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Everything posted by VeteranGary
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Currently, Tajara have probably one of the most aggressive balance adjustments against them which seems disproportionate to what they boast mechanically. The 30%, 20%, and 10% Brute adjustment that causes them to take bonus damage, with absolutely zero other considerations towards how brainmed currently functions. Brute is the source of all of the scary critical injuries which kill people incredibly fast, compared to burn damage which hardly has any critical wounds beside possibly blood loss, shock induced asystole, or infections. This just leads to pretty much all tajara receiving the worst possible injury types incredibly often in even mundane scenarios such as dropping a crate, getting bit in a hand/foot from a simplemob, or the other common source; combat. Which is likely why this heavy-handed nerf was implemented in the first place. What I find this ultimately does is just makes tajara mechanically adverse to play in any role that might sustain a moderate injury, namely mining, off-ship researcher roles and security. The increased damage leads to faster accumulation of critical and fatal injuries that make anything going for tajara just pointless. You get hit in the hand from a simplemob, stray bullet, all your speed goes into the shitter from the pain after the hit either; fractured, severed tendon, arterial, or all of the above at once. Then you cannot do anything to escape and must commit or die on the spot. Very fun and engaging roleplay, right? Same goes for getting hit literally anywhere else with 90% of firearms, will send a tajara to a medical visit if they aren't wearing a full set of basic/heavy armor and even sometimes that isn't enough. I think this adjustment was done in the days of pointmed/metasec and this holdover doesn't belong in our current setup of brainmed and hyper-lethality. Considerations of what tajara have versus their current penalties; walk speed and nightvision. If we are looking at nightvision purely from a balance perspective, it's not incredibly overpowered as NVGs are practically free some antagonists or one of the cheapest items in the uplink, or they can spend one more BC for flashproof thermals. And NVGs are pretty common in the warehouse circulation, so anyone can potentially have it. Tajara just get it at all times, alongside vaurca. Not really a strong reason to keep this nerf, and there is already a downside connected to this; higher chance of taking eye damage from headshots. And eye damage from flashes, but flash protection is stupidly common atm. Speed, it is really not all that much once you put it to consideration. Their run is faster than most other races, but they trade this for overall distance and a significantly slower stamina pool/regeneration, and poor CQC capability. They have grab mods that make them incredibly easy to grab, and most tajara can barely hold a grab against almost any other species beside Skrell, as well as less stamina to disarm with. I don't think what it is currently is justification to make tajara players be round-ended faster than other species either by medical purgatory or just dying from stacking critical injuries. Pain is already incredibly unforgiving in the current state of brainmed, and usually all it takes is one or a couple good hits against a tajara to literally slow them to a crawl. Right now it's tuned to a point where tajara basically instantly go into paincrit whenever a papercut looks at them wrong, and it's honestly quite annoying. Ultimately I think these value should be halved. 15% 10% and 5% for Msai, Tajara, and Zhan respectively, there is no reason for it to be like this in the current state of medical balance. Personally this feels like an overadjustment from a bygone era of balance; nobody is really playing for metas but instead roleplay.
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Replace disruptors with ballistics - Feedback thread
VeteranGary replied to TheGreyWolf's topic in Completed Projects
I can definitely agree on reducing the agony damage a bit as currently it is quite unforgiving. It stacks with the small amount of brute they already inflict and a single shot against an unarmored tajara can almost entirely disable them. Definitely feels like .45 rubbers got a buff at some point when they were armory-only equipment but I can't point to a specific PR that might have changed it. Probably suggest a 25-50% reduction to bring it to reasonable levels. As the .45 sports a significantly faster rate of fire it shouldn't be much of an issue to deal with this as getting follow up shots isn't difficult. Don't think this reduced armory usage outside very light gimmicks usually involving ship-side antagonists, as that is a problem more systemic to other balance choices currently present ingame right now. Such as combat generally being quite unforgiving and extremely lethal, everyone looks to gain better odds of survival where they can. -
Replace disruptors with ballistics - Feedback thread
VeteranGary replied to TheGreyWolf's topic in Completed Projects
Bit biased since I asked for this to be tested. I don't think these pistols impacted security a ton. They are still a direct upgrade over the disruptor, but in my experience antags have shown they have plenty of tools at their disposal to deal with security. At the end of the day basic armor sucks against anything that isn't a common pistol. At best I find using my pistol much less, I now have an incentive to look toward other tools at my disposal such as the baton. It's not some super-safe taser anymore so I have less justification on using it against unarmed people. Where as the disruptor I could chase and shoot a fleeing unarmed suspect with basically zero question or consequence. In general I think the environment which .45s were removed and replaced is much different than now. Security tends to be significantly more lenient and RP-focused towards antagonists, up to go along with gimmicks that would have been totally ignored back in 2020. Despite all of this, I still think this should stay around. It just makes much more sense and there is not much justification as to why the disruptor would be chosen over a standard pistol. Every other corporation or faction runs a pistol, and if they run an energy weapon it is usually a carbine-lite over a blaster-type. If you're going to run a taser as service weapon, why make it the worst of both worlds. A service pistol fits the theming much better, especially as security is staffed with corporate mercs rather than proper police. -
Title. We are in the future where we already have magic chems that repair chemical neglect from livers, bulletholes in lungs and hearts. And brain juice that reverses traumatic brain injuries. Why don't we have something similar for mechanical organs? I can suggest a few ideas; Nanoline, a cryo chem that slowly heals all mechanical organs and perhaps limbs as well. Could make sense for machinists to have too, for the occasional IPC that comes in half melted to death from their failing coolant systems. Nanite inhaler. Heals only prosthetic lungs. Access ports. Small ports in the chest/abdomen that allows machinists/doctors to access and diagnose prosthetic organs without surgery. Perhaps a unique tool for this purpose, like a diagnostic bore scope or something. Or some generic chem that acts like peri/adip/pneumalin but for mechanical organs.
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One of the points I like, making security drawing their weapon much more impactful or cause for consideration. You're shooting someone with a gun, so maybe try other options first. Right now most people just go straight for the disruptor, because why not. It's effectively a ranged stunbaton. I would agree with this if EMPs weren't nerfed to oblivion to make IPCs not awful to play. The EMP grenades had their AOE drastically reduced. It doesn't even drain battery capacity of energy weapons, it legit just locks them from shooting for 10-20 seconds. Ion Rifle is annoying to carry around especially for the use of disabling disruptors, has only 4 shots, and has the same issue with EMPs in general. Antagonists are much more better off using a variety of other tactics to counter security's sidearm. If you pull it off, security is going to head to the armory to pick up a beanbag shotgun, .45 rubber, or sabre rubber to appropriately reply. And this line of thinking is already well accepted in the security/antag gameplay loop, usually if security is shooting at someone with anything there is a general understanding that we have reached the midpoint of escalation and retaliation is allowed/expected. I don't think a blaster or LTL ballistic here makes much of a difference, you can fight or just flee if it was either/or. If you get shot enough to break bones, you likely already have entered paincrit anyway. We could still fit the disruptor in some way, it can easily replace the taser that used to be part of security's old loadout. A taser and the .45 with rubber rounds. But obviously this will cause a number of issues such as people just using it to dual-wield which is incredibly OP at the moment. Two projectiles at the same time and practically negligible amount of inaccuracy penalty.
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With how non-lethals function in general, a .45 with rubbers is perfectly serviceable even against some armored targets. And typically security has the numbers advantage, aside from merc/mixed round types. However, if an antag prepares properly it can be countered easily with combat stims. Synaptazine and painkillers pretty much renders LTLs useless. I could be wrong about the armory being used less, but I still believe the current sidearm is a contributing factor. There are more reasons that security leans heavily on the armory than this alone. It's a one and done weapon, once it's out you have to find a charger. Instead of having one extra reload to stay in a fight little bit longer.
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I have been around since before disruptors were even a thing, and went through their introduction and various reworks over the years. And to this day they are not what was promised nor fully developed into something interesting and practical. Even a proposed rework of them has recently stagnated and probably won't see implementation for some time. I'll list some of my issues with the current state of the disruptor pistol. Blaster-category of energy weapon, which effectively trades the entire advantage of most energy weapons for ballistic-like performance. I believe this was done to make it similar to the .45 it replaced. It used to have the ability to shoot through glass on lethal mode, but this was removed as it made it better than the .45. Wireless-control pins, probably the strangest thing we got out of the introduction of these things. It was never fully realized into what was promised, instead we are stuck with what feels like a half-completed system. It does not really do what it should; prevent the gun being used by an unauthorized user. After the gun is swiped by an ID, anyone can use it until it is manually locked at specific terminals. But the disruptor was never really worth stealing anyway, so this maybe gets used once in a blue moon. And the worst side effect of these pins, restricting lethal mode to Code Yellow/Red, or manual authorization. This prevents anyone bothering to resort to the disruptor as a viable lethal sidearm because it doesn't function on code blue without someone unlocking it. And typically in these situations that require lethal force, the armory is open and the disruptor is replaced with something else. It is not even particularly useful for greimorians because the xenoblaster exists, and has the ability to shoot through glass; the best advantage of an energy weapon. I really believe that security should return to the days of their .45 pistol, with two .45 rubber magazines. Yes, I do agree that this will make security significantly stronger off the cuff, but that's the point. In my experience, giving security a bad sidearm encourages them to lean on going to the armory sooner, and I don't think that is necessarily a good thing. I'd much prefer security officers feeling much more confident and capable of handling some more riskier scenarios by having a better offensive tool at the get go. Currently we have the gameplay loop of security being slightly outgunned and immediately all retreating to the armory. No-one wants to stay on scene with nothing but a disruptor.
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Correct, my priority but not a sole focus is the wiki. I have no problems with any other duties the role entails, I believe I already described sufficiently on the brainstorming, editing and writing behalf in my previous responses. As for the news articles, my understanding is that it is a tool intended to flesh out the in-character perspective of events from each of the factions, and explain any significant integrations or developments into the lore. Or just report on the mundane, ineffectual events just to give characters a topic to talk about. I doubt I'd have an issue with this outside of the factions I'm rather unfamiliar of the perspective/attitude of, like the NKA and FTC. With the PRA, it's easy since their news is heavily moderated and you practically only hear the opinions of the Hadii family or the president himself. The DPRA has a council and every member has a consistent take on any issue brought to the assembly. Pro-civgov, pro-ALA, xenophobic/traditionalists. I can't say I know a ton about the NKA to confidently write articles for them. Feudal lore is not my forte. Aside from Shumaila throwing money at her mercantile fleet while her lands are going through rampant banditry and rebellions.
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I feel like a decent compromise was used during the Moghes arc, where job roles were entirely unrestricted especially when the crew was going into or expecting known danger or objective. I haven't seen this used since then and it's kind of a shame. It should be the standard for canon events and maybe an option for odysseys. Personally I think it worked really well, it didn't really detract from the event arc to do it this way, and it just allowed a lot more people to participate in general. One of the first few events only had two poorly armed pirates and they still managed to stir chaos for over an hour. Security didn't really steamroll them despite there being about around 10 of us. So I don't agree that it's any balance concern. Forcing the Horizon into this restricted manifest when they are in life-or-death scenarios is very silly. The one advantage the Horizon has literally anywhere is it's massive crew size, but generally during canon events about a third ends up not being able to take part because of job limits.
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1. My main interest is cleaning up the wiki, there's a lot of places that can be tidied up for legibility as I described in my first response regarding the Tajaran History page. The main offenders is the years 2464/5 which lists every single news article and doesn't adequately describe major events of the most recent years, which would be the most relevant to current tajara characters. Kind of have to go out of your way to read every article, and find the event arcs on a separate page to get the full picture. Like, the DPRA fielding their first nuclear bomb, and ICBM are just footnotes when it's a huge deal in my opinion. It should be summarized as major event of that year and how it impacts the Cold War, and describe how each side pushes and pulls throughout this phase of history. 2. So I don't find my writing particularly good, often I find myself with good ideas, inspirations or concepts but be completely unable to flesh out or expand in a satisfying and logical way. In a vacuum I'd just consider it bad, but with input and critique is where I thrive. Personally I much rather have review and collaboration available to me. Not sure what else I can add to this question. 3. There should be some more border conflicts in general, mainly with the ALA/PRA borders with the Junta Ahem Kah'nrir, he is probably the last person to operate peaceful border operations. This is the man who believes xenos should be purged from Adhomai, that the existence of the PRA prevents Al'mari's return, and I don't see Nated or Harrlala being able to talk him down for long without having to concede to his delusions. I figure his trust in Nated can only last so long as it innately conflicts with his broken psyche and world view, from the Armistice to Nated entertaining the creation of the civilian government. We could even tie the Tesla Resurrection conspiracy into this as another reason to motivate his decline as he is totally the type of person to misconstrue this into a part of his theory regarding the return of Al'mari. Maybe he played a part in the body being stolen out of DPRA custody, or at least his loyalists. As far as I see it he is a weak link in both of the eyes of the DPRA and PRA, and both sides would be mutually interested in ridding of him, it just needs to be done in a way that doesn't make one side vulnerable. It's time for Izaku's fate to be foreshadowing for Ahem. This would be the easiest conflict to handle as it's rather binary, and pushing an Amohda arc would likely be far out of my capabilities, especially tying in the NKA component into that as I don't fully grasp their lore. But I wouldn't doubt the PRA being interested in providing training or weaponry to the Amohdan nationalists as a way of indirectly destabilizing ALA control of the island, and we already have a militia mobilization taking place here on Chaniska by the head of PSIS. My idea is that generally, small parts/leaders of each nation should be striving to keep the war going but in the background. Not everyone in each nation agrees with the armistice. And then the faces of those governments will have to figure out how to handle this; outing these actors as a scandal and going full scorched earth on their reputation, or blaming it on another nation as a smear/false flag campaign. To my knowledge we have only had one semi-high profile scandal where two Hadiist researchers attempted to defect and failed, and the murderer who fled to the DPRA border. Else the interactions between the nations throughout this cold war have been quite sparse, beside the race to the North Pole.
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Ckey/BYOND Username: Veterangary Position Being Applied For: Tajara Lore Deputy Have you read the Lore Team Rules and Regulations wiki page?: Yes. Past Experiences/Knowledge: 6 years of Tajara roleplay. Experience in GMing in smaller communities in the range of 5-20 people. Particularly in horror, grimdark, and dystopian settings. Examples of Past Work: I have not been a part of any major additions, changes, or projects in my time in this community. Aside from voicing opinions and feedbacks since I started playing here. - Is there any part of Tajara lore should be expanded, removed, or changed? Explain why. For starters, I’d like to lay out that I don’t come bearing a major project or a vast swath of changes. I plan to take part in polishing what we have, and making it more clear and concise. An issue with Tajara that’s been here ever since I got my whitelist is the bloat of text. It’s hard to even come up with a character with so much going on on Adhomai, not to mention the FOUR off-world communities of varying amounts of substance. (RIP Hro’zamal, most people probably think it’s just a soda brand). I’d like to simply put my efforts into cleaning up what we currently have, my first focus being the Tajaran History wiki page. To which any prospecting new tajara applicant will have to endure is our own scrolling zhan pit, the order and format it displays history can be redone to be easier to navigate. The first six entries could be condensed into optional tabs to open up. Pre-history/Historical Eras while amazing that we even have it, is almost entirely irrelevant to tajara characters in our current setting, outside specific concepts like archeologists. These aren’t vital for even Tajara-mains to know. Not my priority but I could also look into fixing the years of pre-contact tajara. There is something comical about there being a 338 year gap between the invention of steam power, to the first automobile. The nobility couldn’t have been that incredibly stagnating on technical developments, especially if this gap of time is the entire Industrial Revolution equivalent. I get there is supposed to be a theme of noble oppression on technological advancement, but this is a bit much. No trains, no tractors, minecarts, ANY motorized equipment for the workers? For three centuries? And then it's just limited to nobility. I do vaguely remember that the years were mostly just thrown down there to provide flavor, and most of this lore is an optional thing for the historian inclined tajara. But details like this make over analyzers like me to mull over the logic of it. Before I get sidetracked, moving on. Modern History is fine for the most part, until it reaches the server’s timeline, around 2458-onwards. Each year could be summarized into bullet-points of the most important and major events, much like how this section starts before server time. Instead what we have currently is a link to a news article followed by a vague summary of it, it’s a very indigestible format that involves flip-flopping between the wiki and the forums. I still think we should keep these, maybe condense it into another drop-down window. Another addition that should be made is linking the major event arcs that took place during some of these years, since these are unfortunately entirely left out. Ultimately I’d even like there to be a visual aid to display the modern timeline of Tajara history, so it can be looked at to help players understand how closely packed events truly are. I have a feeling some forget, Adhomai was unified for a short time and a majority of these characters would have been around prior to the Second Revolution, either as a child or young adult. But maybe the propaganda is just that powerful. - What area of Tajara lore would you like to work on the most, and why? Personally I lean more towards working on DPRA/PRA lore as that’s where my interest has always laid, I’ve never really had much interest in the NKA unfortunately. There isn’t a singular part of Tajara lore that I have a strong focus for, though I believe that what we currently have could be better. If I had to write a new character application today, without any of my prior knowledge or experience I would be incredibly lost, or maybe discouraged. So my main focus is to fix that, and refine what’s there into something even a little bit more concise without culling anything that’s already there and has no reason to be removed. - What would you like to see in the future of Tajara lore? Frankly, I have no idea what I want to see. As it stands we are locked in a stalemate Cold War with no major developments or conflict. On one hand I like the bitter uncertainty that Tajara lore has been left to dawdle upon. But there is no point to building tension if Nothing Ever Happens, we have all of these setups that have been built up and set in place that I’d like to see through. We have the DPRA/ALA with juntas that all have feuds against another, and the civilian government. Amohda is practically begging to become the site of a proxy war. Perhaps that’s why a certain Headmaster is mustering a personal militia, he is anticipating– or planning. The NKA is busy trying to subvert a repeat of the First Revolution. The pieces are already set in motion, it’s just a matter of when they fall into place. It just seems that we put all of that on pause around four years ago with the Armistice, and as of recently we have only the Adhomian North Pole race as a point of international conflict. Additional Comments: Figured I would try for this, the opportunity is just sitting there. Someone is better than no-one, no? Though ultimately I am kind of offering up just a wiki-maintainer role. I don't consider myself a good writer by any means and it's definitely not one of my preferred hobbies. Though at the very least I think I make a half-decent critic, proofreader, and taj lore aficionado for what that's worth. The only issue here is probably learning to edit the wiki, but it doesn't look difficult. Maybe will take me a week or two to grasp.
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The Bishop wireless ability is seriously quite cool, though it does come with a few minor oversights regarding ID access restrictions. A few oversights/bugs I've found are as follows. Bishops can wirelessly siphon power from APCs due to being able to interface them from a distance. They can also hit buttons from a distance which means a lot of rooms especially command rooms that lack ID restriction on the buttons can be accessed through the windows (captain's office, consular and representative offices, security lobby. And I imagine many more places that have no ID restrictions on buttons, like the commissary) They can really do a lot of funny stuff which I hope doesn't get ruined by anyone maliciously ruining it. The ability to remotely open doors, pull fire alarms, use consoles, etc is a very fun feature. Though also comes with some silly stuff like being able to remotely interface ATMs and steal people's information while they are using it. At the very least maybe giving them unique flavor emotes when they interact with stuff to make it slightly more obvious. Currently it uses the default ones, so all you would see is 'X presses the button."
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At the very least, wouldn't mind the emergency kit just getting updated a bit. Condense it down to a medical pouch that some medkits are stocked with. Maybe a single pouch with a stack of gauze, autoinjector, single 10u pill of inap and perconol. There should be some variance of what's in the emergency kits for different roles, and there kind of already is? Point being, jobs that have a greater expectation of being off-ship such as miners and xenoarchs should have a slightly better medkit. They are the roles where having better medicine isn't a paramedic gatekeep but actually life saving with how long off-ship medical responses can take. 5u inap injector is usually never enough for off-ship roles getting hurt, it's basically exclusively useful on the ship. Instead they should get 2 autoinjectors like inap and coag assuming they may have to use this kit while wearing a voidsuit so pills aren't practical, same with being unable to easily bandage in a voidsuit. Synaptizine is kind of slept on from a medical perspective, though I can understand why since some medical players prefer to avoid any drug that has more consequential side effects. But it quite literally can bring someone from critical/borderline MSOF to 'stable' while its in your system and it has an extremely slow metabolism. So the organ damage isn't really fast enough to hurt them any worse. I think it could be fair to give medical/parameds a few injector pens of synaptizine, probably in their department rather as part of their loadout though. This should not be something non-medical crew get because it is quite powerful and in my opinion a specialized drug. It would make paramedics have an even better patient survival rate in some circumstances where inap isn't quite enough to cut it. Don't know the full extent of how strong synap is, only used it a handful of times as an antagonist. But it has basically let me survive situations where I would have 100% died if I didn't inject it.
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Reporting Personnel: Yasir Kra'jun Job Title of Reporting Personnel: Security Officer Game ID: cBf-cDIC Personnel Involved: Vladimir Borya, Bridge Crew - Offender Yasir Kra'jun, Security Officer - Arresting Officer of Vladimir Borya in both incidents. Clark Coldsmith, Investigator - Warned Borya verbally to cease mistreating animals. Observed continuation of regulatory violation. Secondary Witnesses: Sofia Zeil, Off-duty - Witnessed both regulatory violations and the arrests of Vladimir Borya, as well as the theft of the exosuit. IRU-Malachite, Off-duty - Witnessed both regulatory violations and the arrests of Vladimir Borya, as well as the theft of the exosuit. Eliza Kolmstadt, Engineer - Partial witness to the second arrest. Hazel #S-H9.09, Bartender - Partial witness to the second arrest. Ka'Akaix'Navik C'thur, Medical Personnel - Partial witness to the second arrest. Time of Incident: Real Time: 3:00PM EST 8/24/25 Location of Incident: Deck Two Central Primary, Deck Three Central Primary, Holodeck Beta Nature of Incident: [X] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [ ] - Neglect of Duty [ ] - Harassment [ ] - Assault [X] - Misconduct [X] - Other: Gross Negligence, Illegal Blocking of Areas, Resisting Arrest, Petty Theft, Hooliganism Overview of the Incident: Bridge Crewman Vladimir Borya was arrested once during this shift for Animal Cruelty and Resisting arrest and served their brig sentence during the duration of the shift. They were warned prior and served their sentence without incident. However, upon release they verbally indicated intent to become a repeat offender and immediately returned to the Central Primary hallway where one of their morbidly obese schlorrgos laid unable to move, both visibly and audibly in a state of distress due to its health condition incurred by Vladimir Borya from excessive overfeeding with no valid intent other than personal entertainment. While the Engineering and Service team devised a method of removing the schlorrgo, Vladimir Borya broke past engineering tape and threatened self harm via standing in front of an active emitter. They proceeded to flee from arrest attempts and ultimately boarded and commandeered a munitions loading exosuit, where they continued to refuse orders to disembark. He proceeded to flee up through Deck Three central primary, and barricaded himself inside Holodeck Beta by blocking the entrance with the vehicle. From this point the shift concluded and no further action was possible at this time, and the lack of command personnel limited ability of security to subdue a stolen exosuit. Submitted Evidence: Most recent arrest log of Vladimir Borya. Would you like to be personally interviewed? [X] - Yes [ ] - No Did you report it to a Head of Staff or a superior? If so, who? If not, why?: None available. Actions taken: Arrested once prior to the end of the shift, yet continued to breach regulations in such a manner that posed serious negligence and disregard for crew safety. Additional Notes: This individual should no longer be a part of the Horizon crew due to the liability they pose.
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Hardsuits have become this weird tier of equipment that is not particularly overpowered yet also tedious to acquire consistently. Currently as it stands its easier to get a barebones mech than most unmoduled hardsuits. I have a few ideas to propose to fix this without damaging the round-based gameplay loop. Industrial/EVA RIGs should just be available to miners right off the bat as an option. Without modules it kind of sucks, aside from slightly better protection and the ability to splint broken bones instantly. Still sacrifices the backpack slot. It makes no sense for miners to have to either wait for a machinist to make them one, or buy one from the vendor on their return trip when they may have already brought back enough resources for the round. Perhaps the same with the CE or EVA rigs for engineers, but I find this hard to justify. Same case with the RD's AMI suit, which probably is the one collecting the most dust. I believe this would be infinitely more useful for the actual scientists like xenobio or xenoarch? Also the Hazard RIG. Horrifying to suggest powercreep but maybe security should get one. It has been nerfed to oblivion and is worse than both the security voidsuit and basic platecarriers anyway. Why not. Alternatively I have two other options instead of just giving several departments hardsuits outright. Move the 3 random hardsuit rigs from the vault to the machinist lab, maybe implement the RNG damage feature that some hardsuits in the warehouse can spawn with requiring hacking to fix them. Or give them three random circuitboards and unrestrict the hardsuit frames from research levels. Maybe give them an assortment of modules to start with so they can have people bring their suits to them to be upgraded. Frequently with research being unstaffed, they can barely make anything worth someone going out of their way to get low-tier modules. I think this option is reasonable, as perhaps hardsuits and their modules require a bunch of upkeep for safety reasons and find themselves frequently in the repair shop for pre-EVA inspections/maintenance.
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I think the best solution is preventing cardiac arrest from occurring above a certain brain activity, heart health, or blood pressure. I agree getting cardiac arrest from serious but not fatal wounds is kinda silly and it can be round ending. I've had a case where getting shot in the hand gave me cardiac arrest and consequently killed me, just because it spiked my bpm enough to RNG asystole. People already go into paincrit from ignoring injuries such as broken bones, or ribs/shrapnel which damages organs the more you ignore it, and it makes more sense to have increased risk to go into cardiac arrest in those circumstances instead of something like a limb injury.
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I might be forgetting, but I believe these values make a bigger difference in actual play when you taking the armor piercing characteristic into consideration. I don't know how it actually works in code, assuming its up to a certain damage resistance threshold it ignores? I know certain ammunition struggles immensely trying to fight against someone wearing ballistic armor, something like under ten damage per hit. Keep in mind most ballistic weapons deal around 20-29 damage, so a 50-60% reduction is strong as it is. Ablative rarely ever sees any use just because it just isn't worth it in 99% of cases, most energy weapons cause extreme pain which is the real threat and the slowdown of being a specialized armor isn't worth it. Pretty sure most people would consider the default sec armor over it just for mobility.
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I think EMP as a whole is rather inconsistent too. Not sure how it's supposed to interact with mechanical organs, but I've played a few characters with either eyes, hearts, or lungs and EMPs have little to no effect on them, maybe a small amount of damage but it almost never outright disables prosthetic organs/limbs. Though maybe the tesla prosthesis are built different. They definitely need an AOE tweak, think instead of increasing range with the reagent quantity it should instead increase the EMP effect in a smaller area. or bring back lethal EMP effects. As for IPCs, I vaguely remember they used to have an automatic reboot that triggered after about a minute or so of a completely dead battery, gave them about a 100 energy so they can walk to an APC or charger. I haven't played IPCs in a long time so I have no idea if this was removed or doesn't function after an EMP attack. Better than an outright second-wind feature in my opinion, since there still needs to be some non-lethal option against synthetics.
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I'd say the best way to implement them is just to restrict who can view them really. If this is meant purely for making HoS/Warden better at being able to manage security as a dispatching role, it's fine. Security gameplay is a huge game of telephone and stuff gets bloated out of proportions, mistranslated, etcetera. Having a command/overwatch role that can see exactly what's happening is much better than relying on piecemealing information over the radio. I think giving these, and the option of the officer keeping it on or off is fine. I don't think it's a huge nerf to antags, because if they obtain camera access they have the best way of seeing where security is. And I agree with the opinion that there's absolutely no point in adding pre-nerfed additions to the game. If this can't be worked into the balance, then it should just stay out. Rather not have a feature added only for nobody to actually bother using it.
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Let medical access the medical hardsuit helmet camera feed
VeteranGary replied to CatsinHD's topic in Suggestions & Ideas
I think the default camera program has support for ID restrictions already. AFAIK, Helmet cams go under the department or some other random section. Might be best to consolidate it under that, perhaps under the Robots tab? So both rescue borgs and paramedics can be observed on their cameras. Putting it under the journalist program might be unwanted, since it's intentional that you can't get normal camera monitoring on PDAs. -
Every off-ship gets their own ship frequency, so should the Horizon. This should also generally fix certain roles who shouldn't have access to the frequency to begin with.