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Faye <3

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Everything posted by Faye <3

  1. I have interacted with BUDDY a fair bit as Yhara and through my rounds with them I've come to know them as a reliable, trustworthy AI. I would very much like to see BUDDY around again.
  2. i mean yeah??? theyre a synth dep and CPR is a good AI
  3. I think that MccRib is outwardly pretty goofy who plays a goofy character (Ian), but their skrell Qu'ei is easily one of my favorite skrells played. They avoid the pit that a lot of skrell players fall into of emotionless apatheitc beings, while also not going so far as to be entirely human in their emotions. Qu'ei is a slightly awkward, very earnest character who I enjoy RP'ing with in medical. I definitely think they have a good understanding of the lore, and could do really cool things if given the opportunity to write for skrell lore.
  4. Thank you!
  5. Title. It is just extremely frustrating and every uranium golem spawn goes the same. They spawn in, immediately wander into a populated area and medical suddenly has to deal with 5 or more people with extreme radiation poisoning that, if not treated quickly, will go into organ failure and die. It just isn't fun. Medical can literally do nothing else but treat radiation patients, as anyone who so much looks at the golem while it wanders around gets extreme radiation in seconds. The most recent one, we had 10+ immediate radiation cases all at once and two deaths because medical could not physically keep up, and the manifest at the time was pretty big with pharmacists constantly producing our two anti-rad chems. I would suggest removing the chance of spawning as a uranium golem, or reworking it to not be nearly so lethal. At best, security can very quickly kill them, at worst (and most of the time, really) the golem completely removes medical from the round for a bit.
  6. this situation genuinely felt like something out of scooby doo. we both went back to the OR to install new eyes on the dude. the dude's sprite had blue eyes and i was expecting like....black pits? or something to indicate 'this man has no mf eyes' and the default blue eyes made me think the roboticist had done it, which made her think i had done it b/c i said "oh, can you see now?" or smth to the dude and we both just confused each other for like 10 minutes b/c it doesn't say ' THIS MAN IS MISSING HIS EYES' on the examine, lmaoooo. in other words, drake, where's the door hole?
  7. i agree. it's super unclear as to what in those vendors is toxic IMO, and frustrating for the hapless newbie who stumbled into it and for the medical team trying to save them. i recall once that someone either ate a k'oiss bar or had one of those sodas, and in order to save them we had to have a full operating team (two surgeons, plus one intern slamming chems the entire way) and had to replace at least one organ. i don't find it particularly funny, it's just sort of annoying and a very lame 'haha!!! ur so dumb!!! now ur char's in multiple organ failure!!" if not on the name, then it should be added to the examine at least. if you accidentally have some phoron punch or eat a k'oiss bar (as dumb as that is, and i agree) unless you have a very coordinated medical crew, you're probably fucked.
  8. the off white of the new shotgun is slick af. i like it. the ion is definitely improved. i agree that the lasrifle is a little stubby but honestly i do not think there is much that can bed one abt that? it's a v. small complaint overall i like them
  9. I think that it is more of a say,- an occam's razor thing. If for instance, someone has flashing eyes or a screech that can shatter glass, what is more probable? That there is a supernatural presence stalking the station, or that someone may just have advanced augmentation work, a gadget or some other similarly high-tech object in our sci fi setting. That is my take on it, anyways.
  10. honestly i had no idea you could get bwoinked for this? it reminds me of the trope about how like, everyone in a zombie movie exists in a world without zombie movies. kinda silly imo
  11. THE CMO'S OFFICE HAS A FILING CABINET
  12. these are good. messing w/the current rollers suck
  13. What it says! I genuinely think that first responders should be allowed basic access to all departments. The amount of times medical has lost someone because the first responders either couldn't get in, or were delayed in doing so is extremely high. Personally, when I take CMO and there's a captain or HoP I generally file a request to have first responder's access raised anyways, so it isn't like this is unheard of especially when Janitors or Reporters have this.
  14. I share Catmom's sentiments. I don't super enjoy this, especially with the note for CMOs. I guess I sort of main CMO now, and a lot of people confuse CMO with 'being able to do everything'. A CMO is not a super doctor,- for instance, my character is fully licensed to perform any sort of surgery and administer any chem, can produce the essentials in chemistry. She cannot perform EVA activities, and her psychology licensure only allows her to perform broad examinations and declare someone unfit for work if required. CMOs acting as a super-doctor has been an issue in the past, and I feel like this would exacerbate it. the CMO is meant to keep the department organized and together, not do everything. The difference between emergency officer and officer feels quite redundant. If they can perform the same jobs as one another, why separate them at all? I think a better solution to 'sometimes you go to medical and the medical staff cannot help you' is to be very careful in ensuring what physicians, surgeons and interns can do. For instance, physicians retaining the ability to fix arterials is highly important. This also just forgets about psychologists, which like, yeah fair enough but they're still there.
  15. just the title. the CMO scanner takes a few seconds to work, and unlike the normal handheld scanner there isn't really a like,- "x is scanning x" message so it just looks like i'm awkwardly staring at someone or like people don't know the scanner isn't instant and move which interrupts it etc. a message like "x has begun to scan x" and "x has scanned x" would be nice.
  16. i had known of the character, but i wanted to see them as command before posting anything here. recently on a loner + traitor round my CMO took captainship and made Fagan the interim head of security, and I was pretty happy with their performance. they made smart, if a little risky decisions and reacted quickly to changing situations which i think is pretty important in terms of command, especially security. my only critique is that they could communicate a bit more, but that's something that can easily be worked on. +1 ^^
  17. I never meant that it was the only tactic the antags should have, just that it's something that I find interesting and don't see utilized a lot ^^
  18. This is definitely an option for Antags to do. I've seen far too many shoot up medical and send all of the doctors fleeing, or perhaps merely robbing the store-room and fleeing than interracting with the staff inside. When the mercenaries held Yhara at gunpoint and had her treat them it was definitely a cool and tense change of pace, especially when in accordance to the NT Oath you're required to treat the injured anyways. The only downside I can see in this that it opens up medical to abuse. What wasn't fun was being yelled at by security for treating an antag with shrapnel in their lungs and heart and not the security officer who went into cardiac arrest and would have died regardless if I treated them or not, but that's a story for another time.
  19. Don't understand this myself. What sane person that isn't security or maybe Command goes "oh,- we've heard gunfire earlier, and now comms are totally blacked out. let's go have a look around the station!" That's like, horror movie tier thinking,- the kind of stuff you yell at the screen telling the character 'oh god are you stupid why are you doing that' the entire time they're investigating. Station-bound radios are honestly not great, and no one really uses intercomms. It isn't as though I think that antags should be entirely unable to kill tcomms or induce a comms blackout - I do like the idea of a traitor item or something that disables it for a period of time -but I and a lot of other people are extremely tired of rounds where ninjas kill tcomms by 30 minutes in - if not sooner, frankly - , and then lurk around the area to prevent engineers from trying to fix it if they haven't outright completely destroyed it. Maybe holding it at the tier of the SM / Atmospherics may be too much for some people, but there definitely needs to be added restrictions / changes made.
  20. I personally really like Cnaym's idea of giving traitors a tool from their kit that induces tcomms blackout for a minute or two. It would still allow antags to take down comms, though the time limitation encourages coordination and planning while discouraging' silencing comms to start a TDM w/security.
  21. I have yet to participate in a round that could be considered enjoyable when antags take down telecomms, and general consensus with others is that it is not fun to experience at all regardless of intent or roundtype. It takes away agency of communication + harms the round of others who may not even be involved with the current antag situation. This affects say,- miners and xenoarchs especially. Nothing else involves the entire wholist like this short of nuking the station outright. Taking down telecommunications should be considered on the same level of seriousness as sabotaging the supermatter or sabotaging atmospherics to be weaponized. It needs to be escalated well, and not the first thing on the antag's bucketlist. A round where antags put a bomb within tcomms, and rather than blowing it up they engaged in negotiation with the station threatening to do so comes to mind in terms of 'good TComms use'.
  22. when the
  23. As the CMO on the round that sparked this thread, something definitely needs to be changed about revenants (or perhaps they weren't functioning as intended?). By around ten minutes in, we already had crew members attacked. By seventeen minutes in, myself and the other Commander agreed to call ERT. The revenants had spawned and began to randomly attack crew before I could even make chems to allow medical to respond, and I wager that if medical wasn't prepared by the time the revenants began to attack (again, by like ten minutes into the round) that no other department was either. As the revenants spawned so early, they figuratively caught the station with it's pants down. We could not respond effectively because no one had time to prepare, and perhaps if we were given more of a delay before revenants spawn to allow the crew a fighting chance, ERT would not have been necessary so early. At seventeen minutes, when I called ERT, it was because multiple crewmen had been injured, our only security officer had been downed, they were beginning to corner crewmen in hallways and assault, if not kill them outright and my own character barely escaped intact. Even with ERT, the revenants were dragging around welding bombs, creating makeshift weaponry and at one point had vented the entire main level. At the end of the round, six or seven characters had died. It did not matter how many welding-bomb dragging, metal-spear armed bluemen you killed, because another one would respawn to take it's place and do the exact same thing. The game-mode devolved into 'how much damage can I deal on this life before I respawn' instead of an RP experience. At one point, a revenant ran into medical, stabbed random personnel and beelined into the OR to stab the person who was being operated on before being killed. It isn't an RP gamemode, it's a PVP one. I think this gamemode has potential to be a cool 'the haunting' kinda vibe, but I think there needs to be a delay on when revenants can spawn, and perhaps give them a way to RP with the crew. They cannot currently speak intelligibly and have infinite respawns, so this incentivizes aggressive, TDM-style LRP gameplay IMO.
  24. Yeah no, while in the past I thought this project would be a very good change for the server to prevent meme votes,- if I vote for x round and y round is selected and I don't personally enjoy y round or am not in the mood for it, I'm not going to play that round. I'm not going to feel obligated to play a game-mode that I don't like / didn't vote for. SS13 and Aurora is a hobby and something I play to relax, and if I am not in the right headspace / mood for a round of stressful antag RP I am not going to frce myself to. The same should go for a player who wants antag interaction and not extended idle RP,- if they don't like the gamemode and didn't vote for it, why should they have to stay? Tomkiel's right, I can't say I support this if it is to be implemented in this form. This isn't going to make me carefully consider voting, it's going to make me not vote in the first place and cryo if I don't like the roundtype selected. -1
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