
TrainTN
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Everything posted by TrainTN
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Nobody dies of a disease on the Aurora, and medical scanners can diagnose the damage well enough on their own, so you may as well remove the autopsy section of Medical's morgue if they aren't allowed to use it.
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I agree with N8's opinions above. Investigators should not be running around pretending to be security officers, but they should have the power to stop a crime they are adjacent to and detain offenders they encounter so a security officer can make a proper arrest. Only in severe emergencies like station-wide disasters and hostile invasions, and other causes of Code Red, should they be allowed to volunteer to grab guns and armor and help deal with the problem. And even then, they should probably be waiting in the back, handling smaller issues or assisting indirectly. Personally I like the idea of investigators serving as protection detail for station VIPs in times of crisis, for example. That's what I intend to do when playing as one, if permitted. As for autopsies, I think the ideal is prioritizing Medbay to perform them with investigators assisting. because that does sound like fun roleplay potential and gives the docs something to do if they're bored. But if an investigator has training/education in forensic pathology, there is no reason to prevent them from performing autopsies themselves in the provided facilities within the Brig. Maybe this is best left to player discretion.
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That's a lot more votes than I expected to see, and I'm pleased to see the results. Is there an estimate on when this will be implemented? Sometime this week, or next week, or longer?
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I never liked the Detective/Forensics divide. It always seemed strange and unnecessary to me. What kind of investigator can't do both of those things? Even an officer with only a half-decent education should know basic crime scene analysis and interrogation methods. Being forced by role to do only one or the other seemed bizarre, and turned me off from playing a role I think I would otherwise greatly enjoy. I hope the merge happens so I can make a character for it without those weird restrictions hampering what I want to do. The remap itself also looks good for the most part. The offices and lab arrangement looks nice and better integrated into the department as a whole, and a breakroom for the officers is a nice thing to have as well for those extended rounds. Overall I like all these changes and hope to see them implemented.
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I don't think the entire headset needs the color, just the main earpiece, especially in regards to the bowmans.
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Bicaridine OD threshold was lowered to 20u, according to the wiki. It seems I was just unlucky with the odds. I'd still argue it's an impractical treatment and it would be much easier to simply put them into surgery. Surgeons would still be very occupied fixing broken bones and organ damage, which usually accompany arterial bleeding anyway. When given the choice between slowly rolling dice and a certain quicker fix, most players would pick the latter, I think. I play Medical frequently and I certainly would, the OD treatment is only a last resort option.
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Not very effectively, based on the one time I tried it. I dosed the patient with around 30u and the arterial bleeding never healed, had to send them in for surgery anyway.
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By the time Command is calling an ERT, the people who could make use of the shipment of guns and armor are probably already dead.
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I don't think it needs to be balanced compared to the syringe gun. One is an offensive traitor tool for tatoring, the other is a medical device. Personally I'd like to see all the poisons in the game getting utilized so I like the idea of giving a tool to make them easier to take advantage of. Maybe limit it to just 5-10u darts though.
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I second this idea, or at least a new weapon that can do this, like a dart pistol that works like a superior syringe gun.
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What would you like to see in a combined bar and kitchen?
TrainTN replied to MalMalumam's topic in Archive
Bar looks solid, That island counter adds a lot, and that's a good place for the sign. Roomy enough but not too spread out. Fits together nicely, and the cabinet will be great for keeping the place tidy of unwanted bottles. -
The ICU in the Medbay has a roller bed and a regular bed in it. I think it should be changed to either two roller beds or two regular beds. Also, please put a bucket in the Medbay's Custodial Closet, so I can use it to fill the mop bucket in there instead of having to use a beaker.
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It's a thin metal pole on small wheels. My character should be able to step around it easily. Yet when they're inevitably dragged into the GTR, they become the biggest obstacle in the Medbay.
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What would you like to see in a combined bar and kitchen?
TrainTN replied to MalMalumam's topic in Archive
I don't think it would ever be staffed, though. I think most Cargo Techs would rather hang out in Cargo either sorting the warehouse or messing around. There's a reason the Commissary on the surface is abandoned. -
What would you like to see in a combined bar and kitchen?
TrainTN replied to MalMalumam's topic in Archive
I'm really liking what I'm seeing, it's looking like a proper eatery. I like the layout of the kitchen, though I think the soda dispenser would be best suited at the front counter area instead of in the kitchen proper. The airlocks and grille-windows on the tiny private rooms seems a little excessive for them, maybe just windows and windoors? Possibly with curtains? The rooms themselves look good, and I'd hope they'd get use. The little rec room is a nice touch too. The north counter of the bar seems a little extraneous? I think I'd rather wall that off and/or use it for more bar space, spread the equipment out a bit more because it's looking pretty squished together in there. You know what I would appreciate? A dedicated liquor cabinet to put bottles in since they can't be re-inserted into the Booze-O-Mat. That's kind of what the beer cabinet is for I guess but a second one would be nice. Overall kitchen looks great, hydroponics is alright, bar looks somewhat cramped and awkward. You've done good work. I'm a little concerned what it will look like when the main hallways get breached, though. -
What would you like to see in a combined bar and kitchen?
TrainTN replied to MalMalumam's topic in Archive
If it were my server and I didn't have to worry about copyright, I would shove in a bunch of songs from the Cowboy Bebop soundtrack, for all that wonderful space jazz and space country. But it probably is best to stick to oldies. I support any music additions that can be done at all since the jukebox is pretty limited. -
What would you like to see in a combined bar and kitchen?
TrainTN replied to MalMalumam's topic in Archive
I like that second one quite a bit. Functional, aesthetically pleasing, has private places on the rare occasions players would want one. I think it could work nicely. -
What would you like to see in a combined bar and kitchen?
TrainTN replied to MalMalumam's topic in Archive
I agree with Carver's and wowzewow's posts. Personally, I would style the place as a diner: a main counter where people can sit and eat, retain the booths along the walls, and have a few small individual tables. More or less the same thing as the Bar right now, but it definitely needs to be smaller. The persons working the counter should be able to see the majority of the dining area. I think a casual, practical, no-frills dining experience is most fitting for the station. It can still serve good food but it doesn't need to be fancy about it. The bartenders and cooks can serve as waitstaff as needed, the cooks already have waiter uniforms in their closet that they can wear if they wish. If you want to push a serving role, just add "waiter" as an alt-title to bartender. A stage/dancefloor is unnecessary, practically no one has performances to put on, and if they did they're better off in the central holodeck because most of the Bar can't even see the stage, bad set-up for a stand-up comedy routine or music performance. Toss it out. Most people who want to try being an "entertainer" will just use the entertainment radio channel anyway. Moving the entrance closer to the center of the main level is a great idea too, I support that. Also get ride of that phonograph and put a proper jukebox in. Place needs more variety in tunes! They can order a phonograph from Cargo if they want it back. -
Has there been any further thought on this? I'm still a big fan of the idea and the remapped offices. If it happened, I'd love to make a character for the role. Detective and CSI seem too narrow and limited by themselves to interest me. I like the idea of the merge because I think it would add versatility to both the work and the types of characters playing the role.
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The Classified Server - new high-value antag target
TrainTN replied to NerdyVampire's topic in Archive
This idea sounds very nice, I support anything that can facilitate more drama, intrigue, and subterfuge. It sounds like a good mixture of fluff and mechanics to further roleplay and motivate antagonists. The Aurora is an important high-security research station and anything that helps tie that fact into gameplay and roleplay is a good thing. It's also a nice reminder that Nanotrasen is shady as hell and that we're all working for an amoral megacorporation that does whatever it wants when no one's looking. Whatever is in that vault should be very serious, very classified, and possibly very illegal data that has implications beyond the Aurora itself and would be considered worth killing for, both to steal and to protect. Would the Captain, AI, and/or Research Director be knowledgeable of what's contained within this data vault, so that they understand how vitally important it is to keep this vault and its contents safe and secure at any cost? Or would its contents be kept secret even from them? Would it contain anything other than data? Prototype technology, or mysterious samples, or other physical objects (not necessarily useful ones!) to loot in addition to the data? Having more stuff to steal is fun, but it'd be bad if it overshadowed the top-secret server itself, that should be the primary focus. And there should definitely be a tool for admins/mods to edit the contents of the server so that they can easily work it into their events and narratives on the fly. -
Yes. I was utterly baffled when I tried a lantern for the first time and realized it was a cone of light like a flashlight, but worse. i fully support this change.
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They already have Dexalin and Dylovene, as well as Inaprovaline to mix to create Tricordrazine. One could combine that with Kelotane and Bicaridine to treat wounded patients. So long as they're still outpaced by the stronger medicines, I think that's acceptable. It would also mean I wouldn't have to decide which versions to carry as a doctor, as I can rely on the sleepers for mild treatments and medicine bottles for severe ones. Doctors would be a little less reliant on having an active pharmacist, and the pharmacists can prioritize producing the stronger medicines and save the weaker ones for later if they so desire. I think it could be a decent boost to Medbay's quality-of-life without invalidating anything, unless I'm overlooking something. If this was made a feature I'd also want the GTR cryotubes moved to the ICU and a second sleeper installed in the GTR, but that's a mapping suggestion, not a mechanical one.
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It has been over two weeks now, and I still do not like them at all. I've played several rounds with them, almost daily, and I constantly wished I was playing without these things. Even when I have tried to take advantage of blindspots, it hasn't worked, because the footsteps indicator is too noticeable for anyone paying a margin of attention to their surroundings. As far as I can tell, the only ways to sneak up on someone are exactly the same as they were before: bumrushing before they can react, approaching in darkness, or waiting until they're distracted by a menu. I stick by all the criticisms I've posted before, my opinion has not changed in the slightest. The OP says this is supposed to improve gameplay for stealth antagonists, but there's so much more in the game that makes stealth difficult than players' 360 vision. In fact, I'd call that the least of all the problems for antags. Pervasive security cameras everywhere with AI oversight and Security's access to these cameras from any place at any time with portable computers, the suit sensors vitals and location tracking system to locate victims, the ease with which anyone can cry for help on the radio because everyone has one and people don't go down quickly nor quietly, the difficulty with breaking into any department without being blatantly obvious about it in front of a dozen witnesses, and the sheer amount of noise caused by doing anything. Stealth antagonism isn't about sneaking around like Solid Snake anyway, you can spend the whole round hiding in maintenance shafts if you want to do that (or just play Ninja). As others have said, it's about deception, disguise, lies, manipulation, and creativity.
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Oh, they don't? I must have misremembered, and confused it with another server. Never mind then, my mistake.