Sebbe
Members-
Posts
101 -
Joined
-
Last visited
About Sebbe
- Birthday 30/11/1999
Personal Information
-
Interests
Dunno
-
Occupation
Using brain to send electrical signals to body to solve issues.
-
Location
A forest near you.
Linked Accounts
-
Byond CKey
sebbe9123
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
Sebbe's Achievements
Quartermaster (17/37)
-
-1 This will crash the bully economy. And Geeves is secretly a scalie.
-
Purely suggestions, as you can see not nearly all of the special jobs have objectives.
-
Alright... I think you are misunderstanding something here, be it how greentexts work or how I am writing things as it seems that my wording isn't reaching you. These "objectives" are OPTIONAL, aka not needed at all, aka you can go fuck off after doing your job and not doing these if you want to. Even if they lose novelty for us experienced players that do these things anyways every shift, new players will appreciate having a clear objective and goal in mind as they work. Gotta think about them newbies, not just us old salty lads.
-
Why not? It gives people a goal outside of what the usually would do, gives them a reason to go to other departments and strike a conversation or some other arpe thing. Most people won't know nothing is being tracked and the things are optional, you can still plop down on your ass and wait for the antags to accidentally spill some interaction outside of security or just wait for the shuttle. Nobody forces you to do optional quests.
-
That's why there isn't a green text, no need to make the server monitor anything.
-
It would be fun if once every few rounds a department gets a random optional goal to accomplish to spice up rounds and make them less of the same short and sweet grind. This would obviously need to meet some specs before it can happen, getting a random event for something not possible at roundstart wouldn't make much sense. Engineering: If two or more Station engineers or one of their alt titles are present during roundstart these events might trigger; Station upkeep; Change every lightbulb in accessable areas. (Non-command and non-restrictive areas.) Power overflow; Set up both engines at the same time. Refurnishing; Rebuild one of the abandoned rooms in maintenence. (Give it a low but reasonable amount of "built machinery/pipes/tiles" number) Atmos techs: Reconnecting the station; Connect the station with security's old interrogation room. Emergency prep; Fill (X) amount of canisters with breateable air Medical: Chemist; Chemically sound; Prepare medicine to treat each type of trauma. Doctor; Saving lives; Do not have more than (X) amount of dead personnel at shift end Clean and sanitary; Make sure the medbay contains less than (X amount of janior tears) Security: Warden: Well stocked: Have all the armory weapons (or more) back in the armory by shift end. Proper Warden: Make sure your brig is well maintained. Civilian: Chef: A full crew is a happy one: Offer food to at least (X%) of the starting manifest. Exotic food: Make (X) amount of dishes with exotic ingredients not supplied in the kitchen. Bartender: A toast for work; Offer (X% (lower than chef by a ton)) amount of crew a toast for good health. Research: RnD: Have (X) maxed out and shipped to central by the end of the shift. Create an (X) and send it to central for further study. You get the drift. All these are optional and will not offer a greentext or a redtext at the end of the shift, the game should not tell you if you suceeded or not it is purely up to you to decide if you completed your objective or not. Don't rely on the game to tell you if you did your job correctly.
-
I object to the fact that this isn't already a thing.
-
Oh this isn't about "fixing" ling, not to the extent you are thinking at least. This is something to change the gamemode away from the cheap rust-code gank gamemode it is now to something more scary, more demanding of the crew to deal with. I see a pattern with the current antags which makes sense considering their 2 hour timeframe before salty dead people, or excluded hidy-hole people vote transfer. With this change you can cause paranoia, you create litteral blank slaves of real people you can convince with no backlash to do things unless you give conflicting info. You can tell them anything from you being covert agents here to do mischief to being super soldiers here to clean out the station and the victims have no reason to distrust you because they don't know any better. You could bring actual paranoia into the paranoia gamemode by making it so anyone you "work with" have a mission and a goal. the big difference maker with this is that you need to actually spend some time with your victims, if you want, or you can still kill them after the succ or let them die from their injuries. the change is honestly minimal, it depends mainly on the players as you said, both the antag and the victim.
-
Thing is this opens a lot of doors, if you get locked in medical the crew are kinda sitters and the Ling didn't take advantage of the situation. The Ling can lie and tell you anything and we'll, you don't have a reason to doubt them as you don't know any better, whatever they tell you will be the stone hard truth. On the other hand you can be given small tasks to help out, or sent to chill somewhere the rest of the shift. No matter the endgame this solves the ganging problem people complain about and if you can't find RP when people are forced to interact with you, you need to take a break from rp games and check yourself. Not directed at you btw Kaed, just to the general public overall.
-
They get lobotomized, forgetting their whole lives, and anything but their base language, so Unathi only speak sintha (or whatever Lizznerds default is) Skrell -> Squidspeak, Tajara -> Siik and so on. Humans default to galactic common since flavor text languages would need a second feature involved. The person would not retain any knowledge on work, where they are, who they are, who they were. Anything except language will be forgotten to the player which will be announced through a giant Bwoink message after the Succ succeedes. Edit since I didn't answer the question really: They will still be able to play the game like normal, except that they have basically been stripped of anything to do except inhabit medical the rest of the shift, or get given basic tasks or attempted rehabilitated. They can still move and do shit but they are basicly worthless as they no longer retain their knowledge on engineering, security, bartending, etc.
-
Know what's scarier than death? Pain. Know what's scarier than pain? Loss. People complain that Ling is just a ganking and necrophilia ERP gamemode, why not change it so Lings need people to stay alive because of "nerve impulses" or something, then sending an overload of impulses straight into their brain, liquifying a small but significant portion of it, virtually lobotimizing the victim (Actually lobotimizing them ingame) and then sending them on their way. Things this fix and change. 1. Ling can no longer kill someone and succ them, it will give them an error message with text along the lines of "Victim needs to be alive for the process of feeding" Victim can die after however, who cares. 2. Makes the gamemode somewhat scarier, death is as far as we know something cureable ingame or in-universe to a certain extent, but lobotimization is permanent and scarier. Imagine being walked into a room filled a bunch of simmilar looking people, some of them happy to see you as you walk into the room and the person guiding you saying quietly to you that they are your family, but you can't recognise anyone of them, and you can't remember having a family... or ever having anything at all. Or for that matter, imagine the person you love the most lying in a hospital bed, a person you have spent the last ten years married happily to, the person who you have children with and shared wonderful memories with, not even glance twice at you as you walk in the door, not knowing who you are or what you meant to them before the events that led up to their loss. 3. Makes a good excuse to add a second ling and refactoring the gamemode a bit to reflect changes, also automatically involves at a minimum 3 departments (Medical, security, command are forced to respond to the situation, if a civi or researcher is affected that department is affected as well.) 4. Gives lore people something to do, making the ling's main gimmick somewhat fleshed out on the wiki would be fun, instead of "Sticking bone needle in brain and succing brain juice." More addons to this is welcome. -Sebbe
-
First point is almost true, but if your plan is to kill dionae relying on plant b gone alone is not going to do much, yes it plunges our health quickly and disables regeneration but most players have items on hand to get it off. Second point is already a dressed almost half a year ago, fire will kill plants slowly now unless close to the SM.
-
I can't find a reason for this not to be the case, if I was an all omnient superlogic computer I wouldn't let the puny mortal beings in my being call for my execution through my own means.
-
The point of civilian is that they are fluff, useless roles people play for fun RP reasons, giving the Chef all this power is... not something we should do, if it was a suggestion to real the entire department wit equally strong buffs for everyone involved then sure, but this mess seems only because "I'm a chef main and nothing fun ever happens reeeeeee" Huge -1 if it wasn't already obvious.