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GreenBoi

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Everything posted by GreenBoi

  1. Or, instead of making a weird thing where Aurora is, for no reason, also Space Mail. You could just say it's the derelict remains of the old mail sorting room. Have it look like some people tried to renovate it into an auxiliary break room, have broken sorting chutes because it's been replaced; all that good stuff.
  2. I want this, on the condition that the shuttle called will be an emergency shuttle instead of CT.
  3. Assistants just had their access re-enabled actually. It's so they can actually help out better and get to public places better since they aren't Visitors and are meant to help.
  4. This is old and I'm bumping this with this because this ruling is important for clarification. I honestly don't see why mute engineers would be accepted in space. Perhaps planetary, but not in space. It's quite easy to lose your PDA if you accidentally drop it (unless you're 99% of players and don't hold the PDA in your hand when clicking reply) and in times of crisis, you realistically wouldn't be able to easily ask for help or anything like that quickly. Of course, mechanically, because we have to actually type things out- radio'ing, PDA'ing and all that takes roughly the same time. Passing off muteness as a minor disability seems like a simplification of something that will affect a character so much in different ways. You literally cannot speak up for yourself and have to go out of your way to physically do things slower than speaking, like a TTS or Sign Language. If we want muteness to be plausible for any job, then we need a TTS device added to Loadout or something of the sort.
  5. I know this is old, but I agree with this. Several times, I've had all the officers and a detective come over for minor/mid-level infractions. It shouldn't be like this. If the person in suspect has not shown signs of evasions to need them to be surrounded or is just not enough of a threat, it should be 1-2 officers maximum. If the others want to do anything, I'd be better off with them watching the cams to see how it goes where they have a much more passive presence than existing and being capable of applying extra stuns/pain/damage to the criminal. It's much more interesting for "We dispatched an officer for a mid-level infraction and they haven't returned." than "They slightly injured one officer but the combined efforts of our four officers and detective put a stop to any malicious schemes."
  6. Basically, there's some recent and old articles alike that people don't know if they're still canon and several things have been retconned like the Lii'dra-Dionaea hybrid from the Invasion and the Dionaea suddenly up-and-leaving from just last year. People reading back on these, or people new who are reading UP on these to know what's happened and what their characters should be thinking should know what articles actually matter. They shouldn't have to do a guessing game of "is this still real?" or ask several people to know something so basic that might change their behavior icly. It's why I propose the RETCONNED label. Some gigantic label at the top of retconned events to tell you "It's not essential to anything anymore, it's just archived to read for fun"
  7. Literally everything you said is exactly what NT does. Biesel's government is heavily influenced by NT and they technically would have never become independent from Sol if not for the megacorp to begin with. As Marlon said, TCFL is meant to be a different unit from NT's forces because Biesel relies too much on NT and the government is trying to make themselves at least somewhat capable in certain aspects. They saw firsthand what happens when NT-ERT does not want to help, like in the Sol Invasion where the fleet took over the capital in just an hour or so. For TCFL to mingle in NTSec and have such split loyalties is something Biesel would not need to deal with. If they can't have TCFL engineers respond, who cares? They're going to reconstruct eventually- people will always come for engineering eventually. If they can't have TCFL medics respond, who cares? There's always hospitals and medical ships around. If they can't have TCFL Fighters respond? Now that's a problem because they have no alternatives.
  8. And why the heck would an implanter be under illegal tech. Implants themselves aren't illegal- what really matters is what the implant is capable of.
  9. You can diagnose if a patient still has those problems with their brain by just keeping them out of cryo and asking them and looking for symptomps (medical doctors are able to diagnose brain trauma after all, psychs are the one that cure it)
  10. For whatever insane reason, the only way to obtain implanters normally is by asking Security. You used to be able to steal the one from medbay, but now the death alarmkits there are gone. They should be printable, or orderable at least. Strange how they're otherwise hard to get if you lose them.
  11. Reminds me of the ones from Eris, but they don't fit our current spriteset sadly. EDIT: Lmao, it's a direct sprite-port from Eris
  12. Most people don't know to harm-resist because they don't know it shortens the timer by 50%. The dislocation is meant to be a very temporary problem that the escapist can either fix away or later. The main problem with cuffs right now is if a single person notices you try to escape while they're in the area, they can instantly end your entire by progress by moving you around. Even if you're 75% of the way there, if they just feel like you're trying to escape- one move and you're done for. So no, I wouldn't say that cuffs are easy to escape, they're the exact opposite and it's even more painful when you're bucklecuffed which is a very common method people use.
  13. First: harm-resisting cuffs already dislocates limbs. Two: I won't support this at all unless moving people no longer stops cuff-break timers because I'm not having one-sided, bullshit cuff mechanics for people to powertrip with.
  14. I only do it if it has an inscription saying it belongs to me- though even with that, I just name it something obscure so I can take one look at the name and know Yeah, that's my item Besides that, you can do it like "labelled item" or "inscripted item"
  15. It's meant to be easily accessible because it exists as auxiliary all-access. You can even get to it from space. Though, I get where you're coming from and I think the spare should be placed inside the Command Bunker- in a glass case, inside of a 2x1 room. Ideally, in such an emergency where a head would need the spare, they would run down to the safe bunker, walk into the small room holding the spare and break the case to get it. Maybe even add a Bluespace Inhibitor
  16. What it says on the tin!! Gunslinger hardsuit is currently only used by pod survivors, from the lucky chance you get Hunter or whatever as a kit. I think they could work for a raider as pow-pow, look at my treasure. It has decent stats and is also void-proof due to it initially being meant for pod survivors.
  17. I'm pretty sure there was an old PR from last year that made Sec only have a 50% chance for onstation antags. Was that also reverted along with the newer PRs? I don't believe it actually caused problems, and it kept uncreative security-traitor powertrips at a minimum.
  18. Will it be possible to make through chemidspensers or is it one of those weird special cases.
  19. Sleeptoxin takes a while to actually get the person asleep, giving them ample time to just scream "HURR DURR, BALD MAN DRUG MEEEEE!!!" and then sprint away. I think a change by itself is just unnecessary.
  20. Can the paper pushing roles get multi-colored pens so I can write good notes in greentext as psych unironically.
  21. What the hell, I thought this was a rule. Well, the only way I could see this being done well is if you made a cool little arc for a dreg leaving the station, then coming back months or years later to pillage it, but that's too much effort so I'm fine for it becoming an official rule now.
  22. The colored in, new PDA sprites seem pretty decent, but my main problem is with the new IDs. The old IDs felt digital, or holo-displayed; these new ones feel like normal paper or some heavy-bureaucratic passport. Maybe we could have the new PDAs and the old IDs?
  23. The parapen is cheaper on bay iirc, and you can even get a shit ton of them if RNGesus is in your favor and decides to make Parapen 30-70% off. Besides this, the parapen is fine right now. One thing to remember is that it only PARALYZES, it does not sedate the target- meaning that they will be conscious of everything, just unable to move or fight back. Replacing it with Paxazide and something to down them won't do anything because while paxazide prevents your character mechanically from attacking and icly, from thinking of resorting to violence easily...a person under paxazide can still: -Sedate you, as it doesn't count as harming -Run away, and with more of a purpose since they don't need to worry about attacking you now -Restrain you in any way that isn't physically harmful (so no dislocation, but handcuffs, cablecuffs, and straitjackets are still ok) Sure, parapen can be an instant-win button, but you can only use it once and usually when people use a parapen, they won't buy another because they want to save TC. Traitors can make themselves decently-effective chloral-autoinjectors that function the same way and offer enough time for cuffs and radio removal and guess what, it costs no tc- just a quick hack into one of the chemistry labs (or two TC if you use 10k credits to buy yourself cartridges). Anyways, we don't need to change parapen at all. If someone uses it to just walk up-stun-kill, you can ahelp that shit and it'll probably get sorted fast if it really was a walk up-stun-kill. I've found situations like these to be rare cases anyways, if someone wants to kill, they usually get other gear or don't consider the parapen because of its one-use property.
  24. You know you can actually make a macro to toggle between walking and running? Schev got it clear, it's the .click thing, if you look at the hud, you can find all sorts of small things you can make macros out of. The macro for toggling running is ".click mov_intent" If you want to make a macro for, say, opening all potential sources of storage if you're decked out in stuff, you can make a macro that goes something like this: ".click back\n.click belt\n.click o_clothing\n.click i_clothing" (assuming you have a toolbelt, a hoodie or suit with pockets, and a uniform w/ webbing attached) You could probably even make an internals macro for whatever reason of macros that move you in a certain way, the latter half is possible but hard (I saw the name of what byond actuall calls our movement commands during a lagfest once, it's quite long but otherwise impossible to find out about)
  25. What Karhast and Garn said is exactly why Cult needs stun talismans. You need to talk to the person to lure them, then stun them to get them isolated and motion for the conversion. Without a normal stun it will be very easy for the person to just...ignore and walk away, and then yell about the cult's existence, ending the round early. If you get rid of it because "oh they have other options" then what is the actual point of getting rid of it or making it near-useless when you can just make it not last as long? Something as simple as that is enough.
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