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Everything posted by furrycactus
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Yes, please remove the shitbirds. Rare is it to see a Vox that's anything more than something that yells "VOXXIE WANT SHINIES YAYA" over the radio all the time. They're frankly annoying, and we'd be far better off having our own species.
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Cloning can go mechanically, it's not needed with brainmed, but it's far too big a thing to be removed from lore. It's a massive thing in that it's what made Zeng-Hu Pharmaceuticals what it is today - being developed and patented in a joint effort by them and skrell researchers, and they went through a great deal of work that changed it from a mistrusted practice to something well-accepted throughout the galaxy. Backpedaling on that seems shitty. Skrell make considerable use of it, just as humans do, and Unathi religion has aspects that touch on it too. Completely removing it from lore by making it illegal or suddenly bad to do feels extremely and excessively ham-fisted. Perhaps the simplest solution is to have the cloning facilities on the Aurora removed and given to the Upsilon instead; another thing to make Auroran employees bitter about and to reinforce that they're much better than us. Or, perhaps give it to the NSS Canis Minor station, the dedicated medical station also in Tau Ceti that's never referenced. This way, cloning isn't done in-rounds anymore and it's gone mechanically, but it still remains at large in the lore given its importance, and characters that want deaths to become canon for cloning arcs still have the option to do so if they want.
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If one more person suggests adding defibs as a way to restart a heart to bring somebody back from death, I will catapult my eyes out with a spoon, because that's not functionally how they work, TV is a liar. Defbis stop a heart when it's beating irregularly, and we just hope that a regular rhythm kicks back in after that on its own. You can't jump-start a dead person's heart with them because it's already stopped. Anyway, I'd prefer a cloning rework over a cloning removal (har-har yes I unironically said "rework not remove", as much as I hate it too), but I'm aware that means somebody has to think up such a thing. I don't have any ideas myself yet, but I'll start thinking. If it is removed though, ultimately that's fine, I just hope it's only removed mechanically from the station and not removed from the lore. There's a notable chunk of characters that are clones, and many characters have had considerable arcs and character development surrounding it, so removing it from the lore would be an immense disservice to those players; and there's a lot of people that enjoy clone-related RP as well. If we remove it mechanically, I think it'd be a good thing if we could change that previous thing about "Oh the ODIN doesn't clone/won't clone Aurora staff", so that if players do die and want to go ahead with clone stuff, the means are still there to RP it, and it doesn't invalidate characters for whom cloning is a relevant part of their character. I understand many people are just going to respond "well just don't make deaths canon, delete cloning entirely", but that's not going to work for characters who have already been cloned and for whom it's been a noteworthy part of their character development.
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Huge +1, I think it's a good idea. There are a good bit of medications that should be over the counter, but trying to ever get any from the pharmacy is just met with "sorry we can't hand that out", for whatever reason (paracetamol, cough syrup, antihistamine, etc.). It also adds more stuff for the pharmacy crew to do, which is always a good thing. Allergies I've always wanted to see, I've always wanted to be able to have a character that has a food allergy for instance, because if you go to medical RPing allergies, you get really weird looks.
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Fun is completely subjective. When I used to antag, I for one, hated running through maintenance to try and escape security. It was just anxiety inducing, knowing that there was hardly anywhere I had to hide from them, and that my round is over as soon as I'm caught.
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I think it's a fantastic idea. Maint is too trafficked, and a reduction in the access gives antags a good bit more leeway. And as Croz said, heads of staff are able to swipe to grant emergency maintenance access. This gives them an incentive to actually use it.
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Illegal tech is a pain in the ass to get, and is locked behind high research levels and materials from mining. Making them easier to print and/or orderable from cargo is good.
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I kind of feel bad saying it as well, but yeah, they don't particularly match or look good with our stuff, but thank you for the picture. -1
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I frankly disagree myself, I think the Eris canister sprites look terrible and that they would be a direct downgrade to the Bay ones that we have at the moment. The scrubbers look fine, but the canisters look big and clunky and clumsy. But, yes, can we see how they look in-game, please?
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So long as the wiki is adequately and meticulously updated in every single relevant area as soon as this is merged, if it gets a full merge, I think this could be a beneficial change. Also some values definitely should get changing, because brainmed is pretty lethal, at least in my experiences with it (I sure do love total organ failure and being told "sorry ur gonna die lol" by medical like 2 minutes after I get bitten by a spider). Cloning should stay, or be a separate discussion after the whole brainmed system is ported. But, at the very least, it should stay while people are still acclimating to a new medical system, as cases of accidental patient death while people are re-learning are very likely to be prevalent.
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I agree. The structure of the sprites themselves are wonderful, but the colours are far too bland and monotonous. This current trend of moving towards more bleak and bland colours with our sprites is not something I'm fond of.
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This is a good suggestion, I like it a lot more than what we currently have. It actually does allow for a covert cult, making it possible to do stuff in a much more subtle manner, rather than drawing bloody runes absolutely everywhere.
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Big agree, especially on the prosthetics thing too. It feels like I'm made of paper mache half the time, whether as an IPC or someone with prosthetics. And if there's no one who can repair you, you're shit out of luck.
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Full support. Honestly, delete player controlled rats entirely if you ask me, but this is still a good idea. Fuck those awful shitty furbags. They're the absolute worst thing to deal with when playing a chef. If you choose to play a rat then you need to accept that you're playing vermin that are going to more likely than not be exterminated on sight. You don't deserve special consideration as a rat just because you're a player. Like others are saying, vent traps are a good idea, but being able to stash items in vents in general is also absolutely stellar.
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Coder Application - Wildkins
furrycactus replied to Wildkins's topic in Developer Applications Archives
The amount and quality of your recent changes have been absolutely phenomenal. You're doing absolutely spectacular work, and I also agree with Moon in that I personally think you've done more than enough work to prove that you're capable of being a great developer. +1 -
Removed Access Restrictions for non-secure areas.
furrycactus replied to BurgerBB's topic in Archive
I personally can't support the idea much in either capacity for the reasons stated above. For option 1), making the hallways/lobbies through the departments open access is just going to result in security walking through departments without warrants, or lead to masses of crew being able to walk past or pursue antags into areas which should be slightly secluded areas. Engineering's lobby doesn't matter much, but research is a high security department, and medical needs clear halls. For option 2), adding access to only the initial doors isn't an awful idea, but making all other labs and consoles and equipment free game is a very bad idea. Certain consoles not being access restricted is also going to make us backstep on changes that have largely put a stop to unqualified medical jobs cloning people, stopping regular scientists from building robots and death mechs, etc. It would require a lot of good faith and trust that people won't abuse a lack of access like that, which has obviously not been earned, given that these mechanical restrictions were recently enforced in the first place. -
Research already has its own chemical dispenser.
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They have two entirely different sets of expectations. A visitor has zero expectations and they're not working. An assistant, sure, might not have a lot of expectations, but they very much are working and are expected to go around and assist people. And as already stated, both roles sharing the same job slot means contractors can't visit, which just hampers RP potential, which is a problem. Not everything needs to be wholly realistic, the game should be fun.
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It's a problem that's being made even more noticeable due to this change, a fix should come with this PR. It affects Shells as well, and not just people with synthskin. Passing something that's going to make another related issue even more exasperated isn't good practice. It needs fixing, considering there's a direct correlation in this instance.
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The issue moreso isn't that they don't match in the second one, the issue is more of the fact that in order to match the limbs, which can't be recoloured, I have to play a character that ends up coming across as sickly pale and white in-game. My character isn't supposed to be white, let alone vampire-like, but I can't do anything to mitigate it with this change.
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My only complaint is that it rather harshly affects anybody that uses synthskin prosthetics. It was already a bit of a problem that you could only really use them on characters that are white, but it seems to have become even more exasperated by this change, where you're forced to have the complexion of a white corpse for your limbs to match. It doesn't look completely awful in the preview, but in game it looks a lot more pasty and pale, like I've never gone in the sun in my life. And if I try to be anything but white, it looks like I've had a very unfortunate sunburn incident. If this could be fixed, it'd have my support, but as-is, I'm not a fan for now.
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Bicardine, Peridaxon, and Alkysine nerfs
furrycactus replied to sonicgotnuked's topic in Discontinued Projects
While I can appreciate the intent of this, absolutely, I still feel that Bicaridine absolutely still needs to be able to repair IB in some form, and Peridaxon should 110% absolutely not be locked behind Phoron Salts. Internal Bleeding and organ damage would become absolutely crippling things if locked nearly purely behind surgery only, just as appendicitis currently is. Having somebody come into medical complaining of a stabbing pain in their abdomen and having no Surgeon on shift is the worst thing, because that player is being condemned to either cryoing or dying - there's no other choice. Adding IB and organ damage into this bracket, both things that happen FAR more often than appendicitis, will only worsen the issue of players having to cryo or just die if there's no medical staff that can perform the necessary surgery. While some might argue that this might be a good thing because it'll start making death a little more common, it's just going to absolutely ruin the enjoyment for players that are either forced to suffer a slow, agonizing death, or be consigned to spend the rest of the round on a roller bed in the ICU because of organ damage that's too crippling for them to be able to resume work as normal, but not bad enough to kill them. By all means, make it a little bit harder to fix IB with bicaridine, make peridaxon cause a shitload of pain; but don't outright remove the ability to fix IB or organ damage without a surgeon, or lock peridaxon behind phoron salts or some other barely obtainable reagent.