might be changed or removed. Positronic brains don't conform to real world science because they are impossible? Since when are positronic brains magical? And why do you think the concept is impossible? Worst case just recreate a human brain neuron by neuron. A bitch to execute in terms of practicality and current technology, but not impossible as a concept. This is a gameplay suggestion, not a lore thread, treat it like that?
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If you want to keep it more of a talk based job, make a special patient couch or chair that induces thoughts similar to when you're sleeping and dreaming. Specific traumas have specific thoughts generated with significant overlap between traumas. Now when I say thouhts I don't mean "the chef/wizard/submarine/etc..." but more like "you feel a sudden pang of unexplained fear/you feel angry but not sure why/you feel immensely sad for some reason" (emotions) and specific thoughts like "you're reminded of a moment from your childhood/you think about your mother/you would like to eat some ice cream". These can be induced at regular time intervals or manually induced by the psychologist (whichever ppl thinks is best). Don't make it too complicated but encourage it to take a few minutes to make ppl RP it. Finally when narrowed down to a specific trauma the patient enters something like a "neural pathway reorganization pod", the psychologist inputs something based on the trauma and emotion/thought prompts and it supresses it for like 1-2h. If the input is wrong it creates some brain damage or sth. Gives the job mechanics to work with, encourages RP and isn't crazy crystals or ECT.
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Many people almost seem to be making straw man arguments here. The suggestion wasn't to remove or impede the noir gimmick, but just to make it something you opt in for rather than the default. If removing the flask etc from standard loadout even marginally improves RP variety, I think it should be done. It clearly isn't intended to target seasoned Aurora players but people who first try the role. Apparently it is no massive undertaking, easily circumvented by people who do want that gimmick and encourages RP more reasonable with our setting. If only issue with recreating the gimmick is the armored trenchcoat, which whilst it seems weird to have to me personally, can just be placed in a locker or sth in the detective office. Pardon if I'm straw man:ing in return, but argument against seems to be protecting the metagaming value of the coat/intrinsic value of things should stay as they are? Edit: added word I missed lol
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I think these secret chems are silly and more suitable for TG etc, but this randomization probably isn't the way to solve it. At least now there is a mention of secret chemicals in the chemistry wiki page (under foreword), so people are actually given some chance of knowing about them and discovering them without hanging on the complaints/suggestions forums.
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[2 Dismissal] On synthetic policies and regulations
Saudus replied to MO_oNyMan's topic in Rejected Policy
+1 for the exact same reason as Asheram said above. -
I'd love to know this as well.
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To be fair the aim mechanic can be set up in multiple ways, for example so the person can move. As this was your first interaction with the person apparently, and they were standing as if talking to someone (i.e. probably not OOC paying 100% attention to you specifically and same ICly) that really almost makes it the same as if you straight up shot them. Don't hide behind a game mechanic going wrong when you use it in the way that makes it go wrong.
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I know this is a joke, but sounds hillarious!