
Surrealistik
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Everything posted by Surrealistik
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#1: Anesthetic or pain killers (total painkiller value equal to Tramadol or better) should be necessary to prevent patient flinching which contributes to your overall surgical failure chance. As an addendum to this, give Soporific a Tramadol or better painkiller rating so it can be used for surgery without having to wait forever for the sleep component to actually set in (for balance reasons it probably should have this delay). #2: Please get rid of randumbization for shrapnel/internal objects removal. The RNG can make surgery take needlessly excessive amounts of time, especially with multiple pieces that need to be removed.
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Concept: As an alternative to jail time or a fine, offenders can spend time mining resources near a Sec facility on the asteroid (the shuttle to it is accessed from Sec). Once there, a Sec officer will input the offender into an inmate processor, along with that offender's crime report from the criminal sentencing machine, which calculates the point total needed to purchase freedom (details below). After being successfully inserted into the processor, the criminal scum will be implanted with a tracking implant that also doubles as an electropack for shocking the uncooperative (surgery can remove it illicitly but this can electrocute both the surgeon and patient while sending out a time, location and coordinate stamped alert), then ejected into the prisoner area. The implant can be set to auto-activate and send out an alert if the implant bearer moves beyond the defined range of an anchor point (the bearer will be given an automated warning when moving close to this limit). These implants are controlled via the prisoner management console. Prisoners must 'purchase' their freedom by turning in resources for points (these are then sent to the mining outpost via disposals); the point goal is set by the severity of their crimes as calculated by the criminal sentencing machine (however, Sec Officers can also specify minimum quotas for certain resources; the total value of any one quota cannot exceed more than a third of the point total). Resource point values are proportionate to their rarity/value. Once they achieve an adequate number of points they can enter the inmate processor which automatically removes their implant and ejects them into the shuttle lobby, while notifying security. Security then returns their personal effects when they come back to the station and gives them das boot back into spess society. Sec Officers have the right to refuse mining sentences. Benefits: Gives prisoners something useful and perhaps entertaining to do as an alternative choice to rotting in a jail cell, or losing their hard earned space bucks.
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One thing I've noticed even while playing Sec infrequently is that basic standard issue supplies often run out fast, including at round start; maglights, cuffs, station bounced radios, crowbars and so on. Definitely should expand the Sec Vendors to include these, and perhaps add an additional Vendor (or more in the one vendor). I suppose an autolathe with some metal/glass would also suffice but that doesn't seem particularly appropriate.
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Removal of Head of Personnel's Security Frequency
Surrealistik replied to UnknownMurder's topic in Archive
Agreed; remove it. -
How to borg and be OP, a strategy
Surrealistik replied to sonicgotnuked's topic in Guides & Tutorials
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I'm fine with RD authentication in _addition_ to other head authentication, but at least 2 should be required always. Second, even if there were IC considerations for giving RD access, the server has compromised on such things multiple times in favour of OOC considerations/balance. That said, requiring multiple head authentications, no matter the alert, seems pretty reasonable to me from an IC perspective.
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. The Head of Security has no power over the AI Upload. All Heads are equal in their authority over the Station as a whole, just with different duties and delegations. There's no reason the Head of Security should have more say on the AI than the Chief Engineer and the Research Director, especially considering the Research Director is theoretically trained in AI Theory, and in the absence of a Research Director, the Head of Security, in optimal circumstances, is supposed to bring a Roboticist, even if it's not forced or anything, because he's on equal footing. I selected the HoS for three reasons: #1: Giving authentication rights to the Research Director keeps that role in a problematic area balance wise; doubly so if the Captain's authentication isn't required. #2: Law uploads and integrity are most certainly a security matter; one of the most important in fact. #3: The HoS starts with a loyalty implant (as I recall) and is thus harder to compromise. I could see requiring the CE's authentication in addition to the Captain's instead; however, letting the RD authenticate alone is too problematic.
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If you're the sole antag, it's pretty easy for Green to still be in place by the time you get the items required for subversion; I'm pretty leery about requiring only one Head for that reason. Even though this change might help with all of Research being OP as antag the RD is still insanely advantaged, even as heads go. Beyond that, merely building Uploads should probably be illegal without the authorization of two heads unless it's an emergency.
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These make antaging as Sci way too easy: build an upload console virtually anywhere, stick in your pre-fab airtight laws, win. This can all be done without arousing suspicion so long as you choose an opportune time to mint the upload and freeform circuitry (which should be pretty easy between Sci being a pretty boring place and privacy shutters). Two fixes: A: You can only link and upload to Cyborgs and AIs on the same Z level; no more building uploads on the Research Outpost, for almost guaranteed undetectability (which to be fair still exists on the station Z level anyways). and B: The Captain and/or Head of Security IDs are required to authenticate an Upload in order to link it to existing AIs and Cyborgs via physical insertion/swiping. Once an upload is authenticated, the IDs are no longer necessary until it is deauthenticated at the Upload. The Uploads in the AI core start off authenticated.
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Delete Combat Module; Give Security Module Red Alert Unlockable Items
Surrealistik replied to Surrealistik's topic in Archive
Bud. Really. I'm not sure what your point is. It would still be a very and clearly specialized module. I pointed out the caveat of needing the module reset; I didn't say it was actually as easy, and no, they need 2+ head swipes, not just the code red. Here's the thing: if the situation is desperate enough to require 2+ head swipes on Code Red such that Sec Borgs would have access to lethals, why is there no possible IC justification for a Sec Officer going ape? Why is there always going to be an arbitrary RP barrier preventing them from doing whatever it takes to regain control of the situation? Yes, fear, pain anxiety, etc are all human and humanoid emotions... but what about IPCs with more muted emotions? What about humans who are more desperate, vengeful and angry than they are scared? Asymmetry is still there, and in balance, largely unchanged: while they would gain flexibility, they'd lose other advantages like movement speed (both of which make them more like a humanoid; lose one humanoid trait, gain more of another). Yes, borgs with guns with sanic speed has proven to be detrimental (and tbh, given some of the things said I'm not so sure the proven thing is accurate). -
[1 Dismissal] Allow borgs to move while at 0% charge
Surrealistik replied to Dreamix's topic in Archive
I think a monitoring functionality for the Robotics Control Console would be best per my earlier suggestion (albeit restricted to the RD's office and perhaps Robotics) much as I'd also like the ability for Borgs to slow move. -
Delete Combat Module; Give Security Module Red Alert Unlockable Items
Surrealistik replied to Surrealistik's topic in Archive
The solution I'm proposing hasn't even been tried. Again, the difficulty of accessing those tools is fundamentally the same; the difference is you don't need a module reset. Balance in this case works both in terms of how effective or not something is at dealing with antags, and how it compares to a Sec Officer; external and internal. For my part I feel you are underestimating the relative power of Sec Officers, just as you underestimate the flexibility of humanoids generally vs borg counterparts. Sure, it may not make RP sense for some characters to engage nukies/antags like a one man army, but there are others who may have an appropriate characterization for doing that. Essentially you are relying on inconsistent RP considerations rather than mechanics to stop them from being more powerful and robust than a Sec or even Combat borg could ever hope to be. But you effectively use arbitrary rulings to moderate Sec Officers apparently, when they could have RP justifications, especially on Code Red when the situation is desperate, to go full Duke Nukem. Furthermore, with 2+ heads required to unlock the Combat borg items, I don't see why arbitrary rules would be needed to curb usage of their weaponry. The existing and very real flaws and detriments of the Sec borg are certainly enough to balance them out both externally (vs antags) and internally (vs their Sec Officer counterparts), even with that access and a lack of explicit additional rules. Not at all. There is still asymmetric balance; the borg still retains its crippling vulnerabilities (including a lack of speed vs the distinct Combat borg module), hard counters and lack of flexibility in exchange for high out of the box power and specialization. Even with my proposed changes, a well equipped Sec Officer is still more powerful in balance. -
Delete Combat Module; Give Security Module Red Alert Unlockable Items
Surrealistik replied to Surrealistik's topic in Archive
To be clear, I'm not asking for the passive benefits of Combat borgs like sanic speed; just the item based tools. Second, those extreme circumstances are still required for these lethal capabilities to be deployed; the only difference is that a module replacement isn't required. Third, I'm not sure what your point is on the red alert status; indeed, why not call red alert all the time in perpetuity regardless of the circumstances so that Security can be Shitcurity/StalinSec every round and roll about the station with flashbangs, armor, sec hardsuits, combat shotguns, lethals, etc? Let's face it; the practical matter is that the design of a combat borg in a red alert + situation strongly encourages murderboning; maybe that's appropriate to the situation, but you really have no alternatives as such a borg, even if the opportunity would otherwise present itself for the use of non-lethals if you had them. In general it's better to keep an antag around than gank/gun him down with utmost expedience. Because of overpowered stuff like flashbangs, chloral (and other chemistry and sci products they can actually use and borgs can't), beyond having access to tools and such, as well as the relative lack of truly decisive hard counters to them should they use all the capabilities available to them, a robust powergaming Sec Officer is generally going to be stronger than a robust Combat borg even if the latter is stronger out of the box, and this is doubly true of a Security borg who is a mere sprint and flash away from being rekt. Personally I don't think they're anywhere near balanced against each other when the potential of a Sec Officer is properly considered; it's more about that than it is about some arbitrary parallel. Overall I don't feel that their limitations are adequately rewarded in light of their vulnerabilities and weaknesses; this is true of most borg modules in general; they're specialists that are often beaten out by their generalist counterparts at their own supposed focus. -
Delete Combat Module; Give Security Module Red Alert Unlockable Items
Surrealistik replied to Surrealistik's topic in Archive
In otherwords, you don't want to blend the two modules essentially due to OOC considerations, because ICly, the current set up makes essentially no sense. That said, the only difference in difficulty of obtaining the Combat module items under this proposed system would be not requiring a module reset (which again makes little sense ICly; you're going to substantially delay response times and risk the impossibility of running a combat module in the event of a Roboticist or equivalent's absence for what reason exactly?); you still need red alert, and you still need multiple head authorizations. The OOC arguments I don't find especially convincing; sure, giving the borg more tools on a conditional basis increments its power, but those tools are roughly on par in terms of their ability to put down an antag (barring an antag immune to stuns obviously) as the taser requires about as many hits to soft crit as the laser does to hard crit. Further, does that modest and alert appropriate increment in power really outweigh the RP advantages of being able to leverage non-lethal force as permitted? As Chada has noted, the Combat module basically demands straight up murderboning, which is probably not so great for a high-RP server which isn't supposed to be about validhunting so much as immersion, realism and mutual experience, and in these crucial respects, alert and head gated Combat module items are superior to the status quo. Lastly, in terms of the role of Sec Borgs as peacekeepers, sure; they're as much peacekeepers as Sec Officers, and like Sec Officers, they should have access to escalated levels of force, including lethals, as the alert and circumstances prescribe. -
Delete Combat Module; Give Security Module Red Alert Unlockable Items
Surrealistik replied to Surrealistik's topic in Archive
I should specify that the usual heads sign off would still be required in addition to the red alert. I don't see the need for a separate Combat module; beyond being redundant, the fact that you need to get a module reset compromises response times when they're most crucial, and sometimes utilizing the Combat module is even impossible if the Roboticist and other qualified personnel are dead (or don't exist); totally possible and perhaps even likely in the event of a red alert situation where 2 head ID swipes are involved. Lastly, the Combat module further more requires yet another module reset after the alert has passed. In general it's a horribly inefficient and illogical system compared to Security module items that unlock (and relock) contingent on red alert + head authorization. -
Per the title. Roll the functionality of the Combat module into the Security module, such that while there's a red alert in effect, the Security module gains access to additional items/gear. Once the red alert is over, those items are immediately unequipped, and locked. EDIT: I should specify that the usual heads sign off would still be required in addition to the red alert. I don't see the need for a separate Combat module; beyond being redundant, the fact that you need to get a module reset compromises response times when they're most crucial, and sometimes utilizing the Combat module is even impossible if the Roboticist and other qualified personnel are dead (or don't exist); totally possible and perhaps even likely in the event of a red alert situation where 2 head ID swipes are involved. Lastly, the Combat module further more requires yet another module reset after the alert has passed. In general it's a horribly inefficient and illogical system compared to Security module items that unlock (and relock) contingent on red alert status + head authorization.