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Everything posted by Bauser
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Concept: Dexalin wraps letting you run non-stop without taking net damage Just to regenerate some hype here EDIT: One bandage surely wouldn't be enough to provide a sufficient supply of the medicine for this, but if you wrap both arms, both hands, both legs, and both feet, it'll probably work out
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In line with the above, before someone claims zyymurgy's observation (the existence of food vending machines) is evidence that medical vending machines would be appropriate: Food vending machines are a necessity because the kitchen isn't always staffed and hunger is inevitable. You can only have two chefs and if neither of them is available to fix your debuff, you'd be S.O.L.. In contrast, medical has half a dozen jobs and probably twice that many slots - any of which is perfectly capable of grabbing you a Band-Aid in the five seconds it takes you to text them and walk to the place. And that's if you get hurt at all; wounds are avoidable in a way that getting hungry is not. Therefore, the presence of food vending machines does not evidence the suitability of medical vending machines. Just to nip that in the bud.
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>Allowing people to purchase their own soap You absolute madman In seriousness, I'm softly opposed to this suggestion for the same reasons as Ornias. While I would probably enjoy the possibility to buy by own first aid stuff in a pinch, there's no doubt that it would take away from the medical bay's responsibilities a bit... And I think they deserve to get as much traffic as possible. I mean, you can already just walk down to medbay and ask for almost any of these things. It's not a laborious process. If you're persuasive, you don't even need to be hurt yet. I only see this addition taking away some crew interactions and allowing people to be more gung-ho about their health and safety than they already are (and I am categorically opposed to suggestions that make people feel safer in-character simply because I feel they already act too cavalier). A Dexalin autoinhaler also sounds like a (situationally) pretty powerful thing for just anybody to be able to get their hands on at the drop of a hat - and we know the price tag isn't going to stop anybody. I make the acute suggestion that it would exist basically for powergaming. In total, it seems to me that this is a fine feel-good/quality-of-life suggestion, but that it would ultimately detract from the quality of play.
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To meet any possible detractors halfway, the publicly accessible prison jumpsuit(s) could be moved to the theater costume/changing room, just in case someone really decides they need to dress up like a convict for whatever reason. Maybe for fun, maybe for subterfuge, but it has its uses.
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Alchemy led to chemistry, yes, in the same way that bloodletting and miasma theory led to medicine (Point being: it paved the way because it was made obsolete by the modern version which proved it to be largely invalid. Therefore, it makes sense for alchemy to exist in the past, not in the future.)
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Kaed didn't say they aren't canon; he's saying that they're sufficiently rare in-universe that nobody actually believes they're magic (EDIT: until they see it firsthand, like irrefutable evidence). Therefore, the fantasy aspect of our setting is extremely minimal. Therefore, he finds the overt presence of alchemy to be ridiculous.
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If you can't walk, you can't crawl: A Buff Suggestion.
Bauser replied to DronzTheWolf's topic in Archive
There's one overruling gameplay feature that, unless changed, will always make crawling a completely undesirable last-ditch effort. It inhibits people from crawling for roleplay reasons, it inhibits people from crawling for gameplay reasons: You can't hold items in your hands if you're lying down. I would like that changed, but it seems unlikely to change. I would also like crawling to be made a much more versatile and meaningful stance option. I think it should make you harder to hit with projectiles (except at point-blank, obviously; though admittedly, I don't know if it does or doesn't already do that...), I think you should be able to do it faster so it's significant in a melee fight if you're knocked down, I think you should be able to crawl under all the things that a chest can be pushed under, I think you should be able to crawl as long as you have at least one functioning limb... The list goes on and on. So I'm in complete agreement, buff crawling however possible. -
I recommend designing some kind of blueprint of your map before you attempt to create it in Dream Maker. Because the controls are prohibitive and time-consuming, you'll save yourself a whole lot of heartache if you do all of the second-guessing and theoretical work ahead of the actual implementation. In my experience, pixel art is a good way of doing this since everything is tile-based.
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But what is a changeling's in-character motivation? Canonically they just kill to feed, right? Since they're not actual crew, they wouldn't typically engage with the crew's drama - the nature of the beast is that they kill indiscriminately wherever they can get away with it. The player has an opportunity to spice it up by choosing to pick their targets for more involved reasons, but isn't that kind of at odds with the profile of a changeling?
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Two thoughts on that: 1) You'd have to be pretty perceptive and suspicious to notice a particular person continually getting hurt in the same spot, since bandages would supposedly take so long to be used up (so you would probably just think that it's the same bandage) - and it should be rewarding from a game perspective to successfully notice something like that 2) Since this could be a somewhat redundant treatment option, if you're the cultist, you have the option of healing yourself using a different method that doesn't leave evidence like that.
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I was really hoping that it was going to be some sort of holographic simulation where the prisoners actually have to mine the Bitcoins. With holographic pickaxes. Out of holographic rock.
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Ignore what I said then! Thank you
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I really enjoy the cyberpunkish idea of chameleon-clothes that change fantastically in an instant, so it would be a joy to see another example of it that isn't relegated to antagonism. Your stated use for it is to adapt to specific ceremonial situations, but I'm also entertained by its potential as just a party trick.
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A friend of mine wants parrots in the game that randomly repeat phrases they overhear. So if it would be fun for you You could sprite a parrot
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It was a very visceral read. I might accuse it of being edgy for its own sake if a gritty and sobering account of Tajaran war wasn't specifically lacking so far and necessary for their canon. But I suppose the knot it leaves in my stomach just means it was effective at what it set about doing. I enjoyed the sensory account of that concussed and confused feeling. It was a lot like that scene from Breaking Bad, and that's about the highest compliment I know how to give. As an aside, I'm unfortunately sure you've satisfied many people's desire for burning dozens of furries with a flamethrower.
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I also enjoy the opportunity to turn off the lights of every room I leave. It's an aesthetic comfort, but it's also mechanically significant, since I like giving people the chance to slink around in the dark. So more light switches is always desirable to me.
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Buff temporary blinds, nerf most of the stun out of flashes.
Bauser replied to Scheveningen's topic in Completed Projects
Getting security to pull out the batons sooner would be good for instigating security/crew roleplay conflict. Since it's a greater use of force (when the flash and pepperspray are still technically viable options), it makes people question more harshly whether it is necessary in a given incident. Besides, if you're an officer, and someone runs when you flash them, that gives you all the justification you need to pull out the batons/tasers. So nerfing flashes in this way doesn't cripple the officer's ability to effect an arrest - it just adds an intermediate step allowing the other guy to choose how to react. And if they decide not to comply, the officer can escalate. -
If they were made into their own item, we have an opportunity to give them some novel functionality to justify adding them. In line with LancyLynxx's thought that they get absorbed into your body, we could make it so the bandages are able to be filled with reagents (like medicines) that enter the body very slowly over time. This slow-release would be a new way of administering medicine with benefits like reducing the danger of overdose and hands-free continued drug effects post-treatment. It would open the door for both creative doctoring and creative antagonism. Put different medicines in different bandages to ensure a comprehensive recovery that doesn't require your patient to stay in your (possibly overcrowded) medbay. OR saturate your bandages with toxins and make sure that everyone you "rescue" as an EMT is dead before they make it to the operating table. EDIT: Also ethanol and space drugs patches for all you junkies EDIT2: Also I think putting iron in them would cause you to regenerate blood faster, that's pretty cool And (I'm just reading the guide to chemistry now) mercury and radium bandages would be particularly devious, enacting serious damage that isn't immediately easy for the target player to identify
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I'm concerned that would lead to some unnecessary redundancy in treatment options. If they serve the same function as another item, there's no particular reason to use these instead. I really do think it would be appropriate to apply the effect to the roll of gauze item. That's what the sprites are supposed to reflect, at least - just wrapping some cloth around a wound like cotton gauze would suggest.
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That's a question I don't have a concrete answer for. Maybe could be done by choosing a target zone and activating yourself with an empty hand (this action currently examines yourself, at least on help intent). Maybe make it give you a prompt. This would let players stay looking injured for as long as they want, which could have roleplay uses. SS13 characters can be healed to perfection from the brink of death so fast that it can be difficult to react appropriately in-character. Or maybe they could automatically be removed when your wound is fully healed. A benefit of this approach is that it gives the player a visual indicator of their recovery, so they can tell at just a glance. It suffices to say I'm open to suggestions.
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Would it be possible to make a multiple-Z-level shuttle? Because it would be super sweet if the shuttle went back to the same x/y dimensions as before, but got an added second floor (and stairs) for any extra space we need.
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We definitely have "rolls of gauze." That was the item I had in mind when I was making the sprites. And I'm fairly certain treating bruises and stuff with them DOES already take into account the actual body location of the wound. That's why when you examine someone who's been injured and had their wounds touched up with brute packs or whatever, it specifically says they have a "bandaged small bruise" on that spot. Or something directly to that effect.
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Got in a little scuffle? Think you can walk it off? Have some bandages. Get pretty fucked up? Probably gonna take it easy for a while? More bandages. Were you absolutely wrecked? We gonna have to make a mummy out of you just to keep you breathing? Bandages. I suggest that when bandages are applied to your character, they show up on your sprite. Probably on a pretty low layer, like right over nakedness (so they don't cover clothing, as that wouldn't make much sense). So far I've made sprites for the head, torso, groin, each arm, each hand, each leg, and each foot. Mouth and eyes might be a bit much, but we'll see.
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Anyway, I've put all my reasoning on the table, anything more would just be repetitive. So I'll rest and let the tragedy of democracy run its course.
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"The wrong way to go about it" "The wrong way to go about it" "The wrong way to go about it" That's what everyone keeps saying. That the rationale for the change is good, the positive effect of it is important, but somehow these things mean that the change is awful. And yet, no competing theories - just being told to leave it alone. Because the lot of you don't want to confront the fact that maybe you just want the game to be a little more crazy and less severe. It's right in line with the mainstream hatred of Haveatya's medical healing times suggestion (https://forums.aurorastation.org/viewtopic.php?f=18&t=10063): most of you don't think that being hurt and dealing with the consequences are a "real" part of the game. You just float between periods of action, and anything else is an obstacle to be circumvented in any way possible. So yeah, you all agree that it's important for death to be impactful, but making death be impactful is "the wrong way to go about it."