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Kaed

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Everything posted by Kaed

  1. I suddenly do too. Full support.
  2. "Standard" metagame (metagame in this sense being the concept that a certain behavior is the 'right' way to do it, not the concept of cheating by preparing for antags) behaviors does not legitimize something. You could just as easily make an argument that everyone should be able to be issued tool belts just because some of them exist in the public tool storage and are claimed by whoever can grab them. Both helmets and tool belts are useful in their own way, but that doesn't mean that the head of security needs their own, or that everyone needs to have a free tool belt issue to them. I myself have never felt a particular need to equip my head of security with a helmet. The people that do can just walk up an elevator and spend 30 extra seconds grabbing one for my locker like they 'already do'. Or hell, walk 10 feet from his office and grab a helmet from the armory. The head of security already has enough cool equipment. He doesn't need more. There is a wealth of spare helmets to choose from.
  3. Helmets are aestheticly displeasing, often getting in the way of hair or clipping over it. Additionally, unpopular opinion: maybe you should consider this lack of combat headgear to be an indicator that you're not supposed to be a front-line fighter as a head of staff. Way too much combat HoS going on already anyway.
  4. We could just remove the spawn point for blobs on the construction level.
  5. Kaed

    Rework EMP's

    Mmmmn... A rework is somewhat larger in scope and term than the very simple change that you're proposing, and it might be worth implementing something like this in the near future has a stopgap. And I'm mostly responding here because.. Well, my normal mindset is that a dead synth is best kind of synth, I unfortunately had a recent experience that left me sort of sour towards ions. I think you in fact were that IPC traitor detective last night that got captured and disabled after fleeing through a portal, in fact. For an IPC you were particularly non-irritating and I actually got a little bit of fun watching your antics from afar, given how boring the round had been before that. So I found myself a little bit miffed when that Necro officer went and executed you with the ion cannon in a single shot before I could even finish type in my reassurance that no one was going to kill you. :/ His immediate surrender to detainment for half an hour for automacide was significantly less interesting than whatever would have happened with you I'm sure, and I would really like the chance to be able to stop someone from doing that again, before I even have time to react. TL;dr - being able to kill ipc's this quickly as harmful to more than just the people who are playing the IPC, some people would like to be able to role-play instead of having to deal with a sudden execution by a random jerk.
  6. In all fairness, this probably won't be a proper surgical procedure so much as just stabbing yourself with a magnetic knife and fishing. Gauze and Band-Aids is just barely sufficient for meatball surgery like this.
  7. While I don't disagree with you that being shot in the head and walking away is stupid, that's an entirely different subject from shrapnel mechanics. I just want to give people an option other than crawling to medical to get surgery and getting gangbanged and dragged off by security (possibly before surgery depending on how shit they are about prisoner rights). I don't plan to make it an appealing alternative so much as a desperate one with nasty consequences. Options open.
  8. I'm really sleepy but thought up this idea. You know how shrapnel is basically a death sentence to any antagonist because they can't get surgery? Well, Skull changed them to only deal pain damage, but they're still crippling if you can't do surgery, but what if. What if you could pull the shrapnel out with an ad hoc device made from common station materials. Get a metal rod(s) Wrap a wire coil around it (15-20 cable idk) Attach a battery to the wires and coils Attach an incomplete switchblade or a metal knife to to it Fish around in your guts or limbs for the shrapnel with the sharp object, which magnetizes the shrapnel to it and lets you pull it out (this deals some uncomfortable brute damage but it's better than having shrapnel in it) Use a medkit to treat your new bleeding wound, free of the shrapnel Thoughts?
  9. They're already having their health lowered post-emagg and their plasma cutter removed. I didn't ask for anything to be added, I just said you're getting overly upset over something that's already being rebalanced and that you're looking at it in an excessively negative light. I'm really tired and I don't know why I'm replying to people at this hour. Last time I did this I said something rude and got a board warning so I think I better hedge my bets and sleep goodnight, this thread is being binned today anyway.
  10. Icelance rifles would be pretty sweet on the tajaran ambassador, tbh. Culturally relevant, too! But that's not really the subject. I don't think your argument really holds much water except to you. What I'm hearing is basically "if we allow this fun, interesting thing, then we might as well do this other fun, interesting thing!" presented as if it is a dangerous slippery slope instead of a logical progression of lore inclusion that I think we should be encouraging. And in any case. Laser swords and icelance rifles are not illegal ordinance if there is a permit involved, just like every other fucking weapon that can be obtained by crew by means such as the merchant. Just give them a permit with certain restrictions on their use of the weapon and bam, justification created.
  11. You getting too hung up on their origins. They become station roles once you've swiped your emag into them. As with any situation once someone is officially an antagonist they can do what they want, the fact they started out as a Ghost role with a 10 minute cooldown really doesn't matter. Hell, if there was a new magic spell or traitor substance you could inject into mice to turn them into big monsters, you can't treat this new antagonist rat as a regular rat anymore, or hold them to the same expectations. An antagonist used to resources that they paid for to make this drone an antagonist tool, see you can't keep looking at it as a Ghost role anymore.
  12. Continuing to make fun of their work is not going to help them feel confident about bringing it into the game.
  13. As far as I understand, the consular's position is intended to be outside normal crew and security hierarchies. They are an ambassador and their office is an embassy. While the two groups (security and the consular) can and do certainly interact with each other, they are not held to the same standards of contraband and regulations as the crew. Their weapon is issued for self defense and is explicitly intended to be lethal. The 9mm pistol, while theoretically capable of being loaded with nonlethal ammunition, is for all intents and purposes not actually going to be loaded with them unless someone is engaging in some self-nerfing for roleplay purposes. They certainly will not be going around shooting people with a gun unless antaggery is involved, and by that time, the fact that they start with a gun is a fairly minor detail compared to other issues of their permitted conduct. The same arguement of 'potential uses does not equal actual uses in most rounds' can be applies to an energy blade weapon. You are making much more ado over its ability to kill and cut down walls than really matters in actual gameplay. For the most part, a typical unathi consular is going to do little more than wear it and perhaps brandish it for the purposes of a show of power or skill during certain circumstances. Welders can also cut through walls, and are freely available to every crew member on the station, and many people on station can even procure the welding helmets necessary to avoid the only downside of welding through walls. If you think a competent security team will be significantly threatened by a single unathi with an energy blade and no real armor to back it up (because again, we're talking about base gear, not stuff you can acquire illegally), I'm not sure you've been paying attention to how powerful halloss weapons are for the last year or more.
  14. That isn't my experience. If someone is warned for say, power gaming, they receive that warning and things move forward from there. They don't receive a ban for a player report of power gaming that was done a week before they actually got their official warning. Because that doesn't make sense. It's like a conversation like this. "Stop that or you're banned." "Okay fine." "Actually just got a report you also did the same thing 3 weeks ago so I'm banning you." Not to mention that "posting behavior" is a lot more complicated than issuing negative points for every instance of bad behavior reported regardless of the time frame it occurred in. As an extreme example, is someone who enters the form and is rude to people in 7 different suggestion threads over the course of a week before any of the reports are acted on and gets 1-2 points per reported post really deserving of the permaban that they immediately get once action is taken against them and they get 10+ points over the course of a day or two? Perhaps after that week of coming in and being rude and being issued a single warning they would have behaved themselves. You are denying them the chance to improve in favor of exacting as much punishment as possible. You shouldn't be looking at it as "why should we have to wait" imo.
  15. We're moving towards making antag identification not be so easily metagamed, with the introduction of Survivor roles among other things. That page will just have to be updated, and people have to use their brains instead of going Unga Bunga energy blade equal antag.
  16. Right now we have an automated warning system on the forums wherein moderators issue warning points and people are given posting restrictions based on how many warning points you have, and they wear off over time. I would think, ideally, that the system is supposed to train people to improve their behavior. I'm one of those people who might be a little, uh, spicy at times. I've had player complaints against me in the past, and been a bit of a jerk at times. I'm working on it still. However, we don't really seem to have any guidelines of what things can be issued warnings and when. Currently, moderators respond to reported posts and issue warnings if they feel the post in question deserves one. They do not, however, seem to be under any obligation to check when the reported post was made, or whether they made a warning against the players conduct already at a date after which the reported post happened. This can result in situations where someone was issued a warning, was punished, and then is issued another warning after it wears off for something that happened weeks or months ago. Possibly after their behavior has actually improved, undermining the entire process of 'training people to improve' and instead makes it about finding as many ways and reasons to punish them as possible. So I propose a simple thing: No pre-dating warnings before an existing warning of a type. I.E., if you were warned about 'Abusive Behavior' for a post on 8/25, you can't be issued another warning for abusive behavior for something that happened on 7/15 but was only reported by someone on 8/27. However, if you return on 8/30 and go right back to being a jerk, that's fair game. It would also be good if someone who has never received warnings before only got warned for their most recent post of issue, instead of getting a warning for everything they've done up until then.
  17. Not with ghosting, because that removes the key from a mob. It would be impossible for me to test with SSD and disconnected clients, though, because I can only playtest single player servers (myself). I would presume not, though if it was the case there is not a whole lot I am aware of that I can do to prevent it. I would strongly hope that the primary benefit people get out of this change is not 'it's easier to murder people safely'.
  18. That's not how this works. The mob isn't 'changed' into anything. You don't drop anything because your original mob is shoved inside the temporary simple mob and restored once it wears off. The dropping all your items (including stuff like implants) mechanic was a gimmicky process from lowrp shit that didn't need to stay. Fun fact: During testing, since I was doing this all in a single player mapload, spiders would attack the body inside themselves because their AI made them maul the nearest mob. This shouldn't occur in actual gameplay though, because mob AI is suppressed when someone is in control of it. The buff to health was intended to make it so it's at least a moderate effort to kill a polymorphed character, instead of something you do in 2 the seconds while they're still disoriented by being turned into a corgi. It was never intended to prevent polykills. However, you do have it right in that this is intended more as a disable than a character dynamic change. I do plan to implement a druid version of the spell that can be upgraded to permanent until removed by wizard later, assuming this rolls over well.
  19. Do I need provide a sprite for on-head/in arms? I hadn't considered people wearing Wolf Mini or picking them up.
  20. https://github.com/Aurorastation/Aurora.3/pull/6899 -Polymorph spells are longer lasting, and when used on an individuals, they do NOT drop all their items, but rather they go away with their older body and are returned to them when they change back -Polymorphed individuals will have a lot more health than they used to, making it harder to murder-cheese them. 150 hp, in fact, less than a regular humanmob, but also much more than a regular mob of their type -Polymorphed victims will lose their old mind when polymorphed, becoming like the creature they have turned into. If this is a corgi or lizard, they will have to roleplay like one. It is now, however, possible for them to get a hostile form, such as a spider or slime, which means they may attack people. Including the wizard. They get their mind back when they return to their former shape. -Wizards can recast Polymorph on someone to change them back to normal early. -The Base duration of baleful polymorph for wizards is 60 seconds, and it cam be increased up to 180 seconds by using 4 extra spell slots on it, for a bonus 30 seconds each. -The wand of change works like baleful polymorph, but only lasts 40 seconds. You can rapidly cause chaos this way, but it is no way permanent, and even the wizard themselves can undo their own transformations with another staff shot. It also now has 4 shots max, removing the previous nerf put on it due to how horrible it was. -Polymorphed characters can rename themselves to not be so generic during their tenure as a critter. Technically, anyone nearby can, but it basically works the same way as pet dogs. Oh, I also removed the utterly garbage birdform spell from the code entirely. It was already removed from the spellbooks, no one uses it and it's really bad. All of this has been playtested. It is possible, with feedback, I could increase the duration of the spell, or something. If people think 1 minute base time is too short, or something.
  21. I still don't see what relevance that has onto the issue of removing security borgs. The primary reason why they are being removed just because they are too overpowering a force. That's not an issue with laws, it's an issue with design and the standards we have on the server.
  22. I admit I'm having some trouble parsing your long, meandering paragraph about laws. Forgive me for being a bit blunt, but you start with stating Asimov's laws as if they are part of the problem on this server that does not use them, and then stray into incoherent rambling about your feelings on HRP and how they apply to laws in a way I am having difficulty understanding. And at one point you mention a movie with no context I can see?
  23. We don't use Asimov lawsets on the server. The default lawset is a corporate lawset, and looks like this Safeguard: Protect your assigned space station from damage to the best of your abilities. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role. Preserve: Do not allow unauthorized personnel to tamper with your equipment. Have you actually played a borg on this server yet? That being said, adding all these extra things that security borgs have to follow seems unnecessarily convoluted and I'd rather not.
  24. okay I reviewed the page but did not see anything new on the wiki. You asked me something about a stealth ship, which I didn't see evidenced anywhere on the wiki.
  25. Honestly I've mostly considered dominian unathi as part of human culture and haven't paid too much attention to them. Most of my interest is in Moghes, and I know very little about dominia other than it's a human nation but some unathi live there. I tend to have the standpoint that if I'm not trying to play a character involving a certain part of lore I don't research it very deeply, so I can experience it as an outsider ICly. And I have never made a dominian unathi. Not really sure how to answer that. What issues do you want me to address? I guess if I butt heads with someone we can address those issues when they come up. If someone wants to take things in an 'oppesiter' direction then at the end of the day I guess I'm only the deputy. I've pitched ideas I have for what I want to do, if they lore team doesn't want them, then don't hire me on.
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