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Everything posted by Trazz666
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Let's end this meme of forced reliance on engineers
Trazz666 replied to BurgerBB's topic in Completed Projects
Honestly the only thing that needs a change is putting a shield room on the surface. Setting up the engine isn't a problem, opening doors is maybe 10 seconds out of your day if you don't already know the wires. Though I would enjoy having 3 photon canisters in engi storage. -
Needs more binoculars or some other way for more than 1 observer to watch your handiwork. Might also need glass guiders to prevent bombs from being randomly shot out from the disposal chute, since I remember something about more randomized disposals being added. Otherwise it's not so bad. Gives the range a nice, girthy phallic shape, which adds a nice touch of cockage to the server. Could use more space bears.
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Tbh it's not.
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[Dismissed] On Custom Items: Resonable Pet Restrictions
Trazz666 replied to Kaed's topic in Rejected Policy
Upon review, I noticed I saw the word 'approved' and ran with it. It was referencing another pet based custom item. However, my stance remains the same on the suggestion as a whole. -
[Dismissed] On Custom Items: Resonable Pet Restrictions
Trazz666 replied to Kaed's topic in Rejected Policy
The salt over Killinksi's dog being approved from you has always been hilarious to me, but this? This just made my day. As long as we're pretending this is a legitimate suggestion, it's a -1 from me. Not a real issue, doesn't need a policy to be made. Edit: plus, this is just annoying when it comes to the (very rare) chance of the merchant bringing interesting animals aboard. Edit 2, electric boogaloo: actually re-reading the suggestion, it's apparent this was purposely worded to prevent the custom item dog that was already approved from being brought aboard. This is exceedingly petty. Double -1 for you. -
Tbh I always hated how the CMO made more money than the Research Director. Who directs the research. On this research station. Made for the purpose of researching. Honestly I feel that it's unreasonably high due to the background of the broken-ass American Healthcare system? Dunno, maybe I'm just salty that Fernando's paycheck is bigger than mine
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I support this. Maybe change his code from screaming about the singularity to screaming about supermatter delam.?
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You're meant to pay for supplies with the supply account. The reason so many chefs pay for the supplies from their personal account is the same reason it annoys so many people to be charged for food: time, and a lack of regulations. It's so much quicker to just use your own account instead of try to explain to some new cargo tech about where the credits are supposed to come from. They don't exist. Yet. However, given the new announcement, we need to hammer out a proper protocol since a persistent economy is coming.
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I'm against this in it's entirety. The chef regulations are fine as is. Typing up a line of qualifications in your records isn't hard, tbh. As for the head cook/ cook distinction, it's largely unnecessary. In fact, having more than 1 chef slot is unnecessary as is, but I doubt that'll be rectified anytime soon. However I do believe we need a regulation update about the payment of chefs. Mostly, I feel we need regulations preventing chefs from charging crew for their service. I've always seen the chef as an internal NanoTrasen employee, not an outside contractor. I don't see why NanoTrasen expects their employees to pay for provided food (outside of vendor snacks). I understand the EFTPOS scanner is left in as a way to create flexibility in play style, but it's often time more of a hindrance when you get a pissy chef threatening you over 5 credits. You have money in your bank account because you're presumably paid by the company. It's extremely aggravating.
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Done in a safe, controlled environment, it's possible to cut off the blood flow (mostly) safely in short bursts. However, in a combat scenario where the other person is likely going to be fighting for their life, you don't have the luxury of being gentle. The oxy damage is a good idea, because of the above reason, as well as the fact that knocking out via cutting off blood flow is literally starving the brain of oxygen. Plus, if you're going through the effort to knock someone out non-lethally, it means you likely don't want them dead. The threat of rising damage will encourage the attacker to work quickly and prioritize what's important to take from the victim rather than just completely screwing them.
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Friend Nikit is the best cat. He's always down for any of my RD's nonsense, but doesn't let that effect his work ethic. Even on my other characters, he's quick on the draw if they need anything from robotics. 10/10
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Fuck, I really like this idea. I've always thought we need something like this. Add in some variables for race and IPC chassis and this is gold. Unathi need to be the best at tackling I feel, given their incredible sprint speed and huge frame. (I only mention IPC chassis since the Zeng-Hu isn't exactly metal and the g2s are a goddamn tank)
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Don't take this personally, but I feel this is yet another suggestion attempt to try and lock people out of fights mechanically for the sake of 'RP' (because as we all know, conflict is the antithesis of writing RP words). Admittingly, this is probably one of the better written/formatted ones and I don't feel that was your intention, but it steps in line with the downward spiral we seem to be finding ourselves in. Not to mention, once people start figuring out how to boost their CHV it's just a matter of gathering yet more materials before you go loud, and will lead in a shift of the meta. Things such as having x amount of booze in your system to null the pain giving you a +1 CHV will lead to people 'just so happening' to have flasks on them. Or things like security suddenly figuring out how to fill out req forms for hyperzine inhalers. I get that you're trying to do good with this suggestion, but I feel the 'solution' isn't going to be a mechanical one. (Not to mention, I see that line slipped in about the psychologist. If something as vital as cloning gets completely scrapped after being locked behind a flavor job, I worry this will do the same thing with combat.) This is a big -1 from me.
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That's so weird, maybe I've completely missed them? I'll have to double check after work.
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If you're talking about flash rounds, they're more for long distance blinding. They create a small light for a second or so, but that's it. Flash rounds were actually the inspiration for full on flare shells.
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Had the idea a few days ago, but never bothered to write it down. The idea is 2 part, the gun and the ammo. The gun is simple. It's single shot, pistol sized, and fires shotgun shells. The cliché bright orange flare gun everyone knows. The Flare Shells are shotgun shells that fire a bright flare slug to illuminate areas from a distance. If someone is shot with a flare slug, I think it should do a small amount of burn damage (maybe 5 or 10?), and catch and flammable liquids aflame. It's very plain and simple, and should be orderable from cargo for about 50-100 credits. Flare shells can be made at an autolathe. For those who are 'gasming in fear about the concept of people using the flare gun to fire normal shotgun shells/slugs, it should be noted that flare guns are made of plastic and should shatter after firing anything other than a flare shell. (I also don't know exactly how the embedding mechanic works, but I think if it's possible for something like this to be embedded when shot with, it should do an undetermined amount of extra burn damage)
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Since day 1. They've always been in, rarely used tho.
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So I've gotten a new job at a casino recently, and it's lead me to this idea. What if we had buildable slot machines? Here's my ideas, hopefully put together coherently. You approach the slot machine and insert your money (either in credit form, or you can swipe your ID and type the amount you wish to enter). You click the machine, and you're prompted for the bet you would like to make: 1 credit, 10 credits, 25 credits, 50 credits, or 100 credits. After you set your initial bet, you should be able to alt-click the machine to repeat your previous bet. After you spin, the cabinet chooses 2 random numbers between 1 and 10, and if they match you win. What you win is based off the amount you bet. 1 credit wins x2 (2 credits), 10 credits wins x3 (30 credits), 25 wins x4 (100 credits), 50 wins x5 (250 credits), and 100 credits wins x6 (600 credits). When you get a normal win, which is a 1 in 10 chance, a a second set of random numbers run. The second set is anywhere between 1 and 100, and if they match you win the jackpot. A jackpot is the amount you would have won, multiplied by 100. After a jackpot is won, the machine will not jackpot again until it's been reset by deconstructing the machine and multitooling the board. On the subject of the board, there's a few options you can do to it. As mentioned, using a multitool resets a jackpot lockout. You're also able to swipe your ID card on the board to ID lock retrieving collected bets from the machine (since you don't want people taking your earnings). E-magging the board overrides the legally required payout chance programming, making the slot machine never payout or jackpot, leading to nothing but profit for you. The slot machine is also e-maggable, leading to a guaranteed jackpot. However, emagging fries the board and makes the machine unplayable. When fried, the machine will appear to be unpowered, and when taken apart the board is all black and burnt. You probably will only be able to jackpot once this way before being caught. Now, you may be wondering the application for a slot machine. The way I envision it, the board can be made from a hacked autolathe. Having it made from a hacked 'lathe will naturally make them illegal on the station itself, leading to them being put in things like illegally made bars cargo/engineering is so fond of making and gives it a whole speak-easy feel. However, merchants have legitimate access to a hacked autolathe, as well as sovereignty on their own ship. The idea of a casino ship (or just the normal merchant with 1 or 2 slots on board) sounds really appealing to me. (And yes, the announcement of a persistent economy sort of throws this idea off, but it can be handled. The percent to win/jackpot can be altered, and the amount that the machine gives out can be set to only give out credits in the machine itself, making it impossible to magicly inflate the economy) If you have any questions, concerns, feel free to ask me down in the replies. I typed this up before heading to work, so if I glossed over a detail or two let me know and I'll clarify.
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-1. I've never seen the staff as a problem. Sure, it can be annoying to have to play something different for the rest of the round, but at least you're alive (or if you get fireballed afterwards, then you only have to wait for respawn). I've personally experienced more positive role-play from it's use than negative. Tbh I would even argue that it should be reverted to old staff of change where you could end up with things like monies, slimes, or that 1 time I made someone a xenomorph.
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The Next Big Thing - The Official Write-up Boogaloo
Trazz666 replied to Skull132's topic in General Announcements
I'll be honest, my first reaction was aversion to change. I've been with Aurora from day 1, and there hasn't been a change this big before. However, I'm...tentatively optimistic about it. I just have a few concerns/questions. Firstly, how will a persistent economy work? Does your account get credited a job-appropriate amount per each round you're alive for at the end? How do antagonists influence the economy? Will HoPs be able to set salaries? Will z-levels still be a thing? And if so, how deep will the planet be able to be dug out for mining? Will cave-ins be a concern? Will dug out tunnels stay persistent? How will antagonists be handled? If an antag builds a base or whatever, is it rolled back when the round ends? And lastly, I assume all our whitelists will stay intact? -
You fool! You think this pupper can stand up to Ian's cuteness?! I think not. +1 from me tho
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While I can't really speak on behalf of Voyd's attitude, I just want to mention a few things. My experiences with Kanza have been nothing but positive. I was skeptical of their science transfer at first, but they've quickly earned their place. The fact that they had access to firing pins and chose a weak plasma cutter instead of a lawgiver should at least be enough to drop the powergaming accusation. My go-to is the much much deadlier bee gun (get fucked, organics). As for everyone calling it a 'gun', it's really not. It's a nerfed mining tool that does exponentially weak damage against armored opponents. As for the fear RP accusation, not everyone feels fear the same way. It's called the fight or flight reflex for a reason. If people are going to be punished for using the tools at their disposal to try and defend themselves in a dire situation despite the odds being against them, then we need to amend the rules to reflect the 'correct' way to roleplay. Ultimately, I don't think a permanent science ban is needed. It's excessive for something so minor. A couple days or maybe a week at most should give anyone enough time to reflect on what they've done. It was just 1 round, it's not like they have a pathological history of Kanza-Ramboing. Plus they died as a consequence. Since nowadays character death is considered this big thing now, I would say they got what they deserved.