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Everything posted by Sheeplets
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Drones events have potential to be neat little bits of busywork for Security, but they suffer from one major issue. No one actually knows where they are. All they do now is either sit and wait for some unfortunate janitor to walk down the wrong maintenance tunnel before ripping him to shreds, or they never get found and contribute nothing to the round at all and waste a random event. It'd help if roughly 10-15 minutes after they spawn another announcement is made with a general location for any who're left alive so that Security can move and do something about them.
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I can count on one hand the number of these I've actually replied to over the years. That being said, Augustus Wolf is a great Head of Security character. Hell - I'd even say he's one of the better (if not best) that I've seen. The player clearly puts in the effort in to keep interactions enjoyable for all parties involved and ensures that as much of the crew gets a chance to play as possible - as opposed to only Security. Whatever you're doing, please don't stop. My only concern with your play is that you're putting in so much work that you'll burn yourself out before long. I really hope you don't. +1
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There's a couple issues with the new kitchen just at a glance. The double airlock dividing the seating and ordering areas closes in the rooms. They're unnecessarily claustrophobic and it reintroduces a problem we remedied in the current kitchen - There's only room for three customers. The ordering area towards the bottom seems redundant and the little penalty box around it eats up valuable floor space in an already tiny area. On a more minor note it also force you walk away from the seating area and across the room to hit the drink taps. There's no tables directly beside the cooking appliances, meaning you'll have to walk across the room to grab ingredients you could otherwise set down right beside you. There's only one set of appliances. When we designed the kitchen we have now the goal was to have two symmetrical work stations with equipment so that both chefs could work on their projects independently without stepping on one another's toes. It'd be nice to have another oven and stovetop added to accommodate this. I can't think of anything else but as it stands now it seems frustrating to order from it let alone work in it, though I don't mean that in a rude way. I know all of this is heavily WIP and I look forward to seeing more.
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It's easy to miss when someone with a damaged lung starts to gasp over in the text window when you're distracted by other things. It'd be helpful if those sorts of emotes were shown overhead like regular messages to make them more visible.
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As written. It's pretty hard to keep track of things or people you're trying to move towards as a miner, EMT, engineer, etc. This includes yourself and your own position, of course. I wish we could just be able to hit a "TRACK" button on the far right of the window which brings the tracked signatures you need to the top and highlights them. Sort of like how GPS units work now, except without needing to de-list everything else in the process.
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As it is now you set the transfer rate on a roller bed's IV by adjusting your container directly before hanging it. You can use almost anything that houses reagents for these, including bluespace beakers which max out at a 300u per second transfer. It should go without saying that this lets you do some seriously game-y things like instantly pushing a pre-measured beaker of medications in a single second. Or an entire bag of blood in about seven seconds since their upper limit is 30u/s. If they functioned identically to regular stands it'd (probably) circumvent this jank.
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Cutting out this wall in the GTR would be an absolute godsend to open up the room more. We keep bumping shoulders trying to skirt around it.
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A lot of the mentality seems to stem from Security's natural appeal to certain players whose only real purpose is to kill valids, abuse crew, and exercise non-existent authority that they wouldn't have elsewhere. Power trippers. Like anything else in life while the majority of Security's playerbase doesn't fit these stereotypes the continued existence of a handful of problem officers has a way of souring the entire department's image. People have the tendency to better remember the negatives than the positives, meaning that while most people might not skirt the edge it unfortunately makes everyone else guilty by association in the minds of a few seriously pissed off people who don't who enjoy having their boats rocked. Not to mention the tendency for Security to dominate and shut down gimmicks for everyone besides themselves during rounds instead of just taking the back seat and letting others have fun too, within reason. No one expects to let armed pirates or a kill squad hang out in the bar. It's well and good that the department is meant to "protect the station from outside threats" but permabrigging the peace-wizard twenty minutes into the round to chair RP alone with them while the rest of the players stare at a wall is and always will be lame as shit. We all play this game to roleplay, it isn't selfish to want to be involved too. I don't think we should remove Security. My thoughts are that their "departmental culture" is busted. We have too many burned out, bitter players who've tried being Officer Friendly and gotten shafted for it so they move away from using words and run towards what they know for a fact works - Bullets. It's not just a Security problem, it's an antagonist problem too. We see people shutting down gimmicks before they even have a chance to get off the ground because they're tired of getting played by bad faith antags and fragbrains and it ruins the vibe for everyone caught in between. Inb4 "seethe cope seethe seethe shut up you don't know what you're talking about non-sec player go back to the kitchen"
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About a month ago I played this wild ass round in Medical where a super obviously new player came in to chat with us. He walked out of the bay after rambling for a bit about our gumballs or something stupid and sprinted back in about a minute or so later screaming for help. He was dying from MSOF at an absolutely breakneck pace because he'd bought a can of Phoron Punch from the vendor around the corner, chugged it, and then immediately dropped back into our laps when he started feeling symptoms. He was inside the GTR within 15 seconds, in cardiac arrest in 40, and brain dead by the minute and a half mark. This was with us using (and abusing) a mega-meta chemical mix that we rapidly slammed into his bloodstream with a roller bed IV to try and buy time for the surgeon. People just joining this server usually don't even know what Phoron even is, especially since most other servers call it Plasma. It's a pointlessly lethal newbie trap even with the label on the cans just because of the fact that no one bald enough to drink them bothers to read their labels until after the fact when their liver explodes.
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+1 Research and Security are (accessibility-wise) the worst offenders in this regard and the best reasons to implement this. They routinely need paramedics and even though we usually give them forewarning that we're coming hardly anyone ever open the doors until their injured party is either dead or not far from it. Not that I blame them - it's difficult to keep track of these things in an emergency, but they shouldn't even have to. This should all be accounted for on a station with a winding history of workplace accidents and hostile takeovers. Some people would argue that it's necessary for interaction but I'd argue that it's an irritating, completely unnecessary step in what should be a seamless process. Halligan bars shouldn't be essential equipment for a rescue in your own house.
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I don't even think it does that much. If you try to crawl on a space lube'd floor you still go flying. You're able to crawl under impassable flaps with it but honestly how many times has anyone ever used that? I personally don't ever use crawling for anything other than RP when my characters are really hurt, trying to move away from something (or someone) dangerous, or are just clumsy idiots tumbling over tables. Ducking under countertops and crawling to cover in a firefight, crawling away from cultists and mercs, etc. It would be nice if we could cut the action timer down by a few seconds or at the very least made it dependent on how many limbs/fractures you have.
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Bump. This seems like a really cool idea that I like all around but I'd personally want to see it to be bigger than a regular pAI card when you fold it up, just so you can't stuff an entire medical cyborg-lite into your pockets. A normal-sized item would probably be good.
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Taking Down Communications Should Require An Ahelp
Sheeplets replied to Faye <3's topic in Rejected Policy
Yes please. This is beyond annoying to play around and it's been happening really frequently recently. -
I've played Medical for two rounds of Revenant now and I can safely say that as soon as a blue man walks in the room an internal "switch" flicks on in my head, sending me into full on monkey mode and causing me to completely abandon actually roleplaying my characters on account of the fact that I fully expect to be gutted if I pull any punches for the antag's sake. It's fun to gun down waves of revenants but it seems like the meta at this point is to suicide rush in an attempt to do as much damage as possible before you die and then respawn later to finish what you started. It's a fun one-off TDM game mode where everyone has an excuse to chimp out, but there's absolutely no room for roleplaying whatsoever. It wouldn't hurt my feelings to see it come out of the rotation and be vote-only, but it's definitely a nice breakaway from the norm.
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In real world settings when patients have trouble breathing, stop breathing, or go into shock and can't get the oxygen that they need they're usually put onto or ventilated from tanks of concentrated oxygen via masks. By giving them air to breathe with more of an oxygen content than what's in room air it helps to make up for that deficit and keep their tissues from starving to death. Given how heavily Brainmed relies on the blood oxygenation mechanics and how frequently people die from collapsed lungs and heart damage because there's few practical ways to treat the crash besides loading up on chems, janky >40kPA internals tanks, and needle decompressions while you wait for a surgeon (if you even get one). It's always seemed kind of strange that in the future we have blue oxygen juice but also we don't have regular medical oxygen as an option to treat the effects of blood loss and breathing issues. There's got to be a better way for a better way, so here's mine. My suggestion is to add a few rolling oxygen stands to the medical bay, similar to IV stands, which operate the exact same way that existing IVs do now - running off of an internals tank instead of a blood bag. You select a flow rate for your oxygen and you drag/drop the stand onto patients from one tile away, sticking the same "line" into them to indicate them being on. When they're hooked on they passively receive a buff to their oxygenation or breathing (or both?) depending on the set flow rate, as well as the stand providing ventilations for patients who aren't breathing on their own. Lower flow rates use less gas, but give less of an improvement. This'll allow you to treat mild as well as more severe cases and effectively stabilize your patients in the ICU as opposed to them just being shit out of luck because they got organ damage while there wasn't any Peridaxon onboard. (OR - Alternatively just skip out on all of that and add this as a sleeper function just like dialysis and stomach pumping. It would make for less sprite work with the glaring downside of being unable to monitor or treat other issues while they're inside. But frankly this seems a much easier way to go.) Patients in the field would get 2463's spin on a bag valve mask with a similar but smaller oxygen tank. Set your flow rate on the portable device, mouth-target on help intent, and you'll deliver a breath of fresh air into their lungs by ventilating them. Think of it as way more efficient rescue breathing with a finite resource. This oxygen "buff" would ideally only last a few (5-6) seconds and then rapidly decay so that this kind of ventilating is an active process, but also doesn't give you carpel tunnel like CPR does now. Stick two of these in the store room and another two in the EMT bay. Here's a video that demonstrates these IRL. They're cool. TL;DR - Add breathing machines for suffocating people. It should go without saying that this is all is subject to change. Please feel free to suggest better ideas or tweaks, this is just how I picture the concept in my own head.
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Cryo Cells Displaying Genetic Degradation/Health Status
Sheeplets replied to WickedCybs's topic in Archive
Yes please. We had this before and I don't understand why it was ever removed. The cryo tubes are meant for either stabilization or rapid recovery, right? Except as they stand now they're horrible at both of these things on account of the fact that you can't monitor your patient when they're inside. I have more confidence in a zip-up plastic stasis baggie than the specialized, million credit cryogenics setup. -
Ramke's Command (CE) Application
Sheeplets replied to Ramke's topic in Whitelist Applications Archives
Valetzrhonaja is enjoyable to be around and from what I can tell you're fairly competent. I don't have any complaints, keep up the good work. +1 -
Modify the i113 'Animal Cruelty' charge to prevent schlorrgo abuse
Sheeplets replied to Sheeplets's topic in Rejected Policy
That works. -
Modify the i113 'Animal Cruelty' charge to prevent schlorrgo abuse
Sheeplets replied to Sheeplets's topic in Rejected Policy
Add a small footnote to the charge on the wiki, or in the notes section beside it. Nothing terribly drastic. -
"Haha funny fatbird football go eough" The schlorrgo punting meme is annoying at best and damaging to the station at worst when people repeatedly and purposefully smash them into windows to break them. Just because some ass backwards furries on a dirt farming planet do it as a hobby doesn't mean we should enable it here.
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Pog
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Brainblast: Instead of tying it to HUDs or some arbitrary item it might be a better idea to just add this as a functionality to regular hand scanners.
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Other servers (such as Colonial Marines) have systems in place for this which allows collected casualties to be marked according to their priority which have proven to be an absolute GODSEND in high stress, mass casualty scenarios where being able to communicate these sorts of things visually, at a glance, and (most importantly) non-verbally helps to keep confusion in check and keep everyone on the same page. I can't tell you how many times I've seen people die from accidental neglect because Medical was overwhelmed by huge patient influxes. This should help with that. Here's how it (could) work - You have four tag colors that you can apply to wounded: Green, yellow, red, and black. Greens are the walking wounded with non-life threatening injuries. Broken arms, flesh wounds that aren't actively bleeding, etc. Yellows are people who need treatment but can afford to be delayed until the more serious cases are taken care of. Reds are immediate life threats, such as collapsed lungs, damaged hearts, and bandaged arterial bleeds. Finally black tags are people who are dead, or are expected to die very soon. Those are the lost causes. If saving one patient in cardiac arrest would kill four others in the process then you should black tag them and move on. You ideally wouldn't see very many uses for this besides separating the dead from the untriaged and stopping people from doing CPR on corpses. Ideally. Ideally we would just port the Colonial Marines system. tie it to medical HUDs and allow tags to be set the same way you use them now to set someone's status as alive, deceased, SSD, disabled, etc. Doing this would make an appropriately colored square pop up beside their overhead pulse monitor. Put into practice, here's a scenario: You're a first responder assigned to triage duty in the GTR during a hectic Merc round. Your coworker brings in Vodka Kalashnikov, a Zadovskoi security officer who decided to bum rush the entire mercenary squad alone with a code-locked disruptor while screaming in broken Russian. You scan Vodka and find that his ribs are broken, his lungs are punctured, his femoral artery is cut, and he has bullet shrapnel embedded in his chest and leg. You quickly realize that he is rapidly deteriorating despite chemical intervention. This is a patient in critical condition. You apply a red triage tag, alert the surgeons on duty via the radio, and set him aside along with the other wounded who only have broken hands and shrapnel. A surgeon immediately picks him out of the crowd by his red tag which denotes him as the highest priority patient, immediately takes him into surgery.