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DatSamTho

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    datsamtho

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Plasma Researcher

Plasma Researcher (22/37)

  1. Janitors have access to areas on both sides of these airlocks, but do not have access to the airlocks themselves: Engineering Breakroom Library The hallway outside of the commissary is too dark when the lights in the commissary are off. A light ought to be added here.
  2. Honestly, I'd prefer to have ones that are just open to the public. Sort of like the crew-bulletin relay channel. Though we could have a public one, and a command one, in front of the bridge, or something like that.
  3. With the new persistent notes, I think a public notice board would be nice. (Unless there's already one that I've never noticed.) Personally, I'd say to replace the newscaster next to the stargazer system in the central ring.
  4. You could probably just have a cap as to how much money a character of x species, and y financial status can have
  5. Yeah, I'm not really a fan. My main gripe with it is that a character being able to work being completely linked to whether another character is on-shift, just doesn't really work very well, and almost completely stunts any real character development you can do with that character, unless you make them a forever off-duty character. This is exacerbated by the fact that Consulars have around 12 or so nations they can come from, which even more heavily limits the rounds that your bodyguard character could play in, which ends up in a sort of pAI situation. Consulars that want to have a bodyguard aren't guaranteed to have one when they play, and the same for Bodyguards that want to play. While this was whatever with the diplomatic aide, it irked me more with the bodyguard, as that took something away from the consular, rather than only adding a role. tl;dr: It feels like it's a role that will be played extremely rarely, and 90% the effect is just that the consular doesn't have a gun, and that's it.
  6. For a second I thought you somehow got the screenshot from me, I took a nearly identical one, lol
  7. The ship shuddered as it left the atmosphere, the acceleration pushing him against the wall. He forced his eyes closed. It was over. It was over. Why? Why like this? He didn't want it to end. He wanted to do something- anything to go back, thrash about in the blanket he lay in. It would not do anything, nothing would anymore. He was tired. Too tired. Too hungry. Hunger. . . his stomach cramped. Food. The passage included food, it's going to take a month. He clambered up holding onto the wall, the blanket sloughing off his sweaty skin. A few steps. His current domicile was a small, a red cargo container, with the blanket and a small pillow as its only functional decoration and furniture. The room was not a room, it was the cargo section of a small space ship. Two other containers were unsealed, with a dozen or so sealed ones, along with crates and other containers of legitimate cargo. Yes, he was illegitimate cargo at this moment, not a human, just cargo, along with the people in the other two containers. Murmurs of quiet conversation came from them. He was the only person alone in his container, and he payed a premium, same as the others, most likely. All he had was not enough, and an indeterminate debt, along with the implication of the possibility of being spaced at any point had to cover the rest. Only now did he realise how much he hated smugglers. An opened crate sat inbetween the occupied containers. A few liquid rations, and fewer bottles of water. The smuggler would give them more later, probably. Rationing, saving as much money as possible. At least he they would. He took a ration, he didn't want to be greedy. Sitting down on the crumpled blanket pile he slurped it down greedly. It was over fast, he'd take another one, but. . . the others might need it more. Biesel. Biesel was the destination. He tried to focus, thinking on what he knew about it. He visited it once, at seventeen years old, before it seceded. But it was different now, wasn't it? It must be so much different, a corporate Republic now. Does that make it some hellscape? He let out a short, sickly resemblence of a laugh. It cannot be worse than Visegrad, worse than Sol. He curled up in the blanket. And what after? Xanu? Living with his relatives there? Pretending all of. . . this never happened? Or living out his life in a tent city with the other refugees? . . . refugee. He hated the word. No- he hated being associated with the word. He hated so many things at this point. He hated the corporations, he hated Sol, he hated Szalai, he hated the bitterness at the back of his throat. He swallowed. It made him tired. He needed to think rationally. The next step. . . Biesel. And after that? He didn't have any documents. . . new ones, he'd have to get something new. Among the hundreds of thousands- maybe millions of refugees. . . it couldn't be that hard. Frank. Francis. He liked the name. Francis would do.
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  8. Honestly, in my experience, it's best to err on the side of caution until you can get a pretty good sense for this type of thing. It took me quite a while until I got out of my "MUST KILL ANTAGS" phase and actually got enough experience to know when it's okay to act as non-security crew. Though generally what I can think of as tips: - Your sense of preservation is the most important thing. Try to keep that in mind at all time. - If there is security, unless your life or health is in danger, leave it to them. The only caveat for this is, if security has been broken after an engagement, and it seems pretty clear that the antags have won over them, in which case: - If there is no command, or security (Or most of them are dead) and there is a clear threat to the ship, or your safety, it's probably pretty safe to arm up. Now, this doesn't mean that you should go and hunt down the antag. What I've seen happen most times, during things such as lowpop vampire rounds, and such, is an impromptu crew militia forming, as it's generally safest to be in a large group. - Every round is unique, and there's no real one-fits-all solution to every single one, in the end you'll have to use your best judgement depending on the current situation, your character and job. And always ahelp when in doubt.
  9. I've always liked the idea of a stowaway ghostrole, and I'm honestly surprised there isn't one. This would be really good addition, in my opinion. And while I don't really care as much about the visitor role, I pretty much agree that it's made almost completely redundant by the existence of the Passenger role.
  10. I like this, but I don't think giving characters a bonus that they can earn every shift just for doing what is their job is a good idea, feels like the same problem as the 10k credit briefcase.
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