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DatSamTho

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Everything posted by DatSamTho

  1. I cannot explain why, but I feel like it just fits, maybe due to the whispering. For my own character, I, of course, have to go with the best Solarian Janitor and dancefloor sweeper, Francis Winton
  2. tbh, if I could, I'd choose the secret third option, that is, keep them as powerful, but lower their numbers. IPCs are meant to be scary when going full blast at you, but the places that infected IPCs spawn in are rural backwaters, it really doesn't make sense for them to spawn in that many numbers.
  3. Tbf, it kind of would make sense, since we've got the hailing channel. That one would be one that's probably more or less agreed upon spur-wide.
  4. my man's been playing for 14 years, he should be awarded the whitelist purely just for being old. But on a serious note, I've known Tomix for a few years now, and I've interacted with his characters for probably longer. Tomix is a great person OOCly, and a very good roleplayer ICly.
  5. So what exactly is your issue with this, now? Because I'm a bit confused. Earlier, you said that Sol couldn't really have a consular onboard because they're a "hostile Junta", but you say that lore developments away from that, would make Sol not a hostile power anymore? Again, can a Sol that isn't a Junta anymore, not be hostile to the other factions and have reps onboard at the same time? Why not? Do you just want to keep the "Grrr evil" faction with their developments being more rogue admirals? I really just don't get your position here, and I want to understand.
  6. Oh come on, let's not act as if the NDA's we have aren't already immensely silly when it comes to pretty much *any* consulars. And I think everyone else in this thread has also agreed that there would need to be in-lore development for Sol Consulars to come back, not just introducing them as is.
  7. I really don't see how adding a Sol Counslar would retract from Sol being what you described. And again, we've precedent for factions hostile to the megacorps having reps onboard, in the DPRA. Not to mention, in this universe, the megacorps are as powerful, if not more powerful than some nation-states, it would make sense for people to have diplomatic relations with them as well, even if they're not exactly on good terms. Not to mention, my final and GREATEST point in favour of Sol Consulars: It would be really, really, really, really cool for them to be here, please bring them back.
  8. Sol absolutely could have Consulars onboard. There's still plenty of crew with Solarian citizenship, and we're not talking about bringing an EE rep here. Consulars don't have to be from a faction that's friendly to the SCC to be onboard, we already have consulars from the DPRA, a xenophobic nation that is outwardly opposed to megacorps, and literally nationalised most of their assets within their territory. I really fail to see how Sol consulars are seen as this outlandish idea. Wouldn't a country recovering from a warlord civil war try to mend their diplomatic relations, after losing half of its territory and being probably at its weakest it's ever been?
  9. If I may butt in, I don't really think that that's really a realistic worry. I mean, I think that we can very well trust the player base to play Sol consulars, it already requires a command whitelist, and I don't think it could be any worse than dominian consulars I really just feel like the "Grrrr, evil Sol Marine Man" stereotype comes from mostly antag gimmicks, and the events with the warlords, as those were essentially the only times you interact with Solarians in uniform. In the end, however, I feel like this is more of a lore team decision.
  10. that's probably also fair. Tbh I kinda just forgot about borgs, the little gremlins.
  11. Hear ye, hear ye! I am requesting to add back the "Malfunction" gamemode to the server and the secret rotation, though a bit different from the original gamemode that was removed. Why was it removed? Now, as far as I remember, malf was removed sometime in 2020-ish. It was mainly removed due to the gamemode being essentially the same thing every single time. An AI would stealthily build up its abilities, go with being the big bad, raaaagh!!! And then engineering and security would go down to the core and kill it with an emitter. Although I was a very new player back then, that wanted nothing else other than to click on enemy gamers until they were horizontal, I do still remember that even back then, I thought that a lot of these rounds were quite boring. What was good? Now, this doesn't mean that Malf was all bad. There were good rounds, there were *extremely* memorable rounds (at least to me). What did all of these rounds have in common? One thing, the malf AI were able to make announcements on behalf of the SCC (NT but shush). Experiments, grand events in the spur, all the good jazz came out because of this feature. How should it look now? The server, and the player base has evolved quite a bit. It's been over three years, we have an AI whitelist, nowadays. I believe, that AI players can once again be trusted with this type of power. What I'm asking, is for an AI Malfunction gamemode to be added back, but one, that would include only two things: -An SCC Announcement ability -And an ability to change laws. I think that with the AI whitelist, and a more Roleplay intensive environment, AI players could truly create some awesome stories with a set of tools like these. It should also probably be its own gamemode aside from traitor, due to the fact that an AI could very easily overshadow whatever gimmick the fleshies could think up. I'd welcome any feedback for this suggestion!
  12. Server polls can only be made by admins, and they aren't like an in-round vote, they can be up for a set amount of time, i.e. like a week or two.
  13. Maybe a loyalty implant could be used as an alternate and optional punishment? I.e. you either get fired, or get a loyalty implant, or something along those lines.
  14. Don't have much to say, other than sounds cool, make it happen. Though loyalty implants are already a staple of revolution rounds, I think it'd be cool to just add them to the normal uplink (afaik, they're only spawned by admins atm. And to you saying revs don't get uplinks, I'unno.)
  15. The poll is also a bit vague. This topic is about suit sensors specifically missing from non-job clothing. The poll refers to "suit sensors change". The wording for the second option is a bit vague, and yes, 25 people voting for one option at the exact same time is a bit suspicious. There's an option for community polls to be done on the actual server, (It's visible in the lobby screen) I'm not sure if this is big enough for that to be utilised, but it's barely ever used. EDIT: And yeah, you can literally just open the page in incognito mode to vote multiple times
  16. It doesn't. It strips the "job" clothing, but any clothing you select in the loadout simply doesn't show up.
  17. For some reason, this is how the AI looks by default when you select the role in the character set up screen If you want a cool hologram for your AI, there's an option to make your hologram look like your currently selected loadout character. However, it seems like the default "clothing" of the AI role, blocks any selected clothing from the loadout. Which means you either have to change your job in the character creation screen to off-duty (Which STILL doesn't work with certain things, for example anything from the human xenowear section) or you have to be stuck with one of the default holograms, or *this* monstrosity. Removing the "job" clothing all-together would probably be the easiest fix, (I don't know, I'm not a coder) but it seems like there's a lot more busted with the way that the custom loadout holograph is made.
  18. I feel like these are pretty old mechanics that just simply aren't needed anymore in our HRP enviroment, and in most cases end up being an annoyance more than anything else. All that they affect is stamina regeneration speed, which usually just results in antags/security having to stuff their face with vendor food in between fights in high-intensity rounds, which just doesn't seem very compelling to me. People go to the bar and kitchen almost always to just RP, and usually this also means that the chef has nothing to do for the first half hour unless they want to stockpile on food, since if you eat without your character being hungry, it will take like twenty minutes from your character not being able to stuff any more food down their throat. Writing this a bit scatter-brained, but idk, it just doesn't seem like it's a mechanic that fits anymore.
  19. Bumping this topic due to the discussion picking back up in a new topic. I still stand by what I said in the body and the replies.
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