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Everything posted by Skull132
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I am actually curious now. Usually my memory is good enough for this, but I cannot remember this one. Who was this wingman you speak of?
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Neglect of duty was used at one point by sec and command staff to attack self-testing geneticists. Here's how: the standard for any and all scientific experimentation is that the scientist never use himself as a test subject. As such, by breaching that rule, you are neglecting your duties to follow safe testing procedure. As for why it's a standard practice: the scientist cannot compromise his own health, or risk compromising it, in case the experimentation goes awry. This principle applies to genetics, rnd, xenobiologists who like to slimeman themselves, and virologists and chemists. I should probably write it into a directive. Too.
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Self testing is illegal without a personal release form for a reason. The directives outlining that genetics genomes, as a product of research, should not be distributed without the authorization of command staff exist for a reason. The protohumans exist for a reason. The reason is: genetics is supposed to be dangerous. But the mechanics fail to enforce this understanding completely and utterly. So as far as I'm concerned, there's enough lore to justify making self testing actually a risky business, and something you don't want to indulge in. And as for being too cruel in my proposal. Maybe. But making the mechanics in question dangerous , but also healable is going to be rather difficult. Possibly doable by separating the effects the genetic damage causes from the amount of genetic damage you have. That is to say, even after you've healed the genetic damage, you may have to heal the more specific ailment you brought upon yourself.
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You should still have internet explorer. Open the start menu and type in "Internet explorer". It should still be there.
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I mean, I could retool genetic damage to work the same way genome damage would. The only reason why I'm hesitant to do that is the grand mess SS13 code is and has become. It is often easier to add something new, rather than to trudge through the old shite and change it to fit your purpose. Also, genetics is by far the easiest way to gain access to inhumane and round-breaking sillyness. I spent a year dedicated to learning how to powergame science, and I had an amazing mentor. By far, the easiest one to powergame in a legit fashion was genetics. You cannot argue this point. As for the pros? I think I explained them. It shifts the focus of genetics to mechanically enforce the roleplay expectations (such as self-testing being actually fucking dangerous, and powers being unknown/dangerous/scary). We could also review the removal of all present major powers, and a shift in power design to something more along the lines of what Zundy suggested.
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It depends on how the ban is applied. If you try to dodge and we have to start IP banning you, then yeah, you won't be able to access the forums. I dunno if a user-targeted ban also applies an IP ban or not on the forums, haven't really invested time into the system.
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@UnknownMurderer 1. Perma bans are managed the same as timed bans. Usually the banning mod/admin manages them, and the Head Admin simply keeps himself up to speed and interjects as necessary. In the absence of the banning mod/admin, the Head Admin takes over. 2. As per the clarifications received: - Head Admin and Head Developer (ideally) share responsibility over managing the server, community, rules, etcetera. They're the two leaders. They also deal with staff complaints and unban appeals when no one else is around. They are also ultimately in charge of the Lore and DO teams as well. - Administrators and Mods enforce the rules. Each mod and admin is responsible for appeals of their own bans, unless the Head Admin feels it necessary to interject. Specific administrators and mods are assigned to handle player complaints, head of staff whitelists, and potential other auxiliary tasks. - Lore team is responsible for the lore, led by the Lore Master who answers to the Head Admin/Head Dev. Specific individuals from the lore team are selected to represent certain species, and to manage their whitelists. - The DO Corps deals with IC IRs and ingame faxes, led by the DO Corps Leader who answers to the Head Admin/Head Dev. @Coolbc The old staff mentality, which I still carry, is that reliance on admin driven events is not sustainable. Thus having a rank specifically for them would contribute to staff bloat. Staff bloat is bad, because no one can be fucked to set up and enforce the very strict hierarchies and rules that would enable a large staff team to function. Plus, no one can be fucked with the srsness that would bring. Small staff = cool staff = good staff.
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Drugs can have custom metabo rates that slow down their expiration. Genetic defects are an ineffective downside, due to the ease with which even a novice geneticist can counter them. The presently existing genetic damage is also an ineffective downside, due to it lacking enough aggression to have any meaningful impact. It never really comes into play in a form other than a.minor nuisance. And yes, while all of the functions can be replicated by other departments, such as RnD, they are usually locked behind other walls. Example being the fact that thermals are impossible to construct in 9/10 rounds unless you're really fucking dedicated and know how to powergame science. As a last note, a bit of a clarification. Having one major power active probably shouldn't cause regular damage, even with the new system. Carelessly stacking them, like some geneticists do, should.
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Okay, this is an idea I've been toying wiht for a bit now. So I have it rather fleshed out. Here's the main issue with genetics: it's super easy to get all of the powers and goof around with them, and there's no actual challenge/risk involved. Nor is there any work involved if you're good enough. And getting good enough is not that hard. Here is my proposal on solving it: Each mob already has a DNA datum. We'll refer to this datum as the genome from now on. We will add a "damage" variable to the genome. The more damaged your genome, the more funky shit will start happening to you. Anything from going blind, losing limb control, ending with cascading organ failure and death. Now, how does the genome get damaged? Two ways. First is any and all genetic modification, regardless of outcome. At first, small amounts. So there exists a safe amount of SE injections you can do without feeling ill and starting to get injured. But if you keep jabbing yourself with auto injectors to find out where the powers are, you should end up dead. Why do this? To discourage self-testing. You should value your life, and this now adds a risk to being a genetics test subject. Second, all powers active have a chance to cause genome damage. The more potent the power, the higher that chance. And the more powers you have active on you, the higher that chance (it's going to stack). Once again, why? To introduce tactical choice to selecting your powers, and to make you value them. Also to provide an actual fucking downside to insane combinations, such as TK/X-Ray/Remote View. As for remedies. There will be a small selection. Genome damage in and of itself cannot be repaired. It's your choice on how badly you want to risk your health. Incoming genome damage can be mitigated with a new drug that will be created. So: have a geneticist on stand-by, and you can extend your safe-time with multiple high tier powers, or enable further testing. This also breeds cross-department roleplay! Effects that genome damage will cause: No clue. But they're specific details. They'll go from mild inconvenience to disabling to deadly, though.
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Character/Player: Safiya Isra/XXTheFurryXx, AGAIN
Skull132 replied to Vanagandr's topic in Complaints Boards Archive
I would advise you to go calm down. I was there for the round, so I tracked your involvement in it. However, myself and the admins will go over this issue once we have time. As you may have noticed by reading the announcements, free time is something we're a little pressed for right now. -
Character/Player: Safiya Isra/XXTheFurryXx, AGAIN
Skull132 replied to Vanagandr's topic in Complaints Boards Archive
The funny thing is, TF, I haven't actually looked at our list of genetics jobbans. My quote, this one: Is actually meant to imply that most of them are probably jobbanned. Of course I will confirm this before a decision is passed. -
Character/Player: Safiya Isra/XXTheFurryXx, AGAIN
Skull132 replied to Vanagandr's topic in Complaints Boards Archive
Principle is dictated by the precedence, in this case. The principle in question is quite a simple: How much freedom should people with these shit-easy-to-access powers have to have fun on the expense of others. Because, allow me to be frank: genetics can be powergamed within 10 to 20 minutes if you're good. After that, there are no downsides to having the powers, and if you only continuously use them to annoy others, then Houston, we have an issue. -
Character/Player: Safiya Isra/XXTheFurryXx, AGAIN
Skull132 replied to Vanagandr's topic in Complaints Boards Archive
Actually, FFrances, you misunderstood my point. It is very much about other geneticists. Because TF should be given the same freedoms and limitations as other geneticists. If we have a history of jobbanning other geneticists for the same stuff he did, then he, too, will be jobbanned. If we do not have a history of jobbanning other geneticists for this stuff, then he, too, will not be jobbanned. The "Hate squad" has turned into an amazing way to weasel oneself out of trouble. And it's stopping now. Also, a geneticist constantly doing silly things and then pulling the, "HALP I'M BEING PURSECUTED" act whenever something official is launched against them, is pretty much the definition of being an annoying chucklefuck. Because you can't do shit against them, and you have to suffer their braindead shenanigans. -
Uristmcbigbeard banned by Host
Skull132 replied to uristmcbigbeard's topic in Unban Requests Archive
You were unbanned just 23-something days ago. As per this: http://aurorastation.org/forums/viewtopic.php?t=4390 Why exactly didn't you read the rules back then, as you claimed to have? And how can we actually trust you to do it this time? -
Character/Player: Safiya Isra/XXTheFurryXx, AGAIN
Skull132 replied to Vanagandr's topic in Complaints Boards Archive
Here is the question to ask, folks. If the actions of TF, in this case locking two randos in a maintenance shaft by using TK, XRay, and three objects, were indulged in by any other member of the community, would he get a jobban from genetics, or a warning against him? We haven't seen stuff like this for ages, infact TF is just about the only geneticist who still does stuff like this, but if another person was to do this. How would the staff react, and how would the community expect the staff to react like? Fun questions. Also, a policy to consider. (And please do read the actual reasoning for this policy, as that's the key thing that's applicable here.) -
This one. Much less cumbersome than uninstalling security updates (which, by the way, is a very bad idea.) Yap, as I commented on the thread there. Which is why I'm reinstalling the update right meow.
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As a note, warnings are coded to automatically expire after 3 months. You'll be alerted upon login if you have a warning that just now expired. Or you can check the "My warnings" panel and see which ones are expired, which ones are active.
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Relevant. If you have a fix other than the one I posted, please do post it.
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Mod Application: Halorocks22
Skull132 replied to halorocks22's topic in Moderator Applications Archives
This, ontop of being permabanned from the server, no thank you. Application denied. -
Application accepted, 27DEC2015.
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Hunnewle's Moderator Application
Skull132 replied to Hunnewle's topic in Moderator Applications Archives
Application accepted, 27DEC2015. -
Yup. That sounds about right where we want to be. The default layout of the station is meant to be limiting in times of extreme disaster. Why? To present a challenge, as simple as that. It is there to force the player and character to think, to make decisions, to take initiative. Really, the only cases where the patient needs to go into surgery is for internal bleeding, or massive internal organ trauma. Those illnesses are rare enough where the OR only really becomes a bottleneck due to bad management -- everyone else can be stabilized, have a sock shoved into their mouth, and told to wait. I've seen medical staff handle mass-cas situations in stellar fashion: quick and rapid triage, prioritized treatment, stabilization of patients, and constantly keeping that one OR in operation. I've also seen medical staff handle mass-cas situation in a very bad fashion: no communication, sporatic treatment, no real thought on stabilizing patient, and faffing around in the OR for too long. Also, nothing's stopping you from setting up a ghetto surgery lab. Nothing's stopping you from using the morgue or the biology tables. Nothing's stopping you from having a new one constructed. If you're thinking inside the box of, "I only have these resources that were given to me, and nothing else," then yeah: one OR and one body scanner is limiting. But that's not an issue of mapping nor design.
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Hrm. As I was doing this, I started thinking. Why not add a quick subboard onto general? "Character Feedback"? The issue is, as you can see here, if we shove it all into one thread, the target oriented conversation kinda gets mixed and matched and probably isn't all that conducive of a discussion, nor easy to keep track of. Thoughts?
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Even newer. New target.