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Everything posted by Bauser
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[mention]Aceofspades1228[/mention] When others have said to make syringes "single-use," I don't think they mean you can only inject with it one time (5 units) - but rather, you can only empty it one time (15 units, the full syringe) before it becomes dirty (chance of contamination, or carries previously injected material or blood from the person injected). A benefit of the autoclave idea is that we wouldn't need to increase the supply of syringes available, since the syringes can be reused - it just requires an intermediate step in order for it to be done safely. AND, syringes could even be reused without cleaning if you're only using them on a single patient (since there's no risk of contaminating them with their own blood, or with a drug they were supposed to be taking anyway).
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[Resolved] Staff complaint: Tbear13
Bauser replied to Tequilajoe's topic in Staff Complaints Archive
It could simply be that his character has that quality of overconfidence or, in the heat of the moment, he mentally latched onto his first impression of the events. In a scenario like that, where you watch someone's tongue stretch out to strike someone like a spear, assuming something wild like it's an alien is the average person's first reaction. It takes a cool head and nerves, and a lot of smarts to actually question whether the extremely alien thing you just saw might actually be explained in some other, even more complex way. And, coming off an adrenaline high after jumping into a brawl, he would not likely be in a state to intelligently question his senses. He saw something crazy and described it in an accurate way. -
That's not a middle ground, that's the topic suggestion
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I misread and thought he was asking about leaving it in. Another +1 for removing that ability.
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Refillable waters tanks +1 Prefer not. (EDIT: I misread.) Yes please. It's kind of silly that the 'substance' of food is treated as some liquid inside the food - rather than the food itself.
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Since changelings are already (roughly) balanced power-wise, making each victim turn into a new one would rapidly turn the changeling swarm into an unstoppable killing tide. Instead of turning the victims into full-fledged changelings, why not make them turn into weaker monsters? I would love if they turned into basically zombies (think a lesser horror form) - strong melee attacks for trying to eat people, stun resistance, but no harder to kill than a regular human. That adds a whole lot of spookiness to the round, it keeps the people who got got by the changeling in the round longer, and it generates a little more violence to entertain the crew.
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Something having a 1 in 10 chance means it will occur 1 in 10 times on average. So while it's possible that it will occur more than that, it's just as likely to occur less than that, in a given sample. I don't think the near-miss example is useful unless we can actually find out the % chances of a near miss happening. You say it's roughly equivalent to a 10% chance because it is 'slim,' but without that number, discussing the relative probabilities is nothing but a shot in the dark.
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It's probably to stop captains from feeling like they're a member of the security force. The idea is that they delegate all of that to the team that's supposed to handle it.
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Okay, concept, hear me out: ... laser bow.
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While it's true that you can't exactly just "mix" separate ingredients in with foods, there's nothing stopping you from coming up with new recipes that incorporate bacon bits.
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A sane way to implement it would be to make the mark only appear in examination text, rather than as an actual sprite on the character. If you get kissed, people who inspect you will find it, people who don't bother to look at you won't notice (it is a small, faded mark, after all), and as the player, it increases the chance that you'll forget to wash it off and end up in a hilarious situation where you're exposed at an inopportune time. [mention]Alberyk[/mention]
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That's factually incorrect ._." The definition of giving something a 10% chance is that it will occur in 1 out of every 10 instances. Your observation just suggests that the chance for the "near miss" is greater than this. Though it could also just be true that you've had bad luck in that regard (or good luck! if the bullets were nearly missing you). The meaningful consideration I haven't brought up yet is the fact that most windows on the station are actually sets of two windows that are directional. So it would double the chance of scattering? That seems to bring the chance up too high. My preference would be to compensate for this by making it so that directional windows only add half the chance (5%) for scattering. So if you're only firing through one of those thin windows, you benefit from a decreased chance of scattering, and if you fire through the double-sets that are common throughout the station, this brings the chance up to the standard 10% (or whatever is decided on). And full-tile windows would have the full 10% chance, in this example. EDIT: One feature of beam scattering that I am looking forward to is that laser tag games in the holodeck will look even crazier, like a rave, or like shining lasers at a disco ball.
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In general, I do wish that diseases and virology were more strongly represented in the average game. It's a significant trope in science fiction, one that I don't think is done justice by the way our diseases usually manifest and play out in-game. Of course, for diseases to be taken seriously, they don't just have to be easier to contract - the symptoms have to be more serious, too. And I don't necessarily mean that in terms of more lethal. Currently, we have diseases that cause screaming, and giggling, and groaning... just, symptoms that don't really inspire you to take it seriously. If we could trim down the list, or come up with more creative illnesses, that would also go a long way to make being sick... well, a more enjoyable experience. +1 I am also strongly in favor of Dr. Farson's rider suggestion, because it would finally give a mechanical reason for virologists and scientists to use the showers that are placed at the entrances to their departments. They exist for a reason, after all.
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In the event that infectious disease becomes a more potent threat, it would be a personal joy if these specialized receptacles somehow conferred extra protection against the spread of germs, as well. An example would be preventing germs from spreading away from whatever tile it's on, so if these simulated bacteria become associated with items, storing those items inside the bin would stop them from contaminating anything around them. A plausible in-universe explanation for this additional benefit would be that this biohazard bin is hermetically sealed, while standard trash carts are not.
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It would be neat, but I'm not sure how it could be implemented. It sounds like it would require adding a new hair layer that includes a transparency gradient, but unless the new layer somehow knows not to go beyond the silhouette of your chosen hair style, then every different hair sprite would require a new asset to define the shape of its color-fade correctly.
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Gotcha. Didn't know sweaters have that. Don't you think that could be problematic, as it would allow for absurd labcoat colors like pink and brown and sky blue and... just... most colors don't really belong on labcoats, right? They kind of suggest some level of professionalism that is lost when you can paint them any color of the rainbow.
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Also, wouldn't a black labcoat sprite be pretty much just identical to a suit jacket?
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So a reasonable compromise might be that we could add a pet food bowl for each pet but just use existing foods to feed them? It makes sense that a starving animal will eat whatever's in its food bowl as long as it's actually food, regardless of whether it's their branded pet food. So sure, give the owners a little supply of meat cereal, and let them figure out what to do if that's not enough.
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Instead of making the airlocks become randomly damaged over time, why not just make it so that airlocks are easier to damage manually? Then they become a tool for people to use instead of an RNG nuisance. If you're trying to make an escape from someone, bash the airlock with a fire extinguisher a few times, then the damage makes it take a few extra clicks to open, or if it's damaged enough, makes it only open half-way, so you have to crawl through. If you have a stronger weapon, you could bash in a door to stop the airlock from opening entirely - which you could use to lock someone inside an area, for instance. It's strategic instead of random.
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It sounds like a fine rework, I'm just not sure how it solves the problem of research being tedious, annoying, or unrewarding. It's still based on timers and throwing in items, it adopts some of the RNG you expressed disdain for, and the rewards for success are the same as they are now.
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Okay, so if it gets downgraded to no poison, target-nonspecific, we end up with a peck-on-the-cheek sort of thing.
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Contrary to the original post, I would hope the target player would get an indicator that someone is trying to kiss them and be furnished an opportunity to avoid it. Fortport, you say that it will have a progress bar, but only display a message upon completion - how does it make sense that it takes some non-zero amount of time for you to kiss someone, but that person has no chance to see it coming before it's done? I would hope a message is displayed upon the start AND finish of the progress bar, and it could be canceled by either the target or the player moving. That way, if someone doesn't want your kiss, they just step in any direction. And, conversely, if you have them restrained or on the ground, they rightfully wouldn't be able to avoid it because they can't move.
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Or instead of making them single-use just make it so that they need to be cleaned (E.G. add some autoclaves in medical and science), and if they aren't cleaned they secretly hold onto a unit of whatever was in them before, or of the blood of whoever was last injected with it. So if you use a needle on an infected person, then use it on someone else without cleaning it, it silently transfers a unit of infected blood (in addition to the 15 units of whatever liquid is displayed in the syringe) to the second person. And throwing it in the autoclave erases this secret extra unit.
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I think busting them for ERP is a desirable consequence of that potential addition. Like a honeypot trap.