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Posts
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Screemers's Achievements
Virologist (14/37)
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I'm against the idea for a few reasons. First, the game is not balanced to have economic systems in place. Job salaries would need to be reviewed and people would need a reason to ask for payment. (Not like credit have much use at the moment.) Second, medical downtime RP is ok, but the part people playing it like is when you have to put your skill into practice and to actually cure/operate on people. I difficulty see a surgeon refusing to work because the janitor that got attacked for the second time today can't pay for it while he is bleeding to death. Third, from what I get, medical is pretty much a cost efficient part for NT. It's cheaper to patch them up on the site then training and sending replacement for them on the station. The technological level is there and accessible, so it would make no sense to deny medical service to their employees. (Visitors could be something else, though.) The concept would be interesting in different settings or maybe if we had longer rounds, but I don't think it's adapted for the server.
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I'm all for more random event that could bring a little chaos. Makes some of them spawn in accessible area with lots of illegal drugs, let some be literal bombs or crates full of dangerous creatures. Make most of them trapped in some way and give them loot that would actually insist people to go after them.
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Just did a round with it and... I personally hate it. That fact that someone standing on your side suddenly disappears is really annoying in a game with limitations like this one. It is not only making combat way harder, it is also making simple RP more difficult as you don't necessarily see people moving around you... If the mechanic were to stay, I'll suggest having a 360 vision of about 3 tiles around the character before fading in the back. Like that you will keep a good vision of close elements while allowing a blind spot that could be exploited. Also, adjusting the cone to the headgear someone is wearing would be more acceptable. My previous example of the 360 vision on 3 tiles could be for someone without anything on the head, but as soon you wear a voidsuit, the current implementation where the cone starts from you is the one the person would see (simulating the more restricted vision of the helmet). That way, you have a drawback to the more powerful gear people are using. Making things a bit more balanced between your resistance and the capacity to see your attacker. But yeah, personally ill just vote scrap it off.
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Is the hidden head of staff forum active? Ill take the access if it is.
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[Accepted] Thatnewguy1’s command app
Screemers replied to Tadpolesrcold's topic in Whitelist Applications Archives
I really liked playing with Jaxon and dragging him around into all sort of shit while using him as a shield because my CE refuse to handle any gun. He was always a reliable engineer and I know that Thatnewguy1 is a good role-player sticking in a strict way to the frame he gave his character. (I still hate you for "killing" Jaxon) I'm sure he will be able to play a good command member and will be able to be a decent CE. Also, I have less time to play these days, so we need someone else to steal Roadman' slot. +1 -
Why not just adding "Off duty" as an alternative title to the "Visitor" ? You won't be able to clock in and will still have a "Visitor" status, but you won't have to explain why the hell you came to visit the station in your off time.
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I'll vote for solar to be pre-wired too, but maybe only those around Tcomms and not the roof. To run the station with basic systems you need around 800 KW (You might experience light closing and low power in some rooms, but it will run the station in idle state) so with Tcomm solar you would be a bit under that limit. The main reason I want one solar array to not be wired there is that doing it is still a good way to introduce new engineer players to wiring principles, how to set an EVA gear and power management. An other alternative could be to have more power generators around the station for people to use. Not enough to run the whole station, but they could run some vital systems in a department for a while without too much issues. I know that low pop can be painful, but there should not be too much automatisation on the station, making main station systems set themselves up would give even less reason to people to play engineers, which can have long down times when things are not blowing up left and right. As they are actually it's not that hard, I can set everything up except solar in less than 20 minutes when I am alone (SM, Rcon, Shield and Atmos) So when we arrive with a full department, it takes a bit longer, but having less to do would hurt engineering I'm pretty sure.
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I'm against a systematic replacement to put "they" everywhere. It could be available to alien species like a Diona and Skrell as an option, but most of the people around are normally easy to tell. Also, because of game limitation, people often confuse other people sex and the description help a lot to get it right. I don't really want to pass all my time correcting people on it because the description is ambiguous.
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+1 on keeping cadets I think it's important to have a slot where you can learn the job without performance pressure. They could just be general security with not specific sector too.
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Ninja event seem to often only include a small part of the players, so having a third one could be interesting. But as it was said, if all three have an explosive device that destroy everything on death, that could be an issue. I would be for that idea if the Ninja have a random chance to get that explosive failsafe only.
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What about throwing stuff violently at the people using the machine instead of everyone in proximity? Damages from these items could be increased a little too so engineer would have a reason to get to it. There is nothing likes having your soda can violently thrown at your face with an insult from the machine in bonus to support you.
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I'm against removing that function from the AI too, that will cripple AI capabilities so much, it will be near impossible to play. Just for example, the classic "Help" in common chat from someone without a sensor, it sounds a bit stupid that the AI would have to listen to reports or search all the station level by level to find that person, IF that person could be find in camera range. But, an alternative that could be acceptable would be to remove all names that are not on the manifest from the tracking menu. That could reduce the Meta issues where you just jump to strange name on your list without really crippling the AI capabilities.
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It's probably an idea that have been suggested in the past, but I don't seem to find trace of it with search or recent post talking about it. I've been playing here for about a year now and this is something I often tough about. The current two hours round seem short on many aspect and it often gives me the impression things are cut down when they start to get interesting. I can give for a few examples: You just got a new nice new KA from science as a miner, but you know it's useless because you are 1h30+ in the round and nobody really care about mineral anymore. You finish a huge renovation as an engineer of a place for people to enjoy and do some RP, but there is 20 minutes left into the round. You were able to set an expedition in place after all the paperwork struggle, the preparation and getting people to have a minimum of coordination to see yourself not being able to finish it be the round end. You try to set a gimmick in place as an antag without being too obvious and getting robusted too fast, only to see yourself rushed by the round timer and decide to just blow everything up instead. etc. Aurora is selling itself as a HRP server, so longer rounds would only give more opportunities to the people to do some RP on all modes (it's frequent to have secrets that feel like an extended for some people). It will also give some space to people to create things and involve themselves into activities they would normally have not done by a lack of time. It could also be a possibility to had a vote with secret results in the middle of the game to ask people if they want to continue like that or to add antags. (Secret result par would be to avoid meta) So if the majority of people found the round too tame, there is an opportunity to spice it up. Finally, if things are going bad, we still have the emergency shuttle or the Nuke to end the round early. I don't know if that would be a popular idea, but I had to give it a try.
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Yeah, I do run some basic scripts on Tcomms from time to time. You have to use the computer in Tcomms control room to upload them. You can load one script per channel, but sometime it broke and don't work for some magic reasons.