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Everything posted by alexpkeaton
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Totally forgot about the speech thing which was a thing on Paradise. Problem is that if it's similar/identical to Paracode it would significantly break immersion. Like "FUCKING 4URRIES" and "CAPTAIN IS COMDOM"... I agree a progressive slurring based on amount of brain damage would be good and a suitable replacement to a HUD indicator.
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Yes, they were. When I saw them this morning I thought "wait, was I wrong about that?" Did you really put that in since my message? Awesome! Thanks!
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Chemical carts need to be added (I believe refill carts also). Vial storage boxes and secure vial storage boxes would be great also.
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[Resolved] DasFox revhead complaint
alexpkeaton replied to sdtwbaj's topic in Complaints Boards Archive
I was a latejoining Quartermaster and converted rev. For context, the OP was the Captain and a head loyalist. I cannot comment on the AOOC discussion at roundstart, but I can comment on the effect of this announcement. I read the announcement history when I latejoined and there was a rich history of several announcements related to this plot: rev-related, command-related and CCIAA-related. There was also a compelling discussion to be had ICly. I was also there for the bumrush of security (though took a more non-lethal approach), that didn't happen until about the 1:45/2:00 mark in the round, after things had gone back and forth a bit. Overall, it was a fun round. -
So there are HUD icons or text alerts for nearly all ailments and advisories, medical and otherwise. Sleeping, blindness, bone fractures, phoron atmos contamination, etc. Notably absent is brain damage. As a clone, I really like to RP brain damage, but I'm not always sure if I have been given Alkysine without LOOCing, and, even then, I have no way of knowing if I've received enough of the medication. I think there could be a HUD icon similar to blindness/sleeping that could appear should you have moderate to severe brain damage. That way, there is a hint that you shouldn't be carrying on fully coherent dialogue or robustly executing complex activities like ranged combat.
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[Resolved] Alberyk Metagame Ruling
alexpkeaton replied to SodaPopBob's topic in Complaints Boards Archive
Not involved but noticed this: speaking of powergamey behavior: doesn't mesons+tajara=full night vision? Why is a security officer even wearing mesons anyway? -
+Uno We have tarot decks, why not Uno decks?
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I hope I'm posting this in the right area. Also, I did a search for "Screenshot Thread" to make sure this isn't a duplicate post but the search engine ignores "thread" so if this exists elsewhere, I would appreciate a link and I will delete this. This is a place to post all of your Aurora-sourced SS13 screenshots with or without context. Obligatory "wait until a round is over before posting" reminder. This from a round today where I (QM Jack Edwardson) and my CT's set up a shop in the bar. Jack is always the showman.
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+1, with the caveat that the message appears either in a ((double parenthetical)) or with the preface "OOC Info:" Would it also be possible to send an admin alert if a member of command or a lone job slot goes SSD for a period of time, say 5 minutes or longer? That way they might be able to either ping someone nearby to cryo them or beam them to cryodorms.
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This thread is intended to be a forum to discuss ideas to improve the new cargo system. All ideas are welcome. Some ideas I have are listed below. The most important change that I believe would be necessary is the addition of an ATM-style mechanic to cargo ordering. Either swipe your card or enter an account number and PIN (necessary for departmental accounts). The card could either be charged at the point of ordering (and refunded if the order is rejected by cargo staff) or charged at the time cargo approves the order (the order not being processed if insufficent funds). Or, there could be three buttons: "Charge Customer", "Charge Cargo" and "Reject Order." Or, there could even be an option at the point of ordering for the player to request that cargo be charged instead of the character's account. ("Charge Customer" could be greyed out in this case) We also need to restore the paper trail to cargo. Stamps are currently useless. On a minor note, it might be nice to allow the QM/HoP or perhaps any cargo staff member to permanently remove past shipment records much like a security officer can delete a security record. When a QM is an antag, ordering crypto sequencer items is a dead giveaway that permanently sits on the "Shipments" history for the HoP or any CT to see (or QM if a CT is traitor), Before, you could just shred the req form and send back the manifest, done and done. And yes, my QM has been caught ordering guns as antag before through the new system. Right now, the reason supplied for a cargo order is not being captured - you can't find it anywhere in the cargo system. That needs to be added. Men's formalwear and women's dresses still need to be added from old cargo. Ambrosia vulgaris seeds should be added an an option for botany. Illegal guns selection from old cargo (when board is hacked with multitool) should be added for crypto sequencer-hacked new cargo. Space-bikes are listed in new cargo but no price is supplied and they are instead listed as unavailable. They should be priced and made available. I'm not sure if reagents have been added back yet or not. They should have a separate tab to prevent the medical list from growing too long. Certain poisons could be unlocked with the crypto-sequencer. Check me on this, but I believe certain Gygax modules were available in a multitool-hacked old cargo. This could be added back somehow. Add a method to hack/override the cargo system without a crypto-sequencer much like multitooling the board in old cargo. Certain new selections could be unlocked (but not all crypto sequencer items). Not sure if you can order magboots in new cargo. Definitely needed as an option for miners until space wind is fixed. (Please don't ID lock the crate to engineering) Add new and exciting exotic items, perhaps on a rotating basis. Drive foot traffic to new cargo. A new "Exotic" category with items like the combat medkit and the Rapid-Service-Fabricator.
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+1 to everything stated here and to the OP's suggestion. It would help with being sneaky and would make for better RP. Security could possibly ID a name through examining the player at range with a SecHUD, but not simply right-clicking on the player (that should still say "ID".
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[1 Dismissal]Revert Cargo to Improve New System Off the Server
alexpkeaton replied to AllyBearsley's topic in Archive
Awesome! I have been away from the server since Monday but look forward to checking out the changes. I agree. That was the alternative I suggested to sending cargo back to the drawing board: . If we engage people to talk about it and make hotfixes to the system, we can make cargo great again! I want this new cargo to work. I advocated for an economy multiple times during my tenure at Paradise - credits are so underused and have the capacity to add real excitement to the game. But it just needs a little TLC. The next improvement that could happen should be the addition of an ATM-style mechanic to cargo ordering. Either swipe your card or enter an account number and PIN (necessary for departmental accounts). The card could either be charged at the point of ordering (and refunded if the order is rejected by cargo staff) or charged at the time cargo approves the order (the order not being processed if insufficent funds). Or, there could be three buttons: "Charge Customer", "Charge Cargo" and "Reject Order." Or, there could even be an option at the point of ordering for the player to request that cargo be charged instead of the character's account. ("Charge Customer" could be greyed out in this case) We also need to restore the paper trail to cargo. Stamps are currently useless. On a minor note, it might be nice to allow the QM/HoP or perhaps any cargo staff member to permanently remove past shipment records much like a security officer can delete a security record. When a QM is an antag, ordering crypto sequencer items is a dead giveaway that permanently sits on the "Shipments" history for the HoP or any CT to see (or QM if a CT is traitor), Before, you could just shred the req form and send back the manifest, done and done. And yes, my QM has been caught ordering guns as antag before through the new system. Right now, the reason supplied for a cargo order is not being captured - you can't find it anywhere in the cargo system. That needs to be added. Men's formalwear and women's dresses still need to be added from old cargo. Ambrosia vulgaris seeds should be added an an option for botany. Illegal guns selection from old cargo (when board is hacked with multitool) should be added for crypto sequencer-hacked new cargo. Space-bikes are listed in new cargo but no price is supplied and they are instead listed as unavailable. They should be priced and made available. I'm not sure if reagents have been added back yet or not. They should have a separate tab to prevent the medical list from growing too long. Certain poisons could be unlocked with the crypto-sequencer. Check me on this, but I believe certain Gygax modules were available in a multitool-hacked old cargo. This could be added back somehow. Add a method to hack/override the cargo system without a crypto-sequencer much like multitooling the board in old cargo. Certain new selections could be unlocked (but not all crypto sequencer items). Not sure if you can order magboots in new cargo. Definitely needed as an option for miners until space wind is fixed. (Please don't ID lock the crate to engineering) Add new and exciting exotic items, perhaps on a rotating basis. Drive foot traffic to new cargo. A new "Exotic" category with items like the combat medkit and the Rapid-Service-Fabricator. In summary, keep the changes coming! -
[1 Dismissal]Revert Cargo to Improve New System Off the Server
alexpkeaton replied to AllyBearsley's topic in Archive
I am a frequent QM, and you are in a way correct that cargo is rarely used. But I have noticed some telling changes. I would usually see a few kitchen orders, a xenobotany/botany order, and a robotics order. These days I am lucky to just get the robotics order. I have had more than one round go by with zero orders of any kind. There were suggestions made asking for price reductions with specific examples made. Cows are 3000 credits apiece. I thought something was going to be done about it. Nothing ever was. It's part of the reason why I have started to play other roles outside of supply. Cargo is more boring than it ever was, the only excitement anymore is the contents of the warehouse, and that novelty is over with after the first 5 minutes of the round. Merchants can undercut the prices of cargo. This really should be flipped. Merchants don't need any help anyways. They get more interesting items and the novelty is there every time the merchant's shuttle docks, which drives foot traffic. Cargo needs novelties and there have been some suggestions made in the new cargo thread that have gone ignored. Hence I stopped posting there. About EFTPOS, you are right. My point is this, if a vending machine can charge my ID, the cargo console should be able to as well (or enter departmental account and PIN). My problem is that as QM a CT will make an order for a cow for the kitchen, approve without requesting payment, and I have to go find the HoP to try to squeeze departmental funds from her, or else cargo is kneecapped for the rest of the round for a flipping cow. Not that it matters, there won't tend to be any other orders. -
[1 Dismissal]Revert Cargo to Improve New System Off the Server
alexpkeaton replied to AllyBearsley's topic in Archive
Arrow, I hate to say it, but the OP is right. Nobody is using cargo currently because the new system just doesn't work. The biggest thong that has been asked for again and again is to charge people's ID's directly at the cargo console. That has been ignored. Unless a more hands-on approach (discord announcement, new forum thread, frequent code improvements) is used, I agree with the OP. New cargo is a great idea. But when no one uses the new system because it is a swiss cheesing of old cargo and overcomplicated, it doesn't matter. I would call for a vote of the server to see if new cargo should be reverted. It has been more than one month. It's been given a chance. I love the idea and was a frequent poster in the cargo update thread (I should note that not all of my additions I pointed out from old cargo have been added yet). If it's not going to be actively updated or supported, it should go back to development. I'm sorry. +1 to OP's suggestion -
So, I'm checking out the tail end of some cyber Monday week sales in the Google Play store and wanted to know what your favorite games for mobile are. Ideally, something that isn't FTP with a pay-to-win mechanic (I'm looking at you, Final Fantasy XV - A New Scam Empire!). (Following are Google Play games and prices) Baldur's Gate 1, 2, Icewind Dale and Planescape: Torment are all 50% off for the next 18 hours or so from this post. I got BG2 in the sale. I also recently picked up Day R: Survival Premium and it is surprisingly deep for the sale price of 99 cents. Finally, nothing against the Total War franchise or its fans here, but isn't it oddly satisfying that Total War Titles is no longer listed on the home page when scrolling past this section? (HINT: It is 50% of my reason for making this post)
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I prefer antag rounds. But, let's face it: since the merger of secret and mixed secret the votes have nearly always gone for secret. It would be only fair to provide an alternative mix to split the vote, if nothing else. I believe the current secret should be preserved and a "Diet Secret", much like what the OP proposed, could be the alternative. Let me be clear: I will always vote for the current secret. I just believe the extendongs should be thrown a bone in the vote that has a chance of passing. Adding a coin-flip's chance of traitors might be just enough to do that. +1
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Maybe I'm the only one who notices/cares... Happiness was apparently not mandatory in this case. It's a minor thing, but ion laws are not just memes, you know. They are laws as well.
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This is a slippery slope though. How much time would it realistically take to remove the Cap's antique gun velcroed to the back of a backpack than from inside the backpack? I would argue it would take longer to get it from inside the backpack (I highly doubt that people are walking around with backpacks that are easy to get into otherwise stuff would spill out when you walk anywhere). So is the balance we want here truly the balance we need?
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I lobbysit all the time. Makes it so I don't need to wait for BYOND's crappy 30 second timer (at worst, I just have to wait a few seconds for a reconnect). It also lets me follow along with the OOC chat. I didn't realize I was causing anyone grief with this.
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BYOND Key: AlexPKeaton Character name: Jack Edwardson Item name: PRESS Vest Why is your character carrying said item to work?: It identifies Jack as a member of the press. Often Jack will attempt to make contact with hostile elements and the vest indicates that Jack is a member of the press. It gives him visibility where he can be identified from a distance. Item function(s): A vest (security-style and protection preferred) with the word "PRESS" emblazoned on the back (and front, if possible). High-visibility coloring of the vest. Pockets inside the vest preferred. Item description: As above... The closest sprite available now is the hazard vest (Jack will sometimes get a labeler and label a hazard vest "PRESS"), though it should be at least recolored to not be confused with the engineering variety. "PRESS" or a picture of a camera emblazoned on the reverse if not both sides. While Jack would love an "I-TEAM" vest for his own schtick, this vest should be generic enough to add to the loadout for any journalist to use, hence just "PRESS". At least 2 pockets (more is always useful). Similar buff as security armor, though this can be axed if it is determined to cause a balance issue. Item appearance: As above... i would recommend a gold sprite with blue lettering of "PRESS". The vest should take up as much real estate on the upper body as possible and can be bulky if armor is added as preferable. This may be best accomplished with a reskin of the hazard vest. How will you use this to better interact with crew and/or stimulate RP? It will make Jack more visible and recognizable to be approached by crew members for interviews and comments, and, when shadowing security (whether of not security wants him there), Jack can stand out from armed individuals. Thanks for your consideration (and readership)!
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1 dismissal [+1 dismissal]Merchant roll/roundstart change.
alexpkeaton replied to sdtwbaj's topic in Archive
Here's the thing: it really isn't a job. Not unless you consider ninjas, wizards, mercs and raiders jobs as well. Those four roles have more in common with the merchant than jobs do. The major characteristic that they do not have in common is that merchants are not antags. With merchants: You aren't allowed to play the same character like with regular jobs A merchant doesn't exist in every round like with regular jobs The Head of Personnel cannot assign someone to the role like with regular jobs. If you suggest cyborgs/AI as contradictions here, I would point out that they are able to set a name at round start and have specific character setup preferences for those players who ready up with a variety of synthetic/crew job choices selected. The merchant is best described as a event role. And as such, it needs a similar treatment to similar roles on the antag side where players can choose a new identity and appearance. All this suggestion requests is the ability to set a name and appearance upon rolling merchant, to allow players to set several options at roundstart. No other role/job forces players to ready up with only one selection made. -
1 dismissal [+1 dismissal]Merchant roll/roundstart change.
alexpkeaton replied to sdtwbaj's topic in Archive
Wanted to give this thread a bump to see what the current status of this is - namely, is there now an appearance screen? I still haven't rolled merchant yet and have been away from a PC for a week, so if anything has been implemented, I wouldn't know about it. Thanks! -
Sure. Here are a few examples of RTNP's maturity and RP level: This is an example of a friendly OOC interaction used to figure out IC information, and RP ability. I met RTNP when RTNP's Security Officer character Olivia Catherina tried to convert me to a cult. This was when I was new to the server (but having two years under my belt at Paradise) and RTNP was fairly new. Olivia asked to see the cargo warehouse when I was QM. We go in and start talking and RTNP's LOOC's that Olivia is trying to get my character Jack Edwardson into a cult but is having difficulties with the mechanic. I LOOC back that I have an appointment and would need to cryo soon, and I believe I directed RTNP to the wiki and perhaps ahelp. We discuss general cult mechanics and both open the wiki but I am no further help as despite two years at Paradise, I had cultist turned off and only became one late-round on a couple of occaisions. RTNP acknowledges my time constraint and we agree to use this as a learning experience for both of us. I had never converted another player. RTNP RP's with me to follow Olivia willingly into maintenance. The RP continues and Olivia tries to use a rune to convert me. It doesn't work. Jack is curious as to what the rune is but the IC RP gives enough justification for him to play along. Eventually, Olivia is summoned to the brig and Olivia asks Jack to play along and "get arrested" because I believe Olivia may have been in cargo to investigate it for an issue, and we had both been notably absent. Again, the IC justification was there for me, Olivia explained she was in a bind and what would help, and Jack agreed. She takes me to a cell where I believe the Captain and HoS are waiting, and at that point I provided a few lines of dialogue and then LOOC'd my apologies that I had to run. RTNP asks if it is okay that we consider the general conversation we had canon less the attempts to convert me. I agree. RTNP LOOC's that we should RP the Jack-Olivia pair again soon. I agree and then ghosted. All in all, despite the "blind leading the blind" about the cult, it was a positive interaction. Moderators need to use their interactions with players to learn what is going on in a situation in a friendly way. I believe RTNP's demonstrated that maturity here, and this was in early September.This is an example of the RTNP's devotion to procedure. My character Jack and RTNP's character Olivia started an IC relationship and, as QM I would frequently wander off from cargo to RP. RTNP, however, would hardly ever leave the brig when Olivia was a Warden, insisting that she could not leave the brig unless excused by the HoS. Jack gave Olivia IC grief about this, but I respect this as too many Wardens are either not present in the brig to process offenders or off being a security officer (which they shouldn't be unless the station has gone to hell).This is an example of understanding the RP importance of the loyalty implant affecting decision making Concurrently with RTNP's command whitelist app, Olivia and Jack had more than one conversation about the effect of the loyalty implant and how Olivia was afraid of how it would change her. RTNP demonstrated an appreciation that the loyalty implant has an impact on a character's thinking and integrated those consequences in with her character. This is an example of demonstrating maturity and an understanding of the big picture. Olivia was a visitor a couple of times prior to whitelisting to permit her typical Warden character to RP with Jack and others. She observed some minor crimes and contraband among cargo techs/miners and explained to them that she was off-duty security and they should be aware that what they were doing/in possession of is a crime, but stopping short on calling them in. Incidentally, she added on one occaision that once Olivia received a loyalty implant she would no longer be able to turn a blind eye to such crimes and would have to report them to an officer.