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Bauser

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Everything posted by Bauser

  1. Bauser

    Mask Voice Tweaks

    Isn't it kinda disjointed that you could be speaking to someone in person, and your voice be masked, but have your voice be unmasked if you turn around and speak into a radio? Like, what's the IC explanation for how your mask only distorts your voice unless you're speaking into a microphone? Maybe it's that you're wearing your headset inside your mask, but then that leaves no explanation for wall-mounted or handheld radios
  2. Bauser

    Mask Voice Tweaks

    Or just a verb that changes your speaking mode to talking differently from normal, with the express purpose of hiding your identity. It wouldn't be that difficult to purposefully speak in a way that's unrecognizable from your usual voice. But still +1 as-is, it would be nice to not need a voice-changer unless you're actually trying to impersonate someone else Concern, though: How does this affect radio chatter? Now everyone wearing a mask would appear as "Unknown" on common... That's one reason it might be better to make it a toggle-able verb
  3. Well it'll be your funeral when you totally mask yourself as an antag and change your voice and everyone can still see you're Schevy Schase or whoever you play
  4. Note: For people who attach character art to their flavor-texts, the "general" section is probably not the best place to put it. If you do that, people will always be able to see who your character is, no matter what. It's better to tie it to the face or body, so you can hide yourself a little if the need arises (or just when it makes sense in-game).
  5. I'm pretty sure we don't have a large enough playerbase to warrant (/survive) splitting into two servers
  6. How does the weighting work? Could you translate the table for us? The way the probabilities all add up to 100% makes it sound like only one event from each table will happen per round, but I don't think that's what you're going for.
  7. As a former toxins player, I would say this is a very strong design. The lab floor is more maneuverable than the current kinda-cramped one, its initial setup is stronger, the double chambers will be useful for anyone who wants to try comparing mixes, more coolers are obviously useful... My favorite addition, though, is probably the maintenance connection to xenobiology. The toxins lab is extremely isolated, as it is now, since there's only one way in and out. One question though: Is there no longer an airlock for going outside? Maybe I'm just missing it, but seems like an important element to squeeze in there somewhere
  8. Add towels and soap to the main-level public bathrooms. Replace two of the showers with racks (containing soap + towel) like in the security wing. While we're at it, make the individual toilet rooms lockable with a button again. It's important.
  9. Maybe all the tips could be made into a list together for people to peruse, instead of popping up at roundstart, so anyone can just kinda browse the helpful information whenever
  10. Replace ERT with a generic "distress beacon" that can either summon help (like the eng/med auxiliaries Paradox suggested) OR summon more trouble (The first ship to hear your distress call was pirates, so good luck)
  11. This will make for one cool cat, alright AKA Prrreston Prrrestoff
  12. 1) Can you imagine how much people will start to hate engineers if suddenly their own shit only breaks randomly when an engineer is playing 2) False statement 3) So you're trying to get rid of the 'minigame' that engineers already have to play every round, and replace it with a different minigame for engineers to play every round - from setting up the engine and shields, to fixing all the random shit that breaks from your 'engineering events'. 4) Stop calling things you don't like "memes" 5) The events that occur on station shouldn't depend on what jobs are present. It was bad enough when you suggested the presence of a chef should determine the station clock, and that had minimal impact. Deciding whether or not the station breaks just based on whether there is THEORETICALLY a player to fix it (keep in mind: engineers can also be antagonists, or KILLED by antagonists, or even (GASP) ROLEPLAY, and so have other shit going on than trying to stop other people's games from falling apart from RNG) is nonsensical. 6) Don't make mice chewing wires an actual event because then mouse players will want the ability to chew wires, and fuck giving them any more ways to impede the round 7) You're right that engineering shouldn't have to break into atmos to make their optimal engine setup every round, and some random engineering events would be perfectly suitable additions to the events roll (so it's not always SPIDERS EATING ME and VENDING MACHINES SHOOTING ME, etc) 8) Instead of reducing the responsibility of engineers because of lowpop (since this would obviously be ridiculous if we tried it on other jobs: "Let's make players self-healing when there are no doctors," "Let's make antags self-arresting when there's no security," "Let's put vending machines all over the station when there's no chef,"), why don't we do something to attract more players to the server? Like... actually advertise somewhere? EDIT: SIDE NOTE Maybe only people who actually play engineering should get to say if they want their job to be gutted
  13. Running the risk of killing the human hostage takes somebody out of the round And roleplay being interesting once is better than zero times
  14. It occurs to me that if it's supposed to stop them from standing up, the sprite should probably show their legs tied up as well
  15. It could provide antagonists another living creature to threaten for fun and profit
  16. I thought the squad room was the break room. You know, with the four corner-desks. Instead of making a new one, could we not simply expand the size and amenities in there? To more than just the coffee&smoke vendors
  17. tfw space janitor makes more than I do in real life Maybe these values could be added to the wiki job pages
  18. It would make more sense for bees to do a mix of toxin and brute damage, right? Rather than toxin and burn
  19. I suppose it's not critically necessary for jointbreaking to be removed in order to add this feature If this was added, I'm sure it would replace a lot of jointbreaking attacks just by virtue of being a viable alternative (requiring a little less robustness, even)
  20. Another school of thought would be that (even though it doesn't make tons of sense), these SHOULD be shown over clothing, just so they satisfy their purpose of visually identifying the wounded
  21. But mapping-wise, adding another single-use machine would be tragic
  22. I like having the possibility of 2 chefs because it makes a chef less lonely and opens up better chances for one of them to run off and do other stuff without getting screamed at
  23. I don't know what I said, but I agree with this sentiment. I broadly think non-security players should have more opportunities to interact with the events of antagonists - even if indirectly, benefiting with roleplay by the fallout. I think a sensible policy to set would be: Whenever the station's alert level is changed, the announcement needs to show a fairly detailed explanation of why. If we could make increasing the alert level totally contingent upon security or a head of staff explaining the situation, the crew would always have something to work with. A template could be made, for instance, like... 1) What event has taken place to demonstrate the Aurora is under threat? 2) What steps have command and ISD taken to abate that threat so far? 3) What will be the security benefits conferred by increasing the alert level?
  24. The record should reflect there already exists a sprite for a totally gift-wrapped body, and it's hilarious and terrifying. At least, it exists somewhere... I don't know if Aurora has it, but I've seen it in action on Goon years ago.
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