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alexpkeaton

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Everything posted by alexpkeaton

  1. Locate syringe gun and carts centrally in medbay on the main level, not on the sub-level. In the event of a difficult patient it takes a long time to run downstairs, grab the syringe gun and carts, come back up, find chems, find a syringe, load, lock, fire. Locate it with the medkits or behind a windoor within said room locked to MD/Psych and above.
  2. I think there's a little too much salt here. The system automatically checks for 25 players before starting a crossfire round and returns everyone to the lobby for a revote if not enough readied up. Some people ready up after the vote but before roundstart, so you may not always get 25 voters but might get 25 players. As for voting without readying up for the round, it is not griefing. I will sometimes vote after a round I was in but then not ready up, opting instead to sit in the lobby for a bit to join later, or observe for a few minutes before going to sleep, or, yes, I vote knowing full well I will not be playing that round at all. Don't force people to ready up, either. Sometimes a vote result will cause me to unready. I like RP and a good extended round every now and again, but sometimes, a roundvote will go extended and I'm not feeling up to a slower pace and will unready. It's a personal choice. Players shouldn't be forced to play a round they aren't interested in playing. And we shouldn't be getting people in trouble for simply voting. One person, one vote. Do what you want with it. Meme if you want. Heck, change your vote at the last second to meme. I don't particularly care. The only potential violation I can think of with voting where admins should step in is if the same IP records multiple votes for a round. And that may simply be because there are two legitimate players in one household. I would imagine that's so petty and rare that I don't think we need to have Robert Mueller go investigate it. Where we should crack down, if anything, are people cryoing at roundstart because they didn't get antag. Don't crack down on voting. That's part of being a community - not everyone likes the same stuff you do.
  3. Simply preventing the shuttle from being held at all remains the most elegant solution here.
  4. I just want to say that I appreciate Burger's contributions to the codebase. He's put a ton of effort into a PR that will show the psych some love with new mental medications. I hope this thread doesn't dissuade Burger, or anyone, for that matter, from volunteering to improve the codebase. It's appreciated.
  5. I suppose there is another way to address this. Simply don't allow the shuttle to be held. This can be done via policy and/or eventual coding. It must be baycode that allows shuttles to be held because in TG code, to my knowledge, you simply can't do that. TG allows you to override to launch the shuttle early, but not to keep it on station. Once the shuttle arrives, there is a countdown and it launches with or without anyone on it. I do think the underlying issue with antagonists should be considered, but it could be possible that some legitimate story's climax might involve conflict at departures during escape. For example, mercs who dock their shuttle next door to departures. It's not like they will wave goodbye nicely as crew members wait for the shuttle to arrive and then subsequently board. So my inclination is to treat the problem a different way. Force a round end, one way or another.
  6. (Based on new medbay map March 2018) I would greatly appreciate it if the footprint of the exam room was swapped with the psych office. It feels like the psych was placed in a closet and some components that used to be in the office have been scrapped. The psych office doesn't have a medical laptop. I use one as psych every round. The psych office needs chairs to be two tiles or more away from the psych's desk chair (in the current layout, the psych has a bed that is two tiles away as the crow flies and a comfy chair that tends to be more popular, one tile away). I don't want clients hearing what I say into my headset, because 50% of the time, it's about them. Psych office could also do with a filing cabinet like the office used to have. Or, just scrap the exam room entirely and give the psych a huge office (a man can dream!). The exam room was never used very often (possibly because it was in a very inconvenient location before). Now that there are two scanning beds in central medbay where there used to be just one, any need for the exam room's scanner has decreased. Thank you!
  7. As one of my two main characters is an MD psych, I can definitely appreciate more to do as a psych, and as medical staff, some actual use given to the wards in the sub-level. That said, I have to echo the thoughts on the sensory deprivation chamber. It is a thing IRL and it would be amazing fun to be able to observe a patient from afar. That said, it wouldn't be fun as the patient. When you give a player no options, no chance to RP, no places to explore, nothing to do, there is no reason for them to play. It's why I do not like the overuse of solitary in the brig, especially for HuT prisoners (it doesn't even have a toilet). And this is a law of imprisonment: solitary + straightjacket = SSD. Now, a psych ward in the sublevel with child-proof fixtures and things to do might be a good idea, including a place to observe the patient remotely (e.g. in addition to a room with cameras and an intercom as suggested, perhaps an automatic holoprojector that a psych can step into from a secure room in the sublevel and/or his office. Not simply one requiring the patient to activate it like holocomms). My point is that there has to be ways to engage with the patient, and perhaps ways said patient might be able to make a (risky) escape, should they be able to sneak an item or two in with them. And perhaps this ward could be the place sec takes the "insane" people they would otherwise buckle to a bed in solitary with a straightjacket. That's simply no fun at all. EDIT: I also forgot to mention my interest in a sleeper-style device that cures traumas. It was cruel to the psych position to introduce these mental-health-esqe traumas and make them only (permanently) curable via surgery. To quote a scholar: "C'mon man!" Force the sleeper style machine to need to be loaded with citalopram, perhaps. Then the patient would need to be inside it for X seconds + Y% chance of cure after each additional second. Too much extra time in the machine could cause brain damage or OD symptoms (I know citalopram doesn't have an OD threshold, I am speaking generally). This would force the psych player to be attentive for an extended period while treating the patient. And, electroshock therapy is an interesting idea and could make sense as a mechanic, but since it was all but scrapped in the 20th century, it would not make sense, I feel, in 2460. (That said, there has been significant refinement of the electroshock technique and it is used rarely but effectively today including a surgically-implanted device to treat certain disabling physical ailments and to less effect for certain severe MH cases. But it is unrecognizable to what you might think of as electroshock therapy from the mid 20th century.)
  8. I played as an AI for a brief period and experienced firsthand the crashing that occurs. I am not sure if it is limited to crashing upon tracking across z-levels, though that is what I experienced. I did noticed that I could manually move up and down z levels without crashing. If the crashing is just related to tracking across z-levels, could the code include a workaround that will first check if the target is on the same z-level, and, if not, move the AI vision up or down z-levels to match and then find its target? Apologies for my ignorance of coding and of the full extent of the crashing issue, but I wonder if labeling the crashing simply a BYOND issue out of our control is missing an opportunity to attempt a workaround of BYOND's bad code using our own.
  9. I get WD-40 is a funny thing... but cough-SPACE LUBE-cough... give a chemist a reason to not be lynched for creating it.
  10. I definitely like this, though I think we should permit something more than just minor reactions. Perahps you could select "severity" of the reaction, from "nuisance" to "moderate" to "severe" - where each drows from an RNG list of symptoms. "Severe" could have a 5% chance of death, perhaps. Perhaps, like a loadout, these allergies could have points attached to them, and you can distribute up to five points: with nuisance allergies being one point, moderate allergies, two points, and severe allergies, three points. So someone could have up to five "nuisance" allergies. They could only have one severe allergy, if they selected one at all. An allergy should also either negate the effectiveness of the medicine entirely or significantly reduce it, in addition to the allergic reaction.
  11. If you fuck with the cloning process like that, it's tantamount to grief; like putting acid in the cryo cell so everyone who goes through it dies. Don't do it. It's shitty. And cloning ALREADY depends on chemistry. Cloning requires and consumes synthmeat, which requires clonexadone and blood to make, and then cloning aftercare require alkysine which is also from chemistry. Yes, there are few servers I know of where you wouldn't be banned for basically spawncamping like that.
  12. The setup was almost too perfect. Also, +1 for wearing Indiana Bond flower pins as a clothing accessory. +1 Also to renaming the flower pin the "Indiana Bond flower pin"
  13. I'm inclined to agree with the OP. Why nerf batons to prevent stunlocking only to let an equally (if not more) ubiquitous item have a stunlock? The point should be to encourage the cat and mouse, to encourage security to use a variety of tools at their disposal. Having a click-to-win item is only fun for powergamers. When the masses start adopting a singular solution, it is because it is the best one. Why baton when you can flash? Seriously, if you can give me a valid reason why a baton should be used in lieu of a flash on a generic character not wearing sunglasses, I'll support keeping the flash stunlock. If you can't, then it's time to nerf the flash.
  14. Interesting stuff. I think the tablet concept with the photos is a great idea and that the concept and code could be stolen recycled by other players looking to add some depth to their character through a photo tablet. +1, would give +2 if I got an ERP token from Abo.
  15. Dr. Jack Tanner approves this message. All of the yes. The psych medicine was 100% RP'd until the trauma update and this concept takes the notion of psych drugs and a psychiatrist that transcends RP to where I would love Aurora to go. Make psych drugs have real value - different drugs for different traumas. Personally, I'm in favor of some traumas being incurable via surgery - that will become the powergamer's go to solution very soon since drugs only fix temporarily (and Citalopram only fixes minor traumas). That or brain surgery needs to be made MUCH more risky - not simply more complicated. For example, there is a 5% chance you will die when the trauma kit is applied to the brain, and a 95% chance you will be fixed. Make surgeons consider whether a permanent fix with a risk is in the best interests of the patient, or whether a medication management solution which will prevent the trauma from reappearing but require regular medicine is best. Dosage strength should matter. I am unsure though how you would code dosage strength mattering in the current environment where drugs simply metabolize at a fixed rate regardless of whether you pump in 1u or 1000u. Perhaps adding low OD thresholds to psych meds (which currently have none, I believe). Or have metabolism of psych meds be directly proportional to intake. For example, a 5u pill will last 15 minutes, a 15u pill will last 15 minutes and a 30u pill will last 15 minutes (you can do the maths on metabolism yourself). All of this will help promote a "you need to take one of these every X minutes or you will start seeing symptoms again." If the body isn't metabolizing at X units a minute, you won't be suppressing the effects of Y trauma. This might force doctors and chemists to do actual math! And, perhaps, traumas could be cured by religiously taking your meds without ODing for 45 minutes to 1 hour. Basically, make psych meds work differently than other meds. I agree with adding side effects, which should be noticeable but not game-breaking. Their occurance rate and severity could be linked to the metabolism rate as described above. Severe conditions should have risky treatment plans. I also agree with psych condition inducing meds. A traitor chemist could lace foods with something that will cause schizophrenia. Or a drug that will provide depressing messages every 5 minutes much like the existing psych meds offer a stabilizing message every 5 minutes. Plenty of RP potential there. And psych meds should ABSOLUTELY interact with alcohol. The reagents could possibly combine to make a mild sedative, or simply run a check to see if alcohol is above X units in the body and if so, if psych meds are present, effect Y syndrome. The only thing I might change in the OP is the need to make psych meds a one-stage recipe. I know chemists aren't always there or prolofic, but typically someone can rush the fridge in 15 minutes or so, I do not necessarily see simplifying the recipes as necessary. That said, to put these meds to work in even half of the ways offered, you would need them to be easy to make, and in large quantities. X-posted on Github.
  16. If you have played as a surgeon since Saturday's devmerge, chances are you are well-acquainted with cerebral traumas and repairing them. You may also have attempted to repair clones who emerge from the cloner with cerebral traumas. I noticed that cloned individuals with cerebral traumas were unable to be repaired via surgery and filed an issue on the Git. However, since I was playing a psych and not a surgeon, I do not know what messages and indications were being given during the surgeries. If you have done surgery on a clone in an effort to repair cerebral trauma, your feedback is needed and appreciated here: https://github.com/Aurorastation/Aurora.3/issues/4196. Thank you!
  17. You'd be surprised how often officers forget to search pockets. Even a notification that "something" was slipped in the pocket will remind them. It is an important part of stealth for antags to be able to squirrel something away in a pocket or drop pouches in the hope that sec will not find it. -1 as it negatively affects balance.
  18. I agree on all counts and have voiced several of these concerns in the past. What has happened is that the cargo system has become so overcomplicated and time-consuming that people simply do not use it anymore. I have pointed out that Paradise has a search function for its autolathes and protolathes that honestly would be valuable not only for cargo but also for our autolathes and protolathes. It does take too long for the shuttle to arrive currently. I get the idea of multiple suppliers but it is a bit ridiculous that we have gone from two minute shuttles under the old system to this. Bulk crates could be a good addition in a new category. I thought that this devmerge brought with it automatic charging to IDs at POS, but it did not work when I ordered something. All in all, I was holding my breath for this devmerge, expecting some concerns to be resolved, and ended up disappointed in how little got done.
  19. I do believe an integration of TG defibs and the urgency required in using them would make more sense than cloning, which is medbay's only recourse one second after death right now. We already have a respawn system (and have recently reduced the timer on it) which would be how players can rejoin the game (as a different character) after death. Install a 5 minute countdown from moment of death to successfully defib someone, and the time someone would be out of the round with zero recourse would be minimal. Lorewise, cloning can go the same way genetics has on Aurora. It exists, but it is simply not installed on station. That is how we can reconcile players who die returning to the station for future shifts.
  20. Can we get an update about when we can expect the next devmerge for cargo? I understand a POS system at the cargo console was being worked on a while back.
  21. This cannot be understated and often gets lost in the pile of salt that often accompanies formulaic antag play. I think some formulaic play is due to a simple concern: Malf AI's slowplay. Wiz/Ninja's engage with only a focus group of a few people for the entire round. Cults act alone over communicating (openly or not). Heisters/mercs blitz attempting to catch security off-guard and remove them from the round. A lot of it can be seen as a fear of validhunting on the part of security or crew. If you admit your antagness in any way, shape or form, there is the possibility that you will get robusted by a powergamertrying to get their valids. It is far more likely to happen on, say, Paradise Station, but you can get served as a valid salad just the same on Aurora. And admins can't turn back the clock and they typically won't rejuve you if you get robusted for bonkers reasons after making yourself vulnerable via your gimmick. They might sanction the idiot who powergamed, but your round is still over just the same. So, in formulaic and/or cautious antag play, I see a concern over someone spoiling the party and hedging one's bet, so to speak. I think clear enforcement of powergaming and metagaming rules needs to happen to open up more creative antag play. Security needs to give antags more breathing room instead of trying to twist the regs to bring in antags for meta reasons. Non-security need to be dealt with for unrealistic antag hunting, and harshly. Today a CT admitted being a vampire, it was a novel approach. I didn't see her become hostile and yet security was busting down the door to arrest her for... I'm not sure what, honestly. (I did not see what went on earlier in the round, so I might have missed an important cause of all this) If there was truly nothing to bring her in on, that would be where admins or mods should have stepped in to say, "dude, being a vampire isn't a crime, back off." Instead, sec came knocking and eventually was delivered a beatdown courtesy of the vampire's coworkers. Ironically, the vampire did not participate in the violence and instead treated injured security personnel and saved at least one from death. Yet, security never left her alone for the remainder of the round. I think we need a "golden rule" for antag play. Treat other antags as you would want your own antag characters treated. Engaging RP. Realistic escalation. Benefit of the doubt. Give someone a chance to talk their way out of a situation and not use the speech bubble as your meta indicator to ambush them with your taser. Keep them in a round if at all possible. Return them to a round when at all possible. Speedy processing. Warnings for first offenses when possible. Fines for second offenses when possible. That is the sort of play that can drive creative antag storylines, but it takes buy-in from everyone.
  22. I'm not quite sure you see my points too well if your suggestion's a random book. Not to mention a random book would be... Silly. Militant atheist character showed up to the station with a bible because...? My synthphobic Skrell just showed up to the station with a book written by Haruspex because...? Really, that all just sounds more like trying to throw in inconvenience for the sake of inconvenience. The flasks don't get spawned in with a random reagent, you have to choose it. No, I saw your points that books could work without causing any new harm to the librarian, and offered my own spin on the idea. It might be funny to see what RNGesus drops in your backpack each shift with a random book. Though, admittedly it would not be realistic to carry books you might have no reason to possibly want. As for the other alternative of having a selection of five or so books available, I don' t think it would be feasible to open up the entire library to the loadout just as there is a selection of foods available for the lunchbox, not every possible food. A "random" book could conceivably use the full library, however. And, correct me if I'm wrong, but I think you can select a "random" reagent for the flask. It might even be the default option. You can definitely fill the lunchbox with random food and drink.
  23. I see your points, and yes, currently everyone can access the windoor over the desk. I can get on board with a completely random book being added to the loadout, in addition to one of a selection of 5-10 books including a bible. That would be interesting, especially the possibility of a random book.
  24. If people can spawn with books, then the librarian becomes 100% worthless (instead of 99.9% worthless). This makes me sad. Hug your local librarian. A respectful -1.
  25. Just because you have security comms doesn't mean you have a security mandate, regardless of the circumstances. And I simply disagree with your portrayal of powergaming with a loyalty implant. I am also highly concerned with the fact that you are replying with inflammatory walls of text whenever someone makes a point in this thread.
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