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Peppermint

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Everything posted by Peppermint

  1. I don't really see an issue. Looks to me you're pretty shaky on medical still and it's led to some problems, so playing intern for a while seems just fine. Do it for a few weeks to a month and you'll be unbanned on appeal I'd imagine. More than enough here through notes and whatnot to feel Campin did not make the wrong call. I'll close this tomorrow provided there's no new evidence.
  2. Hi. I'll be taking this. @CampinKiller Your side when you have a sec
  3. I will lift this but you're on your last legs. Another perma won't be lifted.
  4. I'm a big fan of more lethal combat. Would be cool to at least test it and see what happens. My only worry would be making it too lethal to the point medical can never do anything.
  5. Take care of yourself, Gabby. Be strong and hopefully the time to heal helps.
  6. You're only just off of a ban so I'll be declining this for now. Feel free to reapply in a month or so and you'll be given a trial then.
  7. Big fan of further job differentiation. To be honest I'd be fine with more alt-roles across the board as they lead to a wealth of character differences and encourage creativity and roleplay. This all sounds pretty good to me.
  8. This would be much easier to do if we didn't have to build the ship each time
  9. Giving phys chemistry and taking away surgery just gives them an even shitter deal. Being expected to make chems which is incredibly boring. Medical right now isn't perfect, but I don't think we're gettig much better without a big chem/science rework which just ain't happening
  10. FR already feels like a complete job. So does surgeon. If anything this change would make FR feel worse because you now have a role that can do surgery + chems + already go out and do everything an FR can. Making three FRs is just plain silly and would lead to even more fighting over patients. I also disagree the department feels bloated with a full manifest. Everyone has a specific role and can do said role without stepping on each other - it's the quieter rounds this would impact more.
  11. You don't need a pharmacist any more. Hell, you only really need a surgron when someone has brain damage (which cryo tubes fix, though it takes a while) If people are willingly joining as pharm/pyhs, I feel they know what it is they're signing up for. Medical is now so incredibly wellstocked that outside of mass casulaities, there's not really any excuse for struggle to save people without an entire department as it used to be. The sheer amount of chems and buffed up kits has seen to that. A few other things: - I do not feel we've gained any roleplay value from the removal of alt-roles. They added flavour and we should have just enforced doing basic stuff harder. - This just makes a super doctor. Physicians can already do most surgeries. Add chemistry on top and it gets a little silly. It's the CMO issue all over again. If we then remove surgery from physicians, it's the exact same but now with the more boring work to do. - Regardless of what's done, the main issue seems to be the chemist role minigame is just boring. This doesn't fix that. It just gives it to someone else. - We already polled a similar thing and it was voted against. It's the same logic but in reverse. - Medical just does not need to be made easier. It's not that difficult any more. And stripping even more away from it just ensures that. The only way I can see this working is making pharm/phys an alt-named job, and even then that kind of just increases the issue. I've never understood the arguments that you can't do much on physician, as it's very clear what the limits of that role are when you decide to hit the join button, with the upside being you get less mechanics in favour of more roleplay. It's been a hot sec since the surgeon super doctor era and I've not really noticed it being a thing any more. Yes, dying sometimes sucks. No power sucks. A lowpop vamp round with no security sucks. But balancing around lowpop times is such a massive waste of time which is the only time it feels this is ever relevant.
  12. No. Antag vs antag is almost always a really bad idea and I generally tell people not to do it without ahelping first. They just get crushed.
  13. Heya. Trial is ending soon. How's it going with getting feedback?
  14. This was handled in round by Matt firstly. Likewise given the player has since been security job banned, I don't really see what else there is to do here. Gonna close and archive.
  15. Seen this topic come up a lot on discord lately. The current iteration of ship sensors, whilst mechanically interesting, just doesn't fit any more - especially with the increased ship speed. Navigation is just about bearable provided you're not covered in hazards, but ship combat has become extremely tedious. I can't remember the last time I saw third parties fight, or the Horizon engage anything. The horizon also moves less and when I've asked BC mains why, apparently it's due to the sensor issue. But that's purely hearsay. I feel the server would benefit from going back to the previous version.
  16. I've taken a look and the sheer amount of shit that needs to be moved, redone, and reconfigured to make things fit into the horizon is quite insane.
  17. I've been fiddling around a little to try and figure it out. This is a very general layout, and I've not begun to tackle how to actually make it fit into the ship yet. I'm also not 100% sure I'll be finishing it, but wanted to see if this kind of thing is what's in mind? So if anyone else is interested in doing it don't take this as being unable to/competition. Obviously a lot is missing and I've not done wiring/atmos yet as well.
  18. As I said in my post, I feel a warning was too much and have therefor deleted it from your file. I've replaced it with a note. I think the crux of it here is what counts as 'interesting'. The issue with doing stuff right at the end of the round means that people tend to be winding down to either log off, afk for the next round, or generally just gear up for whatever's next. By starting trouble right as transfer is called, it's a bit late for anyone to really react or do anything. If you'd say, I don't know, disguised yourself, kidnapped someone, spoken to them a bit and then infected them with kois that would have been fine. As would then going a bit louder once they've been released to spread the virus. Does that make sense? It's the same issue with changling. Killing people is entirely fine. But the person you killed went from chilling out and minding their own business to suddenly being murdered. They didn't gain anything from that interaction other than being sent to deadchat. Nobody else in the round can really do anything about it. Killing them didn't really serve a point to further any roleplay. If you'd dragged them off, told them you're this weird alien creature or whatever, then gone hard with an armblade, it would be entirely fine. I hope that helps a little?
  19. On trial until 09/06/2023. Please read the feedback here for what I'll be looking out for. Likewise you just need some feedback. Don't burn yourself out playing two dozen rounds as command. It's supposed to be fun, and a lot of people make that mistake. Hit me up on discord if you need anything.
  20. All seems fine to me. I don't have any issues with how Kermit handled this, other than how I feel a warning is a little bit too severe due to the mitigating circumstances of the wiki article specifically saying what the player did was allowed. I'm going to drop this to a note when I get the chance. For you, Baldos - the wiki is rather unfortunate. That said, Kermit is correct in that you are expected to give interaction to people you murder. We're a little more relaxed with ling as dead/absorbed folk get to keep playing as part of you anyway, but you still need at least a little dialogue. This doesn't mean monologing for an hour or killing in public, but at least a little roleplay before you start murdering said victim. It doesn't have to be anything elaborate. If there's nothing else, I'll lock and archive this within a day or so.
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