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Everything posted by Nantei
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Wouldn't you have to change it back to speak to your raider pals?
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It's a very odd limitation of their headsets. Last I checked the mercenary headset can talk on common, so why not the raiders? Doesn't really add anything to them, and only hurts roleplay as people often don't even know why the raiders are doing what they are doing. People who play raider often lot will usually go get a radio, but this is extremely annoying since you have to switch between your headsets. And also means that less-experienced raiders generally don't ever acquire a common radio at all, so they never have it at all. Right. So apparently just setting to 145.9 works fine. But it still doesn't super fix the issue that newer players (Myself included apparently since I didn't know this), won't do that. So how about we just default it to the common frequency and let them use :h for raider chat. Worst case: I would also be fine with adding the fact that you can adjust it to 145.9 to the examine description. Please retract the suggestion, thank you.
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I have been told by @Alberyk that we are not supposed to hide in first-aid lockers, such as the one on the bridge or the ones all over medbay. Which raises a question as to why we are mechanically able to at all. Shouldn't be a difficult code change if I understand how storage code works in the slightest.
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The Place of The Quartermaster
Nantei replied to Snakebittenn's topic in Accepted/Implemented Policy
They can. So long as it isn't a head making the order. I don't see this as an issue. A head could order a Warden to do things they find distasteful, as they could a Scientist. Don't ignore a head's valid orders and you will be fine? Also head's should be able to act upon a QM if there is no HoP. Saying only one of the less common head roles can override is very silly and will lead to frustrating scenarios on dead hour with people rules lawyering. The chain of command for it doesn't need changing. Captain>HoP>Any other Head>QM>Cargo employees. This feels more like a knee-jerk reaction to the recent complaint you made. If a head gives you orders you don't like, and you refuse them, expect ic consequences. -
The Place of The Quartermaster
Nantei replied to Snakebittenn's topic in Accepted/Implemented Policy
Agreed. This is how it should be, and sort of how it works now, but it isn't written down anywhere. -
I would probably rather we remove the 30 minute time mechanically, and use the current flavor system of bodies that are left unrefrigerated for more than an hour or two are untennable. I don't see a need to mechanically enforce that, just as we don't with cloning. People currently seem to do a fairly decent job of respecting that corpses should be cold without being mechanically forced to.
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[2 dismissal]New Rules for Head of Staff
Nantei replied to IAmCrystalClear's topic in Rejected Policy
So it seems you've doubled down on the realism argument, and I am really not buying that as convincing. Some people would come in for reduced pay if they needed the money badly enough. And regardless, this is a game. Fun takes precedence over realism, and this isn't very atmosphere breaking for me. I can see people doing this in real life, some people work multiple jobs because they need money, and some of those jobs pay less than others. Also, while you would not go in for work for reduced pay, some people might. If you genuinely love your job, I could see it happening. Hell, I have seen it happen. I know people who work for free because they are just that dedicated to their job. -
Re-add Einstein Engines (TM) as a Contractor Faction
Nantei replied to NewOriginalSchwann's topic in Archive
I suppose that makes more sense. Although I still prefer variety to singularity. -
My interpretation of loyalty implants has always been that it's a very subtle one, unlikely to influence you unless you are on the fence. That is the problem, and why it's such a pain to administrate. That's my interpretation. Loyalty implants are purposely left extremely vague as to what they do. Great for roleplay, horrible for enforcing rules. I would much prefer we remove that aspect of it. It really makes very little sense. I could buy something like this in a Dystopian setting like Shadowrun, but Aurora seems to be intended to be more grounded than that. I feel like whenever I am playing with a LI that I am walking on eggshells that an admin won't agree with my interpretation. That shouldn't really be a thing for something so major. Consider the following: Captain's and HoS's can be thralled, yet it rarely happens, and is often not a significant problem. Although I am not suggesting we remove the immunity entirely, I think it is worth considering why it is necessary to start with. Do we actually need people who are 100% incorruptible at all times? I don't think we do. And I don't think it's good for roleplay. A lot of fun moments have been had by Captain's and HoS's getting turncoated forcibly. Regardless, I still think a good middle ground is replacing the loyalty implant with an equivalent that guards against hypnosis, truth serum, etc, but doesn't force people to vaguely support NT. (This is the IC justification, of course.) IC justification for no traitors can just be a vague, thorough background check and such, that is done periodically.
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Byond key: Nantei Discord key: Phi#8706 Character Name: Shiki Takahashi Item name: Long Trenchcoat Item function(s): Essentially a resprite of the Detective's Trenchcoat. Having the same stats would be nice, but it's not particularly important to me. Item description: "A very long, black, canvas trench coat. It goes down just below the knees. It looks to be custom-fitted, with a layer of graphene for added armor. There is an infinity symbol on the back, similar to the Frontier Alliance flag." Item appearance: Basically take the current black trench coat and lengthen it, then add a small insignia to the back. ||||||||||||||||||||||||||||||||||||||||||||||||| Item name: High Collar Dress Shirt Item function(s): Essentially it's so she can easily cover her tag if she wants to. Item description: "A casual dress shirt. This one has an abnormally high collar." Item appearance: Essentially it's a dress shirt where the collar goes up to roughly her chin. Why is your character bringing this item to work? The coat is rather sentimental to her, and helps her stay slightly armored without looking armored. The dress shirt is a bit of personal flair, which she thinks better disguises her as human. How did your character obtain this item: The dress shirt is a recent acquisition so she can subtly cover her tag from the sides and back, while still keeping it legally shown via the front. The coat is fairly old, a parting gift from her Mentor who was an important pseudo father figure in her development as an IPC and Detective. What value does this item have to your character, and what story does it tell?: It's probably one of her most prominent memories after the rewrites that took place when she became free. She doesn't remember a large portion of her cases together with him, so the coat is essentially a bittersweet reminder of her 'formative years' so to speak. She has kept it meticulously maintained since she was gifted it, especially since it is one of the few gifts she has ever gotten. The insignia on the back is essentially representing her desire for complete emancipation. Meanwhile the shirt was specifically chosen over something like a choker in order to have more plausible deniability if someone in law enforcement took issue. It's still visible from the front, putting it in a bit of a gray area, and she can adjust it as needed if she wants to slightly obscure the tag, or keep it completely visible. It may as well be a flag representing her struggle to blend into human society. How will you use this to better interact with crew and/or stimulate RP? The jacket can have an intimidating appearance in the right context, while the shirt is extremely good at putting off people who dislike/hate human-like shells. Essentially imaging approaching someone from behind to talk to them, only to later realize they were a shell as you looked at them closer. Great for creating conflict or just creeping people out. Sprites: Big thanks to @AmoryBlaine for doing the sprites! Additional Comments: Open to adjusting names/descriptions. I'm not entirely sold on the trenchcoat name, but I wanted it to be distinct while still being not immersion breaking for someone who saw it without context on the ground or something. IE; Naming it something like 'Shiki's Trenchcoat' would break atmosphere IMO. nantei_coat_complete.dmi
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Re-add Einstein Engines (TM) as a Contractor Faction
Nantei replied to NewOriginalSchwann's topic in Archive
I mean, I get that, but I still don't quite understand how this is practically meant to work. Unless you are saying you will make a rather drastic change to the core intent of contractors to be a minority among the crew. Why would I ever target Haeph when I can just target the department itself? There's more Engineers than there are Haeph contractors, so it makes more sense to just try and annoy the entire department rather than one or two contractors. -
Re-add Einstein Engines (TM) as a Contractor Faction
Nantei replied to NewOriginalSchwann's topic in Archive
So... we're not allowing EE because it might hurt a rev gimmick? Really? I almost never see that work as a rev gimmick, and contractors are not supposed to be the bulk of a department, so I find this line very confusing. -
[2 dismissal]New Rules for Head of Staff
Nantei replied to IAmCrystalClear's topic in Rejected Policy
I fail to see how this is at all exclusive to heads of staff. I know security man bad, but I see people do this sort of favoritism for any popular player, in any department. I am baffled by how you just contradicted yourself in the same sentence. You just said Detective's are overqualified, but similarly they don't have much training for the job??? There's a reason Security is a common job hop. Security has absurdly low barriers of entry. 4 months training is absolutely nothing, almost anyone could easily qualify for Security. A Detective is naturally almost certainly going to be qualified for the Officer role too. Also, as someone who mains Detective a lot: Detective is probably one of the hardest roles to roll for. It's almost always taken. Please let me play my character more than never. -
First of all, I don't see why you feel the need to tell people how to play HoS. There's nothing wrong with an HoS wanting to be the first in, even if it isn't 'optimal'. Second, that's an extremely silly reason to oppose the change. As JB said, they take one from an officers' locker anyways. HoS's should have a helmet and magboots added to their locker. It's really silly they have to snatch magboots from EVA despite having a custom trimmed suit.
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Re-add Einstein Engines (TM) as a Contractor Faction
Nantei replied to NewOriginalSchwann's topic in Archive
Honestly, I can't think of a compelling reason it was removed to start with. If we only needed 'one' of each 'type' of corporation, then there would really be no need for Eridani either. -
The only antag that does not have extremely easy access to armor is Vampire and Changeling. Changeling is already basically a trash fire that spawns in solitary, so no real need to be concerned there. Vampire could not give less of a shit about anything but shrapnel, and shrapnel is no longer as serious an issue for them as it used to be. And even then they can always get armor. If we are balancing around antags not having armor, the laser rifle is bonkers powerful. Similarly, this wouldn't be an issue at all if beanbags actually worked well. Maybe I should make a separate suggestion for that, but beanbags often do... literally nothing in my experience against armored people. And not much more impressive results against unarmored. 60 agony damage is pretty pitiful for such a slow firing gun, especially since it respects Siemen's coefficients just like a taser/baton.
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I mean, anyone can check a pulse. I think that alongside the not-breathing message is fine.
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Return Cameras to the Construction Level, please!
Nantei replied to Jupiter Storm's topic in Archive
Because it's generally easier for Command to just manually open those doors. Swiping is a pain. Only time I have managed to get people to swipe maintenance for me is usually when we know it will be regularly needed. Like a malf that has vented the hallways. -
Well, let's look at some actual stats here. You say slugs one-hit, but slugs do a flat 60 damage. Painful, but not one-hitting. Shotguns meanwhile have a much worse fire rate, with laser rifles easily doubling it. That means the actual damage per second of the laser riffle is about 20 more than the shotgun with slugs. Shells meanwhile do 78 assuming every pellet hits (this will not happen once there are more than two tiles between you and your target). And with how armor works, are going to be absorbed much easier. Shrapnel is now much less absurdly stupid, so I am not really that concerned about it being as round ending as it once was. Meanwhile against armor, with how shrapnel works, anyone in decent armor will basically laugh off shells. Slugs will perform better, but have no actual armor penetration. Meanwhile: Traitors have easy access to the mercenary vest, which is far stronger than people give it credit. 60 resistance across the board, no slowdown. This makes the shell pretty much completely useless, and it costs 4tc. What I would like to see is: Slug damage is reduced to 30 or 40, but is given good armor penetration, then readded to the armory. What I am fine with is: Having literally any lethal ammunition for the shotgun added to the armory. The current non/less-lethal variants are complete garbage and not worth the time. I would rather the shotgun was replaced entirely with something else like .45 autos than we keep it as is. Because all removing slugs from the armory has done is gate the problem behind how much time you are willing to spend printing slugs. It's an awful band-aid fix in my opinion.
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Outsourcing away stuff to a third party actually makes a lot of sense. Science employees are expensive, other employees are usually too busy, Expeditions are naturally dangerous so we save money there too, shuttle costs, etc. Meanwhile NT basically owns Biesel and can probably get a pretty damn good deal where the property found is theirs due to its close proximity to the Aurora or something. Also this means expeditions get some actual use, and I think the flavor of this is awesome.
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As is, the ammunition that comes in the armory for the shotgun often means it is left in its locker. Very few officers ever touch the shotgun, and the ones who do often go and get slugs or other lethal rounds for it. Why? Well, beanbags perform extremely poorly in my experience, and the stun shells generally only work on people you shouldn't be using shotguns on anyways. It actually sort of begs the question as to why the shotgun is there to start with. Security is pretty well equipped as is to handle any sort of riot, and the likelyhood of that happening as is is already extremely rare. If we are going to keep slugs where they are now, then we should at least give the lockers shells or some other lethal ammunition. With no lethal ammunition for shotguns in the armory, Security is ironically tacitly encouraged to go and get slugs printed, where they probably would do so fairly rarely if a decent lethal round was offered by default, simply because printing slugs is so tedious. Removing all lethal shotgun rounds from the armory makes people naturally gravitate towards the best ones.
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The new ones are awful and clash with our art style. My only issue with the ballistic version is there doesn't seem to be any way that would collapse, and last I checked our only ballistic shield is the one the HoS gets, which is collapsible.
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Unless I am going insane, it was laser rifle until this post. Which is pretty damn strong. A self-recharging energy pistol or a ballistic weapon would make more sense than standard e-pistols. If they are survivalists, they probably would not want a weapon that requires trekking back to reload. Could even give them machetes or something. But I would similarly like to mention an E-Pistol is already much stronger than a .45 with rubbers. I really do feel like this could be awesome as an Expedition/Mining rework. But I can't see this replacing the escalation of Security itself. if I were going to try and implement this, I would suggest instead reducing other slots and supplementing Security rather than replacing. Or even just another head slot that is Scout Leader. Making Security have to call in special people who may not even be there to deal with threats is... not going to be very fun in practice. I feel this would only hurt the Security x Antag dynamic more, and make officers even worse about escalating. I feel it's very difficult to create an away team styled thing like this without seriously uprooting the current dynamic in a very negative way. So while I love the concept, I don't know that it is currently workable. Maybe what we need instead is just a redesign to Mining's purpose on the station. But that isn't the point of this thread, so I digress. I also find it a bit hard to believe NT would rely entirely on Tau Ceti to defend their stations against serious threats, simply because it doesn't historically line up with their actions. Why would they even make ERT Troopers to start with if they were comfortable letting the Tau Military defend them? Because they aren't.
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I really don't dig this. I love the idea of things like the scouts, that are not military. But I do not like the idea of them being a replacement for the armory as it stands now. Essentially, they are dedicated walking armories. Why? I don't see how removing escalation from on-site security improves things at all. If anything I feel this would make it worse. Right now, Security has to go from non-lethals, to less lethals, to lethals. Going to lethals requires premeditation and a check and balance through the HoS or Warden. Also Security as of now is encouraged to use the least force necessary, and from what I can see has been attempting to do so. Removing the ability to escalate ruins this entirely. I don't like it. The implication here seems to be that HoS's abuse their power since they have the most physical power on station. But I almost never see this happen. And I definitely don't see how this isn't just moving the issue over to the Scout Lead instead. The Captain and ISD would have no defense against these Scouts really, so... how is this not just moving the alleged issue? I love the idea of Scouts replacing Mining or something. Honestly anything to make Mining less tedious. Not exactly like this, but similar. I don't know. There's potential here creatively speaking, but not as a Security change. EVA focused roles are something I want. But not with laser rifles and the intent to deal with antagonists.
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Adjust crit levels (So you can suffer longer!)
Nantei replied to Pratepresidenten's topic in Archive
Bumping this as I was recently reminded of it. This should be pretty easy to implement I think considering other servers already have this. Suddenly blacking out is a lot less fun than a message of, "Your body is going into shock." and you remain conscious but barely able to do much other than crawl. Both for atmosphere and gameplay this is a big improvement IMO.