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Bygonehero

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  1. BYOND Key:BygoneHero Staff BYOND Key:TrickingTrapster Game ID:bQb-b42R Reason for complaint:Failure to perform their duties Evidence/logs/etc: Additional remarks: I ahelped with a simple question whether or not that CC comms and station comms being permanently disabled all round is worthy of an ERT. The station telecoms was being devoured by a blob, and everyone was ignoring it. I attempted as the AI this round to get someone to stop it, but no one ever did. Afterward, I ahelped if it would be ok to try and summon an ERT from this. Tricking told me it was not, and ignored any reasoning to the contrary, even ignoring my request to speak to another admin. It was only after a transfer shuttle was called that tricking changed their story and said yes. They claimed to have not known about the blob, and to me that means they failed to investigate anything I ahelped about or argued about for the last 20 minutes of the round.
  2. The idea is that the Future Leader could be anyone and its up to the terminators to expand upon the clues they are given to determine the identity of the Future Leader. You could make the Future Leader spawn as a Rev or a Renegade which are pseudo-antags, giving them more leeway. You could also make the creator spawn with CC instructions from central about their soon-to-be creation such as: "Nanotrasen has hit an important research milestone with Creator, ensure that their work continues." This encourages command to work with the Creator, putting them at odds with the 'Good' terminator and possibly the Future Leader. It also creates interesting dilemmas with command in that they must balance the apparent threat of a killer robot from the future with station directives, making wide-ranging conflict.
  3. Gametype: Terminator This gametype follows the popular idea of a machine uprising with the added mystery and paranoia of a changeling round. When the round first begins two players are selected as the terminator from the available pool of players. One of the players begins in an area akin to the wizard starting area, A futuristic prep area where the Bad terminator may select various gear, akin to the telecrystals a traitor would get. The terminator can select from the following: Bioliquid Metal Compound: Allows them the transform ability and giving them the ability to mimic anyone they have scanned.As well as providing them the ability to change their arms into arm blades. Internal Compartment: Allows the terminator to store objects inside themselves this is also the only way physical objects can be brought to the past (i.e the station) Electromagnetic shielding: Increasing the EMP resistant variable by an as of yet unspecified amount. Personal Shielding: Negates all damage in exchange for taking the resulting damage in power drain. Radioactive Isotope Dual Power Cells: Increases electrical charge capacity for the terminator to its highest possible amount while also adding a redundant second cell at the highest possible amount. Both cells can be removed and ejected and will explode shortly after being ejected. Hack Spike- Can hack any machine by mere insertion of this Hack-Spike. Including all of this the terminator has the same powers as a cyborg and is able to interface with any electrical device. Unlike a cyborg it looks and can function just like a human player. It can repair itself with the right tools. Good Terminator laws ----------------------------------------------------- 1.Protect The Future Leader, X at all costs. 2.Prevent future technology from being recovered. 3. Kill the Creator.(Scientist/Roboticist/ResearchDirector/Captain/AI..one of these) Bad Terminator laws --------------------------- 1. Kill The Future Leader, X at all costs. 2. Protect the Creator. The Good terminator will start as one of the crew, having infiltrated before the Bad one but will have no upgrade options. The Bad terminator has access to a set amount of upgrades and future weapons if they take an upgrade that allows them to take them back to the past. I've also thought about making it ambiguous about who the Future Leader might be. For example. Let's say S.A.M. is the Future leader. If I used my ideas I would give each terminator a description of S.A.M...not his name though. His job,hair color,sex, species,blood type. It will be up to the terminators to expand on the details they are given. Additionally, the future Leader will be a Rev-head or a Renegade, starting to build up their resistance movement. We can also use the Hunter-killers for this mode, if it's desirable to use existing code instead of making new things.
  4. Lets not make caveats for factors beyond anyone's ability to control thanks. It's a slippery slope that is just best avoided. No one can control deadhourness and no rules or regulations IC or OOC should be amended because of it.
  5. You go lone hero more than I like as Lukas, and Lukas seems to end up living a lot, when the rest of his staff does not yet he paradoxically professes to lay it all down for his men/women. That being said, those are minor grievances compared to the otherwise stellar HoS play. They are if I had to nitpick anything about the character at all. And, it's simple to kill Lukas, I probably have killed him more than anyone C:
  6. Let's for a moment ignore the notion that there is no need of lawyers because we are following corporate guidelines, not space law. In writing, the IA agent was meant to take the position of the lawyer, acting as the mouthpiece of central and the first person to look to for adherence to station protocols. The problem then arises that IA is simply not interesting enough to enough people. Too often is this slot unused or ignored. This is because its power is based solely on RP, and trying to enforce protocols that most people ignore anyway while attempting to retain your objectivity and not break them yourself is boring and tedious. Let's look at the lawyer. The lawyer can perform the duties of an IA agent if the player wanted to play it like that, but unlike the IA agent who must remain objective and distant, the Lawyer can represent people. They can act in a person's best interest instead of the company. This does a few things, firstly and most importantly, it punishes bad security play. Brigged and thrown in a cell without paperwork or processing? Facing an extreme wait before you are even processed some reason or another? The lawyer can punish this behavior, ensuring that station protocols are adhered to. Where the IA does not care for the individual in so much as the stations protocols, The lawyer does. Where the IA exists to file Incident reports and is a retroactive role to solving said incidents the Lawyer is a reactive role, and can leverage the regulations to ensure station protocols are followed and lessening bad security play. The lawyer was fun to play, It always was fun to play. Let's have fun again. By no means am I suggesting remove IA agents, they still serve a purpose, but they are not in my opinion a replacement for lawyers.
  7. Hello darkness my new friend, I've come to talk with you again. Because a vision of crazy surgeons. Left its mark whilst I was snoring. And the vision, that was planted in my brain,(like the shrapnel) still remains. The vision, of crazy surgeons. Memes aside, That one round you played doctor as Peter Johannson really made me not want to ever see that character as a doctor ever again. As AI that round, I was convinced you were an antag, starting fights with the bartender and punching them. My ultimate fear is that you see Unathi as some sorta Klingonsque warrior species that will only reinforce the way you currently play, which is horribly. I'm willing to give you the benefit of the doubt, but you need to prove it through consistent character roleplay
  8. Sophie Rifler Is a female version of Adolph Hammerstein without the german stuff in my view, they've cooled down a bit but take what you will from this meaning. I've not interacted with them in a bit so I'm still on the fence.
  9. Except, you're telling me how to roleplay right now. I don't like antagonists who come onto the station to try and wander around not causing conflict and just pretending to be a special snowflake. I don't think it's in any way reasonable for a sophisticated, private workstation to permit unknown visitors with unknown technology to show up and be cheeky to the people in command, then just allow them to walk off and do as they please. I don't think antagonists should all die, but I think it is entirely unreasonable for any antagonist to expect just to be treated with kid gloves and his or her 'gimmick' respected, just because they want it do. Especially when it's poorly thought out and/or doesn't make any logical sense. As the spellbook appears to be is right now, the only way to disable wizard as a threat the wizard indefinitely is to shoot off his feet or otherwise leave him unable to move, but that doesn't even work because -They can still fireball constantly while unable to stand -They can still use Corrupt form to run off Which means, as far as I can tell, that you are demanding people sit down and negotiate with the dangerous lichwizard. Even if they did that, and gave him what he wanted, he's still on the station. He can't leave during the round. And he can decide, at any time, to start (or resume) being hostile to the crew, if he wants to. And you're right back to trying in vain to kill him, if that happens. Especially if the wizard attempts to murder anyone who opposes him. It's completely unreasonable for you to expect security to just tolerate an entity on board the station who is harming people so consistently. I could maybe see a case for telling people to chill the fuck out who just rabidly attempt to murder the wizard over and over while said wizard largely just tells them to stop it and respawns with a sigh of exasperation, but they don't tend to do that. The almost universally respond with deadly force when attacked, like a normal bad guy. I'll acknowledge we seem to have different expectations from a round, but that doesn't mean either of them are wrong, so telling me to 'seek an alternative' isn't really a solution, it's just a demand to play how you want to play. ----------------- Na man, I never told you to do anything other than highlighting the logic in that if killing something isn't working, maybe another solution should be looked into. Putting words in my mouth is silly. If you want to rant over your round fine, but don't do it in a suggestion thread.
  10. It needs to also contain the recording of a ecuadorian woman singing
  11. I think corrupted form is fine, but it should cost more and be a robed spell, its easily one of the most powerful spells as far as utility goes, it should get a higher cost/robe requirement to offset that.
  12. Add the camera item to the journalists as well, so they have a movable camera point that's viewable from any entertainment access viewscreen
  13. For someone who didn't know how the thing they are mad about even worked, you have a lot of opinions. Are they all well informed or are you basing them entirely on a single round? You shouldn't tell people how to roleplay any situation. Situations are good because they can manifest in any number of ways. If you are concerned with the binary aspect of overcoming an unkillable foe, then perhaps you should develop a strategy that doesn't involve killing it. I can tell you are upset at a wizard lich, but despite all of this I agree that lichdom is too powerful as is, but there's a few ways it can be nerfed without changing the basics of the spell. First and probably the most important, it should be obvious to anyone who has found the phylactery that it's evil and needs to be destroyed. Sort of like if you hold a cult sword as a non-cultist, it should be immediately known that the phylactery is bad. It should also make itself obvious that it's connected to the wizard somehow. These are to prevent cries of META from the wizard when someone does find their heart. Maybe make the heart repeat whatever the wizard says. Secondly, I think the intensity of the light should increase after each respawn to further reveal the location of the phylactery and that like vampires, starlight should damage the phylactery to prevent it from being hidden in space. Lastly, I believe that you shouldn't get your items to come with you when you reform your body as a lich. If you want to have a go between with this, then only magical items go with you when you respawn. Now onto other matters. The lichdom spell is good because it does force people to not seek valids. Not every antag has to be solvable through conflict, if you feel someone is misusing their powers for trolling you should ahelp. Wizard is also an ongoing development project, so it's obvious that some things are going to be more powerful than others. Lets remove ourselves from the round and its problems and focus on how to make the wizard round-type more fun for everyone.
  14. Changed a bit of the second chapter. Dialog isn't my strongest area of writing but expect more from my other story next!
  15. Is the monthly resets still a thing? Otherwise it's going to power creep like a mother---
  16. All issues tended to. Unless there is anything else, the complaint can be closed.
  17. New atmospherics is too good and stifles any creative design decisions that could be made by an atmospheric technician. It's small, and optimized to the point that it passively denies anyone from experimenting in atmosia, the city of pipes for their own vision of what it should look like. I understand that one of the players designed it. Consider for a moment that they had fun doing that? Did they ever consider that maybe other players would have fun doing that? Already the atmospheric technician is a job plagued by other people supplanting it. This is just a final nail in the coffin. The addition of manual valves to mix also prohibit station AI's from performing antagging stuff and I believe they were placed there for solely OOC reasons. ICly in this age of automation, NT would likely try to automate as much of its station systems as possible. Setting a manual valve for important systems is the same as someone choosing a car that won't drive itself instead of a car that can. NT is a company, and beyond synthetic access, there's no safety difference between a manual valve and a digital one. The difference is in efficiency. If it were up to me, I would unoptimize atmospherics as well as make it about as large as the old atmospherics, so as to give space for any changes or experimentation that a atmos tech would want.
  18. We used two bombs, and the actual placement locations of the bombs aren't even in your screenshot. They were much more powerful than I expected. As for your reasoning UnknownMurder it would have been fine if there had been any buildup at all. If they contacted you with the miners PDA and before we even set bombs, Then it becomes even stupider as to why a Vox decides to leave the hiester team as well as their fellow Vox. By then we had killed 1 person. A person who broke into our ship and shot at us. Team antags are suppose to be a team, from my perspective this guy was looking for any excuse he could get to leave the team. He himself never contributed to anything that the other antags did and if you aren't willing to play a team antag as a team then you shouldn't play it in the first place. EDIT:Actually reading the note, I can actually fault ShameonTurtles very little since everything in the note is factual. I retract my complaint to have the note removed but while we are at it, Is it ok to bomb arrivals if antags are using it as their base of operations?
  19. BYOND Key:Bygonehero Staff BYOND Key:ShameonTurtles Game ID:bPz-akfx Reason for complaint: Overturn decision, and review round incidents Evidence/logs/etc: Additional remarks: This complaint has little to do with ShameonTurtles or Sircatnip themselves. They handled my issue professionally, but I feel that I was unjustly singled out for this round. For the issue with turtles, I am aware notes carry a lot of leverage for future decisions by admin staff, so when I was told I got a note concerning the actions that I performed as a member of a team, for making a team decision, well, I was rather upset. As previously stated, we never meant to bomb arrivals. We tried to bomb their ship, but not only did their ship take little to no damage, but the blast projected more into arrivals causing damage we never intended. This also highlights another problem. In this round, prior to even stealing the bombs from the mercs, we were told in AOOC to avoid venting arrivals by the mercs. I believe that they were using rules to protect their ship, something that the hiester ship cannot enjoy. Additionally, they were completely allied with security, a ERT was on station. All of the stations security forces, except for combat borgs were brought to bear. At this point, if we decided to fight, we would lose. In addition to this, we also had a traitor, which segways into my issue with Sircatnips decision which is less notable that this first one, but another critical issue with the round. AgentWhatever- played Kikrakti the Vox that round. Even before our initial break-in of the station they went their separate way from the group. Once we actually got back on board, they brought it upon themselves to remain on the ship permanently. They voiced their disapproval of our ic actions in AOOC for shooting a miner that not only shot us first,but tried to break into our ship. After we had bombed the merc ship, they abandoned us entirely and went to join the crew, citing to Sircatnip as lack of communication and focus on murder by our team for their reasons for leaving. Keep in mind, that the only person we had actually killed was the miner at this point, and that we were actually in constant contact with them. We were also not focusing on murder. We had a plan in place to raid the vault. I ahelped about this, about them peace-tagging and selling the hiesters and other vox out for seemingly no reason. I even voiced my concerns that the reasons that AgentWhatever gave to Sircatnip were complete bull. I never discharged my weapon once on a crewmember that entire round. And we only actively tried to murder the people who were already contracted icly by the station to murder us. It makes no sense that a Vox would not only betray their heist team, but their fellow Vox out of the blue. My only issue with Sircatnip's decision is that they declared it an ic problem, when I feel it is obviously OOCly motivated.
  20. Excellent improvement, and your IC skills are improving too. When you first joined I had my doubts, but I am pleasantly surprised +1. I suggest advertizing this in-game some. Keep up the good work!
  21. I think each apprentice would be a identical twin to the main wizard that they split from, and obviously if a nonwizard got ahold of the Five-Fold Hat and used it, it would gib them.
  22. If it would be hard to find ghosts, you could make the cap give a spell point to the main wizard for every apprentice not spawned, so ideally it would work like this. Wizard purchases Five-Fold Cap for Five spell points, wears it and uses it. The Five Fold cap splits the main wizard into a white, red, and green apprentice but couldn't find a ghost for the last two, giving the main wizard (the one wearing the Five-Fold hat) 2 spell points. I think this would be an acceptable way to handle it. While the Five-Fold Hat would technically get you a apprentice for cheaper, (Apprentice Contracts cost 2 spell points) the main wizard cannot control what kind of apprentice is spawned, so the value is a fair trade.
  23. Since people are so eager to remove genetics, how about instead of removing it, the problem that people have with it is actually worked on? People hate the superior powers, so remove them. The lesser powers are currently locked. They should be unlocked as they are much more interesting from an RP standpoint than any of the superior ones. Most importantly, they are impossible to chucklefuck with.
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