Jump to content


  • Content Count

  • Joined

  • Last visited

About Sytic

  • Rank
    Plasma Researcher

Linked Accounts

  • Byond Key

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. There's many reasons Traumas are bad, let's do a lightning round. If someone wants to get M O R E D I S C U S S I O N, I'll link the given bigthread that I constantly shittalked this update over below. Prefacing this with: Not all Psychiatrists who do this (once upon a time, RP heavy) job do bad roleplay. Except, ever since the inclusion of the Traumas update, there's two major problems. 1: We justify the inclusion of absolutely terrible mechanics that do not fit the role or the environment. There's been much debate on this, but honestly, Hypnosis is how you fix Narcolepsy? Just saying that sounds bullshit. 2: By being necessary to interact with this equipment, the job is seen less as an RP role, and more as a occasionally necessary member of the Medical staff. By disentangling the role with the job description, you create a lot of unnecessarily odd scenarios. For example, why would you ever consider to see a Psychiatrist unless you had some inanely contrived reason, because in the lore of the universe YOUR CHARACTER lives in, you can sit in a magic chair and get your mental traumas resolved? Or hypnosis? Or goddamn Isolation? Yet, the Psychiatrist is at least believed to be still held up to the same roleplay standards as it was before, despite these gamey mechanics being attached to trite in-universe solutions. "But Sytic, we need Traumas! If we don't have them, the state of the game in regards to Cloning will become unbalanced!" Good question, we'll look at why that's stupid too: 1: IPC mains walk all over Cloning and Traumas anyways. Seriously, fix this shit. 2: Traumas don't just affect Cloning: They affect brain damage, are thus tied to oxyloss, and take effect IMMEDIATELY. This means that, with the right amount of brain damage, you can just instantly fall asleep. Or get paralyzed with fear. Or have actually debilitating issues that cause you to be unable to move. That's not exactly fun. 3: Brain Damage still exists, and is still a threat- or could become one. If you want to introduce a rather "gamey" mechanic, how about one that already exists and is much more of a "progressively degenerating mental state" mechanic than Traumas? Brain Damage is still a problem. Unable to interface with machines, gibbering, smashing your head into doors, etcetera. This could be made worse to suit the needs of "Give cloning a drawback." 4: The previous way to fix them was to always have a Surgeon. This isn't actually that bad. When the Surgeon handled these (and still does in fringe medical cases) the Surgeon would perform neurosurgery and fix the trauma through snips in your braincase. This doesn't break RP expectations if it's only stretching a Surgeon's capacity a little bit. But what was the reason that Psychiatrists got handed all this? Why? I'm glad you asked! This is why. The Psychiatrist needed an ability to cure Traumas, which, are already stupid for previously mentioned reasons. Except, as previously also discussed, it takes a sledgehammer to the in-universe roleplay of the role by adding these particularly game-y mechanics to the role. And thus, you'll rarely see an actually behaviourally accurate Psychiatrist, nor would you have a reason to actually see a Psychiatrist to talk out your problems when they have a literal magic chair. I talk more about suggestions against this below, and other ways to introduce mechanics that could fit the role of being conductive to roleplay in the science fiction environment while retaining the game-y nature. It's here: But, ah, what do the people who made the PR involved think? Should we judge their opinion as well and make sure to check? I'm glad you asked! Here was a PR relating to the update: https://github.com/Aurorastation/Aurora.3/pull/4888 Wow, it's almost like completely making a previously RP-heavy role necessary for the environment of sometimes low population stations due to now introduced hamfisted gamey mechanics that don't properly relate to the roleplay of the Science FIction environment causes problems! Who woulda thunked it. Another thing. I was quite passionate about complaining about this update for quite some time, until it was revealed that a PR was constructed to try and fix the update in question, which made me stop: https://github.com/Aurorastation/Aurora.3/pull/4994 This, I love this, mostly because I was around for its initial inception into Fowl's insane mind of debauchery and h e l l . Also, because it's a hell of a lot better for the Sci-Fi environment than magic Chakra chair. I decided to reply to this thread however, because it's been some time since anything about this update was mentioned, but I hold a brief hope it'll still be done. Note: I don't think necessarily that Traumas are a bad concept. I just think they give more power to IPC meme robust men (like myself), have honestly piss-poor execution, were previously before this even easier to deal with, are much better dealt with using drugs, and finally are hamfisted in just such a way that they make no fucking sense whatsoever to a role that tries to provide some sense to a struggling mind. In any case, if you want to read MORE of my rantings and relevant ravings on the update of Psychology and Psychiatry, go check out the thread linked above. Traumas bad, Psych bad, do fix, thanks Fowl the blessed Lord, he giveth, he taketh away again.
  2. ALSO, The safety features are OFF by DEFAULT. That's not what a safety is for. So if you've deleted your BYOND Cache, and go back into your game, you could accidentally shoot someone in the head through a series of unfortunate circumstances. I'm still sorry about that practice shell, by the way, Mr. Warden. If you remember me.
  3. As I've mentioned on the Discord and in OOC, I feel like one of the reasons Security mains are complained about is, that they consistently improve with their ability, and more importantly, competence. One of the most obvious fields that they improve in is their ability to collaborate and potentially lead. This is one of the reasons Security can be so strong with limited resources. I don't think this will put a damper on Sec players occasionally curbstomping a bad antag and ruining the fun because "it's their job", but I think it'll help fix another problem: Other departments don't get as much fun as Security. If this change is implemented, each Departmental Officer will be encouraged to work with their department, and not each other. Each officer using their department's strengths and weaknesses, actually SECURING their fucking department, playing defence instead of running off to murk a guy in the maintenance tunnel 24/7. On top of that, when shit gets heavy, they'll turn to rely on the people around them- leading them, securing their department together. It'd give a lot more roleplay and fun to each department if we add this. Plus, Science Departmental Security would be the biggest meme lets be real Plus, the Detective's office will be public again, so that'd be awesome. +1.
  4. Lethal rounds are a deterrent on both sides of the field. It's for self defence, or when situations absolutely demand it, similar to pulling out .45 lethals from the Armoury. I think it should stay.
  5. Well, on a personal level, planning for when "things go wrong" and then allowing a certain gimmick is the best way to go. I've heard a lot about the "shutting down" of antags and I can see it often by Security- can we just also shove that "hey, that's not cool, ok?" in the rules somewhere? There's a line Security won't cross- Inspectors boarding with weapons, unauthorised personnel access to the Vault and/or Captain's Office, etc etc. But can we just try to be a little nicer? Plan for when things go wrong, don't assume things have already gone wrong upon first contact.
  6. I would have originally said "Wait for the Trauma fix that Fowl's making!" But that's taken months. Personally I'm all for an entire rework by someone else more enthused with doing so, or deleting traumas. They have always sucked, and I demonstrated why many, many times before, and demonstrated how you could change or refluff items in Psychology to make it better. Maybe if Psychology wasn't filled with crazy weird pseudoscience, we would have more psychologists and this would be less of a hassle.
  7. Love it. In terms of character, reason, and equipment, as well as OOC reasons.
  8. Gotta agree with Burger here. As a sec main, it can be real frustrating to deal with other members of Security suddenly deciding to turn on their staff. But I also totally agree with his methods, too- Sec players often are antags too, so they'll often be antags as Sec. Bumping that chance down allows us to see other antags more and sec antags less, without removing the possibility entirely.
  9. You're not already a spriter? I didn't even know that was a role and always assumed you sprited for the server all the time. Why are you not? +1, look at his fucking work already! Also you're missing ALL the head of security voidsuits.
  10. Their documentation, their whatever. Records, I think. I'm tired as balls right now, Kaed. Identification via tag whether free or not seems smart to me, methinks.
  11. Free IPCs have it on regulations- if they do not, they are AUTOMATICALLY owned by NT as a default. If they claim "But I'm free!" and their regs support it, it's Automacide, as they're a free entity in control of their own actions and would be treated as such (with some specism). Otherwise, it's automatically a lesser charge than automacide, as their regs do not support it and thus they are owned by NT.
  12. Potentially this is more of a problem with IPC's being "the powergame race" as you described it, and less of a problem with the HoS' themselves or the people playing them. How would you suggest cutting out the problem at its root, removing the "powergame" from the IPCs as a whole?
  13. He always puts a major foot forward in terms of feedback, progression, and development. Crab makes a lot of effort to do better and to try to do his best. While a little awkward at times, I find it hard to believe that anybody ever wasn't awkward when constantly trying to both improve, and prove yourself. I'll endorse this. +1.
  14. Oh hey, it's Yonn. I've always thought Yonn is one of the best roleplayers on the server, and is a pretty rad dudeo in general. I have absolutely no doubt that Yonn could play a Skrell. +1.
  • Create New...