
Kaed
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Everything posted by Kaed
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No one in existence has or ever will enforce a uniform requirement for detectives, because they are security team members in name only. There is no need to have easily recognizable uniforms because they possess no actual inherent authority. They are a support role attached to their department, like the CSI, only incredibly superfluous because literally any security team member could do their job and question people or take evidence from the CSI to compile a case. The existence of noir clothing is nothing but a tired meme, but it's unlikely to ever be removed because that's just how things roll in this community. Don't try and act like it's their official uniform, though.
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I think it's pretty silly that our fire extinguishers use water in the first place instead of some kind of foaming agent. I agree that something new needs to be added in that's more thematically appropriate. However, adding things like a 'purge all slimes' button does kind of make things really low excitement. Perhaps make that a one time use function for when they escape their cells into main xenobio, until the 'capsule' that is loaded into the purge module is replaced. That way, it's for emergencies, instead of just 'that's how you kill slimes' It's already questionable that we can vacuum pack monkeys into water-activated cubes. Do you really want to take the route of having a magical device that compresses the mass of three dead, genetically fucked up monkies into a new cubed monkey that is somehow now alive? Or you could just order more cubes from cargo instead of trying to make more self sufficiency hacks for yet another department that can already get infinite monkey cubes by harvesting grey slimes. ;p
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The average adult also does not naturally heal a cut wound within several minutes, nor metabolize food/drink the moment they eat it. But here we are. That being said, I don't really have a whole lot of interest in the things you laid out here. I do agree better medical mechanics would be cool, but none of these really qualify for that. We just recently implemented inhalers, and defibrillators actual purpose doesn't really apply to most lethal injuries in this server. There was once some mechanics in an old server version I think that had a 'defibrillator' that just sort of revived recently dead people by healing some of their injuries, but most of the time, they just died again seconds later because of the nature of trauma damage in this code.
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I would like laser refraction to become a mechanic that is used more than this. There used to be some old code that let lasers shot at cultist Juggernauts refract and bounce around in other directions. I don't know what happened to it, but it was really cool. Maybe have some equipment that you can get or make in science that refracts lasers to reduce their damage?
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Please make sure you play test your new content for unintended problems and bugs before you declare it push ready. That is usually the best way to make sure you haven't done something weird by accident.
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Grab's kind of awkward to build more things into and is also a very clumsy system that doesn't work at all if someone is bucklecuffed.. I'd rather tie it to disarm, if anything.
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I didn't even know that was something you could do, but it does sound better, yes. The problem is I'm not entirely sure how to stop the resist thing without briefly stunning someone, and I feel like it might get abusable if you can just instastun people who are handcuffed by disarm spam.
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I don't think that works, but again, even if it does, it falls under the same 'having to do abstract actions to solve a problem' category as 'moving them to another tile and re-buckling them'.
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This is mainly intended to target bucklecuffed individuals. If you're dragging someone around, the verb is unneeded and irrelevant. You shouldn't have to unbuckle someone, push them around a square and back, just to stop them escaping. It's awkward and could be improved and simplified.
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I thought of this in response to a recent thread, but. How would you all feel about me coding in a verb that can be used on restrained people that basically stops their escape attempt from cuffs or straight jackets, without you having to use tools to stun them? Because I know a lot of people get annoyed about having to constantly flash resist spammers over and over, until your flash burns out, then you have to start batonning them until that runs out, and wow, it's super great and not obnoxious at all the way things are now.
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Most of this sounds interesting, but I sure would super hate getting a trauma because a bomb blew up nearby. Wow, that would be irritating. Because that's what's going to happen if you start dealing brain damage to people via explosions. Suddenly everyone around the bomb would have tourettes or some stupid shit. I have gotten a trauma before from running too hard and taking a minuscule amount of brain damage from oxyloss, so I know it can happen.
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This kind of defeats the purpose of me coding in the straight jacket's escape clause in the first place. People stun you when you are trying to escape because they don't want you escaping. Adding in an extra level of activity to stop you from getting out would not only be difficult to code, because you'd have to make the game somehow remember your progress on a timer that vanishes the moment you're stunned, but would create a situation where people unfamiliar with straight jackets would not know they have to keep tightening it and you would just eventually escape due to mechanics ignorance. The only way you are going to escape is if you are left unattended long enough, same as it is with any other restraint. It's a little astonishing that I put in the effort to make it even possible to get out of the straight jacket, when it previously was just a 'you're trapped forever too bad' situation, and people still complain that it's not forgiving enough. On the other hand, it would be kind of neat to create some kind of 'interrupt escape' verb so that people aren't relying on mechanically stunning you to stop you escaping... hm... I wouldn't mind seeing a situation where the irritating endless resist spamming greytider can just be shut down without having to burn out your flash.
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That doesn't really work, because you don't access your bank account with the information on your card. There is, in fact, a special function built into ATMs that will allow you to authorize yourself by physically placing your ID card in the slot, but this is a default, object-based security measure and not something you can just emulate using the card data from a PDA. The PDA server is entirely separate from your bank account, and it would be like trying to wifi-hack something that has no wifi port access and is a secure wired system. Bank information and accounts are also generally well protected from hacking attempts, and I reject the idea that a corporate issued PDA has the capability to easily penetrate their security measures, by sliding a cartridge into it. Stick to functions that directly interact with PDAs and the PDA system.
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Some of that is interesting, but the thing about bank accounts is a bit implausible, because PDAs had no inherent access or connection to your account in any way.
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The only reason people don't check these and other non-PDA/Common channel methods of communication is because they become utterly irrelevant with the presence of those said easy forms of instant communication, barring specific scenarios like a comms outage. If you change the communication dynamic, people will adapt to it, they won't just sit in a corner and sob because no one can hear them.
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Well, here I thought I was making a humorous reference to nanakos kitchen code, but apparently I have people thinking I'm attacking Burger. I'm not shitting all over his idea, I think it's a good one. However I don't think despite what people are saying here, that just having the kitchen be roleplay only is all it should ever be. Right now the main effort and kitchen work is repetition, not finesse. It's not hard to do the recipes you just have to put the required ingredients in and press the button, possibly check back every so often to make sure it's not overheating in the oven. What you intend to put here is actual finesse work. There should be a tangible reward for putting a lot of effort into something. If I spend 10 minutes making the perfect sandwich, and someone eats it in five seconds before walking off and never talking for the rest of the shift, I'm going to be disappointed. I think a lot of people would be. Well made food should make people remember that they ate a great meal, compliment the chef because they feel great, recommend that other people eat there. And I don't think that you can rely on people to provide that kind of feedback if the game doesn't give them something to work with beyond 'you eat the sandwich' Doesn't even need to be a buff, it could be something as simple as an occasional message saying you feel great after that meal. But this is still a game. You can't have roleplay carry everything, because not everyone who comes in he's going to put in the effort if they don't get something back from it. You create things in the kitchen in the bar, and you provide your creations two other players. I don't know why people think that the creation should just have to stand on their own merits of the sprite that's provided to the player.
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Oh no, you really are the new nanako. And now you've also set your eyes on reworking the kitchen. Well, I'll admit what we have now from her work is kind of hot pile of garbage full of spaghetti code, and it would be hard (but not technically impossible) to make it worse. I think if you want to undertake this, the biggest problem you'll have is that in the long run, right now, food is largely a completely irrelevant flavor (ha ha) to the game. Hunger doesn't mean anything except that you can't regain stamina if your hunger bar is completely tapped out. By extension, anything except a completely empty hunger bar has absolutely no bearing on the game. This is one of the main reasons the food system is the way it is. Because at the end of the day, all food is in this game is one of several dozen different sprites for a container with several of a dozen or so generic nutrition providing reagents that add numbers to your hunger bar with a couple words of flavor description so you can toddle off and continue your shift. You want to bring this much deep complexity to the food of this game, you have to make your food mean something beyond a few words of text. "But the roleplays' only carries you so far. If hunger remains the way it is now, most people who come to the kitchen and eat the fruits of your labor are just going to mumble 'thanks' at best and walk off. Food culture exists the way it does now because people need to eat. It's a vital, centerpiece to being alive as much as water and air are. And because they need to, they want to make it enjoyable. So I recommend you build some groundwork with a more complex hunger system that contains rewards and detriments based on what and how much you eat (without going so far as to cause organ failure for eating it too much trash food, mind you..), before you throw a bunch of modular food stuff in that people can spend ages on and feel depressed when one in every ten people at best even notices the difference between shoving a hot dog into their mouth that you microwaved in 30 seconds and an eating an expertly made BLT with horseradish sauce that you prepared over ten minutes.
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Ah, okay. Never mind then.
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Put a tiny supermatter shard powering it, into which you can shove criminals that board the shuttle.
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Or just, you know, remove it entirely. I don't know why it was implemented in the first place. It just spams everyone nearby with sound effects and results messages, and sucks up money that has no value to sometimes create money that also doesn't have value. It's basically the equivalent of clicking on button to get a drum roll sound effect. Because we have no economics system.
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Are you the one making this game update? If you aren't, your willingness to concede to changes means about as much my desire to keep them out of the cult without significant changes. Nor do I have to play an IPC to have reservations about their inclusion in a round type. I do not need a personal stake in a matter to have feelings about it. If I did play an IPC, I would not want to be convertable with the state of things as they currently are. I could even posit that as an IPC player yourself, you have a strong-prebuilt bias towards wanting to be included because changes personally affect you. But I'll reiterate my points because things have gotten confused over a long thread -I don't think we should be introducing a crippled variant of IPC cultists just to give them a participation credit. 'Just get a nanopaste' is a stopgap, not a solution, just like this idea. You don't tell someone who gets smashed in a door every time they walk through it to just grab a medkit, you fix the door or get rid of it. -I think if they are allowed into the cult, there should be significant changes to their mechanics so they can fully function without having to work around stupid problems inherent to just inserting them as-is in the role without caring about the difficulties involved.
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Constructs are powered by an imprisoned soul and aren't even made of metal, because they break apart into ectoplasm. They are entirely different from synthetics. This is not an analog, it's you forcing a weak link that doesn't really exist. There's no meme, it's just you willfully ignoring our arguments.
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However you want to spin it, I'm not obligated to invite a machine to the cult instead of destroying them so they don't terminator me for trying, or later screw us over by being an unreliable cultist. What you claim makes interesting scenarios evokes complete disinterest in me, and your hypothetical pragmatic cultist is unlikely to apply to any of my 100% unathi roster who would feel disgust at the idea of inviting a soulless automaton to their cult. And I still persist that we need to do more with this than apply a hacky patch and tell IPCs to just deal with it as part of the challenge.
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I guess you make some valid points, though it could have done without the condescending implications that converting IPCs is required to make the round interesting and doing otherwise is powergaming. IPCs don't even experience pain, as far as I know, it seems to me more likely I'd be powergamed by them for trying to conversion rune them repeatedly than the other way around.
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This isn't really about how viable ICly it is for them to be converted, it's about how viable it is mechanically. With all the problems they have being a functional cultist, I'd much rather they be destroyed or soul stoned than converted for the sake of trying to stealth cult with a cultist that can't do anything a normal cultist can do without hurting themselves in difficult to fix ways.