-
Posts
356 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Nantei
-
Agent ID turns you into static on the AI's side of things. Dew that.
-
This pretty much nails it on the head. Don't lock fun behind a not fun thing. I enjoy setting up the SM. It's a fun roundstart chore to me. R&D is about as fun as pulling teeth. I can barely even icly teach it to someone because it's such gamey nonsense. There's so little to R&D and it's incredibly tedious. Roundstart chores should be fun or not be in the game.
-
The AI is a pretty well loved as a role by many, and removing it will mean alienating a lot of very good players. Big, big no from me. Whitelist it if you must, but the AI makes lowpop a hell of a lot more tolerable, and I rarely have issues with it as an antag.
-
I feel like you pulled these straight out of my nightmares. Good job.
-
stop sweeping maintenance the second the round starts
Nantei replied to Butterrobber202's topic in General
It's not hard to rationalize things being spewn about in maintenance constantly. The implication of the rounds we play not being comprehensive of every single shift has always been a thing for me. Why else would the warehouse restock every single round? People clearly come between rounds and do things on the station, and they often leave a mess behind. The vault has its contents shuffled around as sensitive items are transferred to the Odin or other secure locations, and new items are placed in their stead. The warehouse contains the non-sensitive things and is prepared to be sorted again, and maintenance has people leave a bunch of junk laying around, some of which is dangerous. It does not have to be a binary thing. Also in general, some people might enjoy being alone in the dark. I know I do. This is a very silly reason to restrict roleplay options. I have had fun encounters in the tunnels before, and I hope to have them again in the future. The warehouse has infinitely better items for an antag to steal, not to mention you find better things in your actual PDA if you are a traitor. And if you are worried about doing sketchy things you can just give it ten or so minutes before starting, by which Security will be done. -
Security arrests/kills antags, taking them out of the round. It's just a fact of life. I did not say that's a necessarily bad thing. Also security is my most played role, so I am a bit baffled as to how you could think I have a negative bias against it.
-
I don't like slippery slope arguments, and I don't think it applies here, especially given the pushback giving EMT's what many see as a reasonable change. Look how long it took for EMT's to get mining access. EMT is special in that they help keep players in a round. Security helps keep people out of a round, which is why they are better off not having general access. People not dying is 9/10 times better than people dying. Anyone can put out a fire, very few people have the life saving equipment on hand that an EMT requires, let alone the expertise to use it.
-
You quite directly said it. It's a very bad faith argument, which will make this not very convincing, which is why I am telling you this. Also I am telling you as a staff member, having to talk to security officers about why they are in an area they have access to is extremely silly, and not something I would look forward to. We've established in your prior thread that there's not that much great loot in maintenance, and that the warehouse is dramatically better if you're an antag looking to gear up on contraband. So the concern is antags doing things in maintenance at roundstart? What exactly is the rational behind that at all? It's very easy for the antagonist to just avoid the tunnels until after ten or so minutes, when Security will have finished their sweep. Few officers enter maintenance after that. And if you are doing something that incredibly high profile at round start you may wish to rethink your gameplan as an antagonist. As someone who does a fair bit of antaggery, I frankly have zero concern about security sweeping maintenance. Hence why I pointed out the bad faith origins of this proposal. I similarly wanted to point it out to help you better craft your argument, because I know from experience that won't be persuasive to people who don't already agree with you. If you turn this into Us vs Them then it won't go anywhere productive. If you think an officer is guilty of powergaming or validhunty behavior, please contact staff, and we can keep an eye on them.
-
Maintenance isn't a department, it isn't searched, and this will be incredibly difficult to enforce. It makes absolutely perfect sense that Security would sweep maintenance, and if it really bothers you so much that they do it at round start, wait literally just twenty or so minutes and nobody will be in maintenance again. Also other departments will also swing into maintenance, anyone can really, they just don't because they have roundstart chores and Security does not. I'm also generally not pleased at the tone implying that this is something security mains do to shut down antags. Please do not demonize people.
-
The janitor thing really derailed this. I'd like to bump it, because I still think EMT's should have general access. I don't even try to run for a xenobio if I don't have access, because I'll never make it in time. Science/Security commonly have injuries that are time prohibitive. At the very least general science should be given for the same reason mining was. Common injury area that is very time sensitive.
-
Blue is the 'calmest' color, and fits medical. I like it. Either way these uniforms are a huge step up from what we have now.
-
The .38 is pretty notoriously weak, so it's not a great example of a weapon taking too much time. Like I said, the traitor revolver headshotting will cause you to enter hardcrit in two shots. Even ignoring point blank bonuses if we have any. On the third shot you will have maybe ten seconds to live. I generally don't like killing hostages as I said further up, but the solution to this would just be to A. Buff throat slitting to cause a lot of brute and bleed. B. Add an action for aggressive grab guns similar to throat slitting that multiplies the damage heavily and adds armor penetration. Honestly, TGMC has a pure percentage system, and while that works better for pure combat, I prefer our system for Aurora. But that's just my opinion.
-
You can also be gibbed and turn the room into a crater. Which yes, I have seen happen. I wouldn't be shocked if that is the exact reason why we got the warning prompt.
-
A lot of these anecdotes of, "I shot Baldy McBaldFace six times and they were fine." aren't very persuasive. There's way too many factors in 13, and people often exaggerate a lot in those scenarios. Sometimes you just get lucky. Now, as someone who generally does not have much trouble at all killing people when they want to, I'd like to outline some numbers. The Detectives' revolver does 20 damage per shot. Assuming you aim for the head, which does about 20% more damage I believe, you're doing 25 damage a shot. This will paincrit someone after three hits. This will hardcrit someone if you hit all six, and kill them pretty shortly after. The Detectives' revolver is ironically very weak for a ballistic weapon, and it still does this well. Let's look at a decisively better weapon: The Traitor Revolver. It does 45 damage a shot. There's a reason this thing used to gib limbs, because it used to be even higher. This is almost double what a bullpup rifle does, and it will paincrit you in two shots even with a vest (Unless you get very lucky on your absorb roll). The laser rifle does a whopping 35 damage with 15 armor penetration, drops you in two to three hits easily. Most of the weapons traitors and Security will have are pretty damn good at killing people in a vacuum. The reason this doesn't always work this way is numerous. One of the larger reasons guns fail is people don't know how to shoot. Like, actually. Moving while shooting, trying to click moving sprites while using a ranged weapon, etc. The other reason is armor. Armor is quite literally what allows you to get lucky and survive things you normally wouldn't. Because armor can fully absorb the damage. So sometimes you do just get lucky and you manage to roll that 15% chance twice in a row. Weaponry, chemistry, these aren't the problem if you want more death. Policy is. As an antagonist, most of my kills are unintentional. Because it feels, as an antagonist, that you should almost never kill someone. Almost every time I have killed someone, intentionally or not, I have to explain it to staff. I almost never actually get in trouble for this, but it's emotionally tiring and leads to a feeling of constant scrutiny/persecution, plus damages the flow of the round for you. So people naturally avoid it, and thus hold back from killing. TL;DR: Weapons as they are are pretty damn deadly, armor and unoptimal usage are what make them not. If you want more death, encourage a policy shift that favors a longer leash for antagonists. I personally like things as they are, but if you have an issue with it, I find this far more likely to make me engage in more killing than adjusting the numbers. Thank you for coming to my ted talk.
-
Soultheif96's Command Application
Nantei replied to Soultheif96's topic in Whitelist Applications Archives
I can personally vouch that Soul is usually an exemplary command player. I've had a ton of fun both being under them and working with them, and want to see them re-established as a command player. I don't quite understand removing the whitelist for what happened, but either way it was a temporary lapse in judgement as far as I can tell. -
Snapping someones' neck is actually extremely difficult, even if you are a very strong person. I don't think killing hostages needs to be easier. Being a hostage is fairly miserable, and killing the hostage is something I feel hostage takers should basically never do, unless the hostage is essentially asking for it by bitterly fighting and ignoring fear. It spites the hostage and punishes security, but security isn't the one being punished, the person playing the hostage is. Throat slitting should be a more intense bleed for sure, though. Regarding the suggestion, though, I am not sure what to suggest? People hated old shrapnel so now it's very easy to ignore, perhaps rightfully so. Increasing the pain would help. Explosives would need tweaking to be made more consistent, although in general I hate gibbing. I would rather explosives killed me straight up than gibbed me. Although the other issue with lethality I feel is... cloning is often never done unless a CMO is present. Having played a decent kick of CMO, I almost never saw anyone even suggest it unless I broached the subject, and often had to do the psychiatry portion myself. Fixing our garbage psych system to remove the extreme mechanical issues would help loads, literally dying of loneliness is idiotic, but that's a different thread.
-
[Denied] Nantei - Server Moderator Application
Nantei replied to Nantei's topic in Moderator Applications Archives
It's much different when I am in control of the situation. Going to someone to ask a favor of some kind is very hard for me. Going to someone as a staff member to speak to them isn't. The reason it's difficult for me to speak to a staff member I don't know very well to ask for notes is complicated—far too complicated to get into here—but not primarily relevant to moderation. In short: If I am in the position of power, it's fine. And if I am struggling, I won't be hiding it. I'm pretty open. -
Basic Information Byond Account:Nantei Character Name(s): AI Name(s): Play it too rarely to have any. Discord username + tag: Phi#8706 Age: 25 Timezone: PST When are you on Aurora?: Usually mid-day, about 1200 to 1800. I often get off before 1900 since I need to pick up my Boyfriend from work at that time. After that I might or might not hop back on for one or two more rounds depending on if I need to cook dinner or not, staying up till 0200 in some cases, but usually leaving around midnight. Latest I am up is usually 0330, and usually that will be on a Friday. Experience I used to be a Mentor for TGMC before resigning due to lack of interest in the server. I've been told I would be welcomed back if I ever wanted by the head mentor. How long have you played SS13?: Well over ten years to be honest. But it's been off and on. How long have you played on Aurora: Almost a year and a half I think. How much do you know about SS13 (Baystation build) game mechanics?: I am pretty seasoned with every role excluding xenobotany and xenoarch. Do you have any experience moderating for an SS13 server?:In the early days of TGMC, Mentors often did mild moderation. At the least I was usually witness to said moderation from a staff perspective. Have you read through the criteria thread; https://forums.aurorastation.org/viewtopic.php?f=27&t=4198 - and believe that you mark off all the criteria?: Yep! Have you ever been banned, and if so, how long and why?: Not really. Maybe a job ban on Goon like, over seven years ago when I was a teenager? Personality Why do you play SS13?: It's a unique roleplaying experience you can't get from any other game, despite several attempts to create something similar. Why do you play on Aurora?: Largely the community. Aurora has probably the best community out of any SS13 server I have played on. What do moderators do?: Help reduce admin workload, put out fires, handle griefers, and of course help out new players. What does it mean to be a moderator for our server?: It means helping new players, keeping things running smoothly. Overall making sure the server stays an enjoyable place to play. Why do you want to be a moderator?: Plain and simple? I want to help. And I have been encouraged by a few staff members to apply. What qualities do you possess that would make you a good moderator?: I'm pretty level-headed for the most part, and usually mature enough to back away from a situation if that stops being the case. How well do you handle stress, anger, or insults?: Pretty well I think. I don't get angry too often, and when I do I usually privately vent to friends rather than lash out. Anything Else You Want to Add: I think that pretty much covers it, so no.
-
I am not against this, but I have concerns over interested/available devs to work on it, since it's a fair amount of work involved for something that probably won't be used super often.
-
The last guide I saw linked on the Wiki is extremely outdated.
-
A.I. Malfunction - Tools for Roleplay, not Murderbone
Nantei replied to Jupiter Storm's topic in Archive
It actually already works like this. If you cut the right wire, SMES can explode themselves and APC's. Although it is less controllable than if the AI could do it. -
A.I. Malfunction - Tools for Roleplay, not Murderbone
Nantei replied to Jupiter Storm's topic in Archive
Because it's extremely unintuitive and requires you do something you almost never have to do. -
A few days ago as Raider I got what was essentially three kills on Security members, and two kills on Cargo Techs, all fully outfitted. I had a gladius, EMP's, a manhack, and a hazard suit. The sword is fairly mediocre stats-wise, but what it did do was cripple legs. I cut off one officers' leg, broke another, taking them both out of the fight. Killed two CT's that tried to fight me, and almost killed a Detective who pushed on me. An EMP, some armor, and a decent melee weapon can take you far. I also don't agree with removing force gloves, they're fun and let you actually play with the grab system more than you usually could. The thing to remember is armor is cheap as hell: 4tc, EMP destroys Securities strongest weapons, and melee weapons can easily end someone in a single hit. I have gone on huge murder rampages with nothing but armor, a melee weapon, and an EMP grenade. It really cannot be underestimated. God forbid they follow you somewhere narrow too.
-
Vaurca lore is my weakest subject, so I will not touch the lore-based arguments. That said, I feel the Ta are an overwhelmingly positive addition to the server, actually the only consular I regularly enjoy. Even as a non-vaurca it is very fun to interact with them. They feel unique, and alien in extremely positive ways. People who complain about races being human+? This is what not human+ looks like. And it's awesome.