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Bauser

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Everything posted by Bauser

  1. As indicated by the fact that I welcome its addition as an option, it's obviously not just "adding differing features" that I'm opposed to. And saying otherwise shows either a misunderstanding or a willful ignorance of that. Choosing those features for players instead of allowing them to choose - now that's a bad meme.
  2. Burger, one person making a critique of your change is not a meme. And calling that critique a meme does not affect its validity as a critique. Your stated purpose for this change is "to respect the lore devs' wishes," but even the lore master isn't onboard with it (unless you make it optional, in which case I'd also support it). Furthermore (RE: Kaed finding the sprite ugly), getting approval for the concept alone is no good if the actual sprites you end up making aren't liked. Because if this is implemented, it's not just the concept we'll be forced to look at. EDIT: Now that I think about it, you calling my observation a meme is especially stupid considering your response to my first comment was a greentext attempt followed by just the phrase "the absolute state of Aurora" Literally a meme Grow up
  3. Yeah well I don't answer to lore devs. So if you're going to try enforcing a specific flavor onto everyone's characters, I'm gonna say you're full of it. Variations in character sprites should remain under the control of players so that players can define their characters. Should we go ahead and give male human sprites wider shoulders, so you can tell "at a glance?" Because shift-clicking on someone is apparently hard? Blue Unathi are supposed to be really rare, too, but we've already got multiple of those. But a man lizard who doesn't look like a manly man lizard should - that's where we're drawing the line? EDIT: I like Jackboot's suggestion of making it an option, for the above reasons.
  4. R&D is too small and cramped, but all you have to do to fix that is make the research hallway one tile skinnier, not rebuild the entire wing from the ground-up. Since R&D is only widened by one tile in his design, despite the fact that he eliminates a room the size of R&D (xenobotany) from directly next to R&D... so that he can put the server room there, move the conference room up, and include more of that exciting empty 3-wide hallway. I'm also not sure how you've arrived at the conclusion that this is a more compact version of anomaly research, considering the fact that (as shown in your screenshots), it is just as big as the current one. Just fewer doors to walk through, really. It's a neat location for xenobotany, though curiously, it doesn't seem to propose where to put the door into xenobotany... And it eliminates all of the windows into it, which is going to be visually boring as hell for xenobotanists.
  5. The stairs just make sense, in every way. Arrow's observation that stairs & ladders are less safe in a fire event since they don't seal off the fire (like elevator doors would) is rendered invalid by the fact that you can (and we would) just put fire doors outside the stairwell or ladder-well. Plus, just like in real life, stairs are what you're supposed to take in the event of a fire, because it doesn't run the risk of trapping you like an elevator. Stairs don't break, and that's why they're supposed to be there. Another benefit of adding a stairwell is that it could be accessible from both sides of the primary hallway (east and west) instead of just from one.
  6. Given how rarely the research sub-level is currently used, I support moving xenobotany there if it has to to be moved at all. By Burger's design, we would end up with a research wing that has 3 floors that are always empty, instead of 2 floors that are always busy. This is a good compromise combining his unnecessary main-level rework with the common sense of not taking a barely used job role with a small laboratory and isolating it on a new floor for no reason whatsoever. Since the only thing that would accomplish is keeping xenobotanists locked away from everybody else like virologists currently are. At least with this arrangement, they'd get to rub shoulders with xenoarch and xenobio and toxins.
  7. What even is a neural lace
  8. I foresee this causing some problems with sprite inconsistencies for headwear/masks, as well. At a distance (e.g. native 32x32 game resolution), the visual distinction will still be near-zero, such that it would still be easier to tell gender by examining the person. Finally, it assumes every male Unathi will look like a typical male Unathi, and that every female Unathi will look like a typical female Unathi, instead of leaving those choices up to flavor text (read: no lizard traps???). -1
  9. ... moreso than crime scenes are already a battleground between medical and security just because people gotta get dat respawn.
  10. Elevators are affected by power. It's just, the elevator doors power down before the elevator itself does - so crowbarring the doors works until total power failure (which is rare). If you use wirecutters to manually sever the elevators from the grid, they will not move. but Bear traps on stairs are a great example of the !!emergent gameplay!! we are currently missing out on.
  11. Recently suggested replacing one of the elevators with stairs in the minor mapping suggestions thread. It doesn't make sense to use this design where movement is so thoroughly crippled in the event of a power outage, especially when going to the surface is what's necessary to evacuate. Furthermore, if an antagonist can go through the trouble to cut all the power (I have only seen an antag purposefully cut power to an elevator once; usually it is just a side-effect of general powergrid fuckery), they can probably go through the trouble to push a bunch of boxes into the stairwell, or build a wall there, or set a trap, etc. +1
  12. I agree that the new R&D lab in this design is an improvement over the current one, since it's got some much-needed room for maneuverability. This was a good place to put some of that extra space. And I like that the elevator isn't inside the conference room. Still banking on the viewing-room/awkward-earmuffs-vestibule be combined to make room for a bathroom somewhere, though. I would support this change if something were done down in that area to make it a little more diverse. EDIT: There's... going to be a way to get in the elevator, right? I just realized it has no doors
  13. It's a relic of a bygone era of Space Station 13. It belongs in the annals of history, with clowns and poop. I welcome its erasure. +1 [mention]Alberyk[/mention] The wording in your pull request title says "disables Tourette's," but the body text says "With this change, Tourette's can be gained as a random trauma from brain damage."
  14. Can we take a moment to just appreciate how the definition of "liberal hellhole" is "place where people's opportunities are not restricted by their race or the circumstances of their birth" I don't have a strong opinion on this policy either way, but I am ideologically a little bit at odds with the idea that we should change players to suit the lore instead of changing lore to suit the players. Just strikes me as a slight misplacement of priorities. But like I said, not a huge deal to me.
  15. Replace one of the primary elevators with a stairwell. It doesn't make sense that like 90% of the crew become trapped downstairs in the event of a simple power outage. This would also make Z-level movement much faster. And preserving one of the elevators means it's still possible to haul equipment up easily (shield generators, janicarts and cargo trains, etc).
  16. I can see that it's intended to be a viewing room for the test chamber. I was drawing into question the necessity for something like that, given considerations like 1) that test chamber is rarely used (so now we would have three rarely used empty rooms instead of one), and 2) you can already view into the chamber both from the lab side and from maintenance, and 3) there is already a dedicated firing range for resting prototype weapons. Well, my goal was to speak for myself, and Alberyk, and LordFowl, and Kaed, who had already voiced the same opinion. We're people, right? I second Bygonehero's motion that the space would be better served if a bathroom were included somewhere on the main floor. It seems like a strange omission from the research department, now that it's been pointed out. And I agree that the newest iteration is at least a step in the right direction from the originals.
  17. Having no reason to make a change is a good reason to not make a change that people broadly dislike. So your depression is on you. Yes, the current map also has 3-wide hallways, but it only has two brief segments of them - an acceptable status quo which still isn't met by this newest iteration (which has three). The problem is things like this: Who is this space for? Who asked for three new empty rooms? You say your goal with this redesign was to move xenobotany to its own level, but why do you want to do that? Because there is clearly a drawback - people think the remaining research area looks ugly without it - so there has to be a benefit. This is not a lateral change like you seem to think.
  18. I'm sure it's not the objective, but it strikes me as a side-effect. If the goal is to create more racial tension in-game, I'm not even sure this will help. When we prevent people from making characters in those roles, the characters they make instead tend to... not... want those roles? Whereas conversely, if we DO allow those groups into exceptional roles, it at least maintains the chance for other characters to react negatively to it ("How does one of them get a job like that?" "They don't deserve it," etc). So, for every opportunity that is created by these limitations (E.G. your "Why is he the chief when McZhan is better?" example), another opportunity is erased. But I find the entire discussion to be missing the point a little bit. The fact of the matter is: racial tension doesn't happen much in-game because most players don't want to be racists. Maybe we could be questioning the benefit of lore writers creating this conflict, or administrators enforcing it, when it doesn't reflect the kind of play that people enjoy. Yes, it makes the game universe richer and more interesting in general, but our little pocket of that universe, the station, exists in a sort of vacuum (also in a literal vacuum) where we have control. So we don't have to be slaves to what's going on in the rest of the universe, at least not in every case.
  19. Not a fan of imposing role restrictions on any characters based on race or ethnicity. The goal is to avoid "snowflakey" characters who have achieved positions beyond the scope of their circumstances, but I don't believe any players should be disallowed from making exceptional characters , if they can play them well, just because we're worried about people playing bad ones. We love to hate on those snowflake characters, but it is a simple fact that even they have a legitimate place in serious roleplay. They are problematic because there can't be many without it appearing totally nonsensical... But it's good to have a few. So no, this seems to me like a forfeiture of freedom for the purpose of security.
  20. I'm of the opinion that certain functions make more sense for manual hacking and certain ones are more suitable for the Detomatrix. Tracking someone (like with the GPS beacon) and spoofing texts (changing PDA's identifier) are complex functions with primarily antagonistic purposes. Those make more sense for remote hacking with the Detomatrix cartridges. It would immediately offer antagonists a suite of cyber tools that very subtly aid them no matter what they're doing - for instance, they could keep real-time tracking on 3 or 4 security officers at all times just with the push of a few buttons. If they are very skilled/dedicated in monitoring this data, it would allow them to constantly stay one step ahead. Combine this with the text-mimicking ability, and they could completely dismantle efforts made against them by sowing disinformation, or they could control people's movements to set up their crimes if they're persuasive by their messages. And neither of those would be a rare or difficult accomplishment, with these tools. Restoring deleted messages or bricking a PDA, though? Those could probably be done just by cracking it open and going at the right wires. Plus, someone with a Detomatrix cartridge doesn't usually need to fry someone's PDA... since they can just explode it.
  21. I like ideas being thrown in the air, just not this one ._." It's like, what's the benefit, you know? With the bar remap suggestion, there were a dozen things we could point to and say "okay, THIS is going to improve people's experience," make it more visually appealing, more mechanically useful, more functional by design... But here, I don't see any of the rationale. I see that things have been moved around and the shapes have been changed, but I don't see that it serves any purpose at all... Research isn't so busy that it needs more of those overblown 3-wide hallways (I never like 3-wide hallways, always preferring the relatively claustrophobic effect of 2-wide). Furthermore, your design eliminates both of the existing windows from maintenance into the research wing - one being the purple-glass window into that testing chamber, and the other being the conveyor belt connecting the robotics lab to the robotics surgery room. So that immediately makes walking through those maintenance areas visually more boring. And from an antagonism standpoint, that conveyor belt is an easy point of ingress/egress for a clever traitor, so this design cuts off those opportunities by taking it out of maintenance. On the subject of moving xenobotany to the construction level: does that mean the research elevator also goes up, now? I assume you don't intend to just rip xenobotany out of the research wing? In total, not on board with this one. The changes seem pointless and they aren't pretty enough to compensate. Moving a big part of research to an entire new floor leaves the rest of it too open and hollow-feeling. -1
  22. It wouldn't make much sense for medicines combine to become even stronger, anyway. Even though it is theoretically possible, drug interactions don't typically increase the effectiveness of medicines because it's much, much easier to make something go wrong in a the way a pharmaceutical works than it is to make it go right - owing to the complexity of the body and chemicals. So, I'm mostly here for the negative effects and, again, primarily the minor ones.
  23. I support the suggestion of cultists being able to read which runes are which after they're placed on the floor, but how would this be implemented without non-cultists being able to read them, too? If you change the "object" name of the rune, everyone would be able to see that. Is it possible to make an examine text read something different depending on whether or not someone is in the cult?
  24. Isn't the challenge of responding effectively to medical problems where the fun comes from, for medical personnel? This suggestion is intended to widen the gap between those who know their craft and those who don't. It's worth noting, however, that the examples of drug interactions I gave are extreme ones (cardiac events and organ damage). A way to make this suggestion less damaging would be to make MOST of the drug interaction effects much less severe, and this is fully my intention. Things like temporary sleepiness, blurry vision, hallucinations, or involuntary movement - none of these things would really inhibit the patient's ability to play, but they would be enough to inform the doctor that they made a mistake and should feel bad. And then you have the extreme examples like heart attacks to generate !!fun!! in rare cases.
  25. In real life, not all pharmaceuticals can be safely administered to a person at the same time. This is because every drug interacts with the body in a specific way to perform its function, so sometimes one medicine will also affect the mechanism of another one, causing a wide variety of consequences. Another consideration is that many drugs have side-effects, which are unintended, secondary outcomes which result from the drug's primary function. In the interest of further developing the practice of medicine in Aurora, I suggest we add drug effects to represent these interactions and side-effects. It's worth noting that some side-effects are already present in the game. If you use a high enough dose of bicardine to treat internal bleeding, it will cause toxin damage. arithrazine, a treatment for severe radiation poisoning, causes brute damage. These side-effects create complex problems for doctors, forcing them to more carefully consider the exact status of their patients and evaluate multiple treatment options. I suggest adding more varied side-effects to more drugs. For instance, it would make sense for painkillers to cause sleepiness. Maybe severe drug treatments could result in severe side-effects, like temporary paralysis, deafness, or pain. I invite everyone to suggest specific side-effects for specific medicines. Drug interactions could be simulated by making new recipes that simply result from the mixing of two drugs. Since the human body acts as a container in Space Station 13, administering those drugs together would form the new chemical, and the medical consequences could be anything we can dream of. What if taking adipemcina (a heart medication) alongside cryoxedone (which slows your heart rate) could actually stop your heart? Or other mixtures of drugs could cause different organ damage. Maybe taking dermaline and kelotane - both burn treatments - together could cause nausea and vomiting. There are lots of possible results from drug interactions, just like side-effects. From simple things like drowsiness to extreme things like loss of motor control. As before, I invite everyone to come up with your own possibilities.
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