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Skull132

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Everything posted by Skull132

  1. Voting for dismissal. Lamarr++. [No but seriously Science not only has a pet, which relates to their job no less, but not every place needs a pet.]
  2. The holywater having partial effect on target is probably a bug. Because fuck chemcode. I might look into fixing that at some point. Chaplain is already immune to vampire powers unless vampire is at full power. I'm open to other suggestions but I'd prefer to continue the road of subtly that I've already established with a decent amount of lesser vampire powers. So, please no, "Vampire bursts aflame the moment he enters the chapel," memes.
  3. Voting for dismissal. A few reasons. First, the vampire lore I created is heavily based on the World of Darkness setting. The setting's unique in that it mostly shits over "classical" vampire lore and brings the creatures of the night into the 21st century. A key point is that the old wives tale of stakes and garlic are literally that: old wives tales. Or well, mostly. Garlic doesn't do jack, stakes only paralyze you if they directly touch the heart, etcetera. Getting your head lopped off, or blown off, goes a very long way to killing you, however! And I'd like to continue in that vein. I did mull around with the idea of giving a vampire the ability to save his soul, at the cost of his blood points. So basically, you lose your levels but have 1 respawn. But since I'm not actively working on vamp atm, it'll remain an idea for now. Perhaps in the fabled expansion PR!
  4. Complications? You realize you get test-firing pins at your job and can just pop them in willy nilly, right? Ergo, unless you look at large scale weapon manufacturing, your job will be complicated by a whole 2 clicks it would take to pick up a pin and shove it into a gun.
  5. I'll echo Abosh's vote. Nein. To be archived 08SEP unless something changes.
  6. Re: administrate vs code. We still use code to restrict and guide the player, make no mistake. And this could well serve this functionality without being overly restrictive. Ideally an implementation like this would set a small hurdle for people who want to fuck about with guns, thus guiding them to the path of not fucking about. But it wouldn't make it impossible. Basically: the requirement of a conscious choice of, "I want to mess with guns," vs "Woups I walked out with a gun and can now kill people." Ideally: Pins would also be applied to other civilian firearms. Like mining guns. Traitor pins would be purchasable, and/or you could just emag a pin. It'd look the same, just not limit anything. You could also hack a pin, though this would carry potential side-effects. For that ghetto antag feel. Also. From what I read of the Pr's code. This allows for more fun stuff than just touching science. DNA locking pins are a thing, as are implant specific pins.
  7. Gonna merge Pacman's PR on this and see how it goes when it's live. The current implementation will flip you back to normal fire mode whenever your aim is broken, thus allowing you to recover faster than in current code (Where you have to toggle off in certain cases still). Also, absoloutely not going to go with Kaed's suggestion of keeping the crosshair on someone when the aim is not active: gameplay information must be consistent and clear.
  8. I hope you understand that this isn't about combat versus non-combat. This is about an antagonist not doing anything by turning himself in. It leads to nothing, you can expect to be bounced around in the brig for 2 hours if you do that and nothing else. If you can explain to me how a lone antag is fulfilling his requirement to drive a story by turning himself in and getting jostled around in the brig for the entire round, then sure. Otherwise, please stay on topic.
  9. The real world works in fun ways. To say that it's malpractice only if it fails is actually very bad: it implies that justice is dependent on the end, not the means. So it'd be fine to kill a man if he's going to, for example, murder someone. To avoid logical idiocity like that, the means are regulated regardless of the end. As such, it is very clearly malpractice even if the man's life is saved.
  10. Cyclically whenever enough of them pile up. Also, pretty sure SCG is a Bay-ism. SolGov, for Sol Government, is what we use.
  11. If doing something is literally not within the purview of your job, even if it could save a life, and especially if you don't even know how, then I seriously doubt anyone in their right minds would charge you for not doing it. Then again, security is hardly in their right minds, so... ¯\_(ツ)_/¯ I mean, it's happened IRL I'm sure. Could swing either way. On paper: no, it's malpractice. Whether it's sought after or not depends on the crew! That's RP.
  12. +1 vote for dismissal. Wizards don't need guns.
  13. is lame and should probably be replaced with Researcher.
  14. Well there's a minor paradox there, skull. If a rule is there and is not enforced, how are we supposed to know that we don't need to make a suggestion about it? Easy! Read the rules yourself so you know what exists and what doesn't. Report violations of said rule as you see them. Report the staff handling your initial reports if they do not actually enforce said rules.
  15. At least half of these threads are already implemented as a rule in one form or another and are thus useless. While they could benefit from a reminder and tighter enforcement for a bit, they're basically pointless outside of that. I'll now leave this to the folks who deal with these things.
  16. Holy. shit. The amount of policy suggestions.
  17. Skull132

    On Captainship

    It's late so I'm going to keep this short. But hopefully it'll help. The short answer is that you're for whatever reason conflating the second paragraph to be the reasoning for the first. This is not the case. You should stop doing that. The first describes the power and authority of the captain, the second the loyalty implant. Though tangentially related, they are not dependent of eachother. If they were, they'd be in the same paragraph. The first paragraph describes the absoloute power of the Captain: one that he would possess regardless of the loyalty implant. I've explained this on many hundreds of occasions, but the concept is very simple: you are separated from aid. ERT is uncertain and at least 15 minutes, usually 30 minutes away. Within those 30 minutes a metric ass of shit can happen. In a situation where the line between right and wrong gets blurry, it is objectively better to fall in line behind one man, the Captain, as one cohesive unit, than it is to resort to infighting. And do note that Captains aren't random Joes, they are trained for what they are expected to deal with. Even without a LI, you should follow your Captain unless there is outright fuckery going on that brings the integrity of his command into question. And no, violating a harmless space law article usually is not cause for "REEE BRIG THE CAPTAIN!" The second paragraph outlines the nature of the loyalty implant and how to handle a Captain violating regs. I don't really need to explain beyond the fact that this paragraph, specifically the note of the LI, has little to do with the first one, for reasons I outlined above. I hope you can now understand this. Now, here comes the kicker! None of this has anything to do with xenos being and not being allowed as Captains! At that high a level, what actually dictates who gets what piece of the pie is company politics. Obviously Tajarans, Unathi, whoever and their mother can presumably be trained to be a Captain. (Not exactly but if we're talking species level, yes, you will find suitable candidates from all species.) But you don't want to do that necessarily! Because it influences who has what authority in your company! And if your company is a nationstate all of its own, then this becomes a very important issue to address with a very clear cut line. While I cannot unequivocally speak for the lore people in explaining why certain species aren't allowed to be Captain, allow me to give you reasons which I deem acceptable. All of these reasons are backed up by lore, mind you. (Unless I'm wrong, at which point, go ahead and correct me.) Humans are obviously good to go. The company has immense ties and power over human space. So keeping them in good favour is important. Which is why you want a lot of humans in high command positions. It makes good politics. Skrell are the longest xenoscum allies of the humans. They're also extremely stable in terms of politics: their last conflict of note, really, was probably the Glorsh affair. They also have bountiful tech! So again, cooperation with them is not only safe, but beneficial! Because the more you can demonstrate to the Skrellian corporations and government that you trust them, by allowing them into high command, the more likely they to soften up to you. And boy, dat skrell-tech is good stuff. The Tajarans are not only viewed down upon as pests in the higher classes of human society, but are also in the middle of a planet-wide civil war. A war which has lasted long enough that a victor is not certain. Not only that, but the regimes there at play are extremely political! This means that any addition of them to high command makes them outright dangerous: they will most likely already be involved with, or are going to be recruited by, the ruling communist party and then you have a pawn of a still-unstable regime in your high command. This is no good! And thus, you keep them away from shit like that. Unathi are kinda average. They're prone to their tedium of power struggles which never cease, but in a key incident, during the end of the first (or was it the second?) antag contest, emerged as a legitimate threat to human space. Their nation is viewed upon with caution as a result. This is not helped by their generally aggressive nature. There's also the fact that there's absoloutely nothing to gain from cooperating with them, unless NT goes full extremist and wants to powerplay the Unathi against Sol to gain power. But. Their deal with Sol and TCeti is sweet enough at the moment, so I don't imagine they're interested. IPCs are just machines. There's nothing to gain from having them in higher status positions other than brownie points with the pro-synth people. There's also a security risk: unlike humans, their memories are perfect. I imagine this makes their application to company secrets a touchy and fun subject. Diona & Vaurca are newcomers. Also, neither is really fit for the roles far as human standards go. Diona are too slow, they don't really have the imaginative spark that you'd want from a higher level leader. And Vaurca are literally mind slaves. So, no-go on either. Remember when I said this was going to be a short post? Well, turns out, I lied. But seriously, your question stems from you not being able to view the bigger picture, lore wise. I hope I was able to provide that bigger picture. [mention]Senpai Jackboot[/mention] can correct me if I'm wrong on anything.
  18. aaaaaaaaaaaaaaaaaaaaaaaa [mention]ForgottenTraveller[/mention][mention]Sharp[/mention][mention]Garnascus[/mention] your purview go nuts bye.
  19. I disagree. If you WANT to play bartender - MAKE A BARTENDER. Why are 'you' taking up the Bartender slot as your professionally educated character, instead of letting an actual Bartender character take it? I like the idea that another presented of having a day-time limit of being able to jobhop until you lock in. Funny that the bartender position should be mentioned. Whenever I used to play security as Kim (like, for 4 months in a row?), playing bartender was a great escape for me. I don't use visitor/assistant because I absoloutely hate doing nothing. So bartender was a great way to cool my jets for a bit, without wasting a security slot, while still having something concrete to do and RPs to get. While "Muh realism" is a thing, you must also consider that this is a game. And players should still be allowed to have fun and, in our case, to also develop characters. If you're a livehour sec or medical player, for example, you are pretty SOL on the latter front if you don't jump ship to something menial like cargo tech or bartender. You're gonna have a bad time. Idiotic character design (constant jobhopping five ever) is adminhelpable and will be curbed if the complaint is deemed valid. Otherwise, applying harsh regulations like this is butts. Even an n-day time to hop is ass, because of the case I outlined above. A case which I know for a fact used to apply for a good amount of security. Hard hands are not a great thing for things like this. I do have a bit of an idea on how to encourage departmental prioritization via the economy, but, that's not a subject for this thread.
  20. This is a meme. And in lore territory. [mention]Senpai Jackboot[/mention] do we nuke this (please)?
  21. I seem to remember a certain Head Developer shooting my hopes for this one down by saying they were going to incorporate elements of one mode into the other. What happened there Skull132? Are there still plans to do that? Distant plans. Time is scarce, currently the economy and Z-level related projects are my priority. And this doesn't really relate to the other, as one would just be a cult power to spice up gameplay, the other a gamemode that would create antags from the get-go. The effect on gameplay is different.
  22. Need a mixed gamemode of cult + vamp. Called "Blood Moon" or something corny like that.
  23. Then it might be worth investigating the standard point blank multipliers instead. The mechanic already exists. Said mechanic should be tweaked. Adding a clause for, "If grabbed by" seems like a bad approach to this issue, because it's inexplainable snowflake circumstances.
  24. Don't we already have the ability to point-blank someone with harm intent on and standing right next to someone? At which point more damage is applied if memory serves. Why should this be anything more than a custom emote to make it seem more visceral?
  25. Looked up all IPs you used on the forums, no connection attempts to the DreamDaemon server, so whatever's stopping you is stopping you from reaching the server box in total. You can confirm this by running and it should return a timeout. There's nothing blocking your connection from my end that I can see or am aware of.
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