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EvilBrage

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Everything posted by EvilBrage

  1. We may want to amend the rule itself in that case, because it reads that all conflict must come to an end, without exclusion. If we're going to have unspoken amendments, why have rules at all? What constitutes "previously originated conflict?" I've been wanting to do away with this rule for some time now because it's a lazy OOC solution for something that has a plethora of IC solutions. Griefing elsewhere is not comparatively minor to griefing on the shuttle, but for some reason the escape area and shuttle have plot armor once a crew transfer or escape shuttle are docked. I've even been fussed at for detonating a bomb that accidentally glanced the southern wall of escape when there was still 8 minutes left until the crew transfer. It creates borderline idiotic situations (such as this one) and for what reason? I understand I'm running off on what seems like a tangent, but my point is: let's remove the shuttle's plot armor and rather focus on griefing as a whole, since this definitely isn't the last misunderstanding involving the shuttle and those rules that'll take place.
  2. I detest this idea. I might even go as far as to 'abhor' it. I'm not sure why we need a rainbow of different species on the station, and I'm not sure why you'd want something that is essentially a race, but not actually a race because they're robots, but not actually robots because they have real brains from different races. We have enough races at present to create some great racial tension RP - but it doesn't happen because a majority of players seem to like to be politically correct and all that nonsense, so it more or less falls to the odd antagonist's motivator. It's snowflakey and it adds nothing to the atmosphere. If you want to be an IPC that looks like a crash test dummy, go for it, but let's not usher in a blizzard of snowflakes.
  3. EvilBrage

    Two Detectives

    How about we throw in "neither detective gets a revolver" and see who still wants to put in this suggestion? I say that because all I'm really seeing here is "I want the gun but someone else has it so let's have two guns." The crime scene investigator is indeed the second investigative role, and the only reason you'd remove him in favor of another detective is because you want to toss in more guns, which - as we'll quickly learn if the devs decide to put in ballisticurity - is a terrible idea. In fact, I can see myself quoting this entire paragraph in the ensuing complaint thread if this is actually implemented. The same way Internal Affairs does, I'd imagine. I'll admit that separating the detective from security would reinforce the fact that the detective is not a security officer with a revolver and a 20's crime drama themed outfit, nor is he meant to chase down and apprehend criminals. No, the issue with "moar lethal dakka" is the same issue I have with ballisticurity, "buffing the armory," and all those other ridiculous ideas - you're putting more pressure on the antagonists to manage to create something fun without getting shot, and then we'll have even more people crying "gank" than we do already because surprise will be the most common counter to a lethal ranged weapon.
  4. I know atmos has been strange ever since a Bay merge that happened earlier this year - fire especially. I wonder if it's linked with that?
  5. It sounds like a crowbar, actually. In any case, is there any particular reason that the research department would need a mech? I wasn't aware that this was a contest. As for the research niche, I'm really not comfortable with Sammy McScienceface running around maintenance with X-Ray night-vision goggles while waving around a lawgiver and stunning all of the security officers he comes across, only to stuff them into his automated brain extractor to provide a little snack to munch on as he hunts for his next victim. If Engineering really needs mechs, just research the mounted RCD and call it a day.
  6. Maybe if we replaced the pressure tanks with half-full canisters? Filling would definitely be slowed somewhat, but siphoning would be faster - the only problem I can see is if someone decides to force the airlock one too many times, you may run out of air to fill the room up with.
  7. Hats. And jackets would be nice - though I'd personally prefer that players have to choose between style and function to a degree (that is - no more warden/HoS hats with arbitrarily high armor values; they can pick up a helmet if they want their head to be protected.) Edit: The warden hat looks atrocious to me.
  8. I can't link this to the main body of my post but it's so fundamentally important that I felt the need to quote it anyways. Alright, Delta - tough love incoming. I don't think this is a good idea. Administrative work is a stressful job (make no mistake, it is indeed a thankless, payless job) and I am not under the impression you deal with stress in a constructive manner. Moreover, there have been a few comments you've made that worried me extensively when I saw your application up here. Quote below cited from this thread. Never mind mid-game where some decisions have to be made under pressure, the above quote is one you gave us on a forum in which you have time to step back and assess what you're sharing with us; I feel that your idea of the spirit of the rules is a far cry from their actual meaning, and I also don't think you'll be able to bend your own sense of what you should do in order to accommodate that. You've also given me the impression that, like a few others, you're innately hostile towards certain types of players. Coupled with the other concerns I've outlined above, can you claim to be able to interact with them from an administrative position in a manner that is fair? I don't believe so, but my beliefs don't determine whether or not you get the Trial Moderator chance. However, I'd still urge you to seriously consider everything I've shared because - and trust me on this - your patience will be tried beyond belief, and what's acceptable for you and me right now won't always necessarily be acceptable for an administrator.
  9. Oh man I can't believe I missed it. M.take_overall_damage(51,51) 51 burn, 51 brute. Okay, so I didn't spot that 51 was repeated twice. The brute damage will, more likely than not, cause fun broken bones and organ damage that will indeed contribute to the continued degradation of the individual. Still, it can't be used in a talisman and it's not versatile or safe for the cultists in the slightest. If you're using it twice, sure you're killing everyone around it, but you're still looking at a 19% chance that you're going to be blown up along with your rune. The risk/reward management comes into effect there in a similar vein to the revolver thread; if you've seen blood boil happen or heard that runes can kill people, it's really your own fault for getting anywhere close to it. If you haven't and you fall victim to one, well, better luck next time. Maybe this thread will need revisiting when Blood Boil becomes the go-to rune for murderboning, but considering that you only ever see that rune once in a blue moon, I don't think we need any changes.
  10. I understand your antipathy towards antagonists, but as you may note in the above few posts, there is literally no other weapon in the cult arsenal that can do damage at range. The code displayed shows exactly what happens in-game. It's literally the code referenced when the rune is invoked, so unless you were there from start to finish and were able to isolate all other forms of damage from the individual in a controlled environment, then something else happened to them to give them that brute damage or you're misremembering the facts. "Randomly apply extra brute damage" is not something that just happens to a code. Also, you have no idea how difficult it is to get three cultists to surround a rune at the same time someone is barging into your cult hideout. It's a stroke of wonderful luck to even get nine out of twenty cultists to assemble to bring about Nar'sie.
  11. Let's not get ahead of ourselves by throwing out numbers without knowing what we're talking about. So here's the relevant code entry for the blood boil cult rune: bloodboil() //cultists need at least one DANGEROUS rune. Even if they're all stealthy. /* var/list/mob/living/carbon/cultists = new for(var/datum/mind/H in ticker.mode.cult) if (istype(H.current,/mob/living/carbon)) cultists+=H.current */ var/culcount = 0 //also, wording for it is old wording for obscure rune, which is now hide-see-blood. // var/list/cultboil = list(cultists-usr) //and for this words are destroy-see-blood. for(var/mob/living/carbon/C in orange(1,src)) if(iscultist(C) && !C.stat) culcount++ if(culcount>=3) for(var/mob/living/carbon/M in viewers(usr)) if(iscultist(M)) continue var/obj/item/weapon/nullrod/N = locate() in M if(N) continue M.take_overall_damage(51,51) M << "\red Your blood boils!" if(prob(5)) spawn(5) M.gib() for(var/obj/effect/rune/R in view(src)) if(prob(10)) explosion(R.loc, -1, 0, 1, 5) for(var/mob/living/carbon/human/C in orange(1,src)) if(iscultist(C) && !C.stat) C.say("Dedo ol[pick("'","`")]btoh!") C.take_overall_damage(15, 0) del(src) else return fizzle() return So what does this mean? The rune does not, in fact, send people into crit instantly. It does 51 burn damage when invoked, despite the initial post. It also damages all cultists for 15 damage. You cannot place this rune onto a talisman, despite the initial post's claim. The rune has a ten percent chance to explode, and considering the individuals who will be standing next to said rune, it is incredibly risky to invoke. The rune has the potential to be be incredibly damaging, yes - but using it over and over again ensures not only broken bones and organs, but also a very real chance that it will explode and seriously harm the cultists around it. It is limited to a rune, so its use as an offensive weapon is almost nil, and good luck convincing your brothers to sacrifice their health for a very unstable chance at killing the opposition. The coder who put the rune in has already summed up my thoughts on the matter:
  12. Or you could just steal the one from the cargo bay. Or you could make them order-able (or creatable), because that sounds like something that should happen.
  13. We like to pretend that we've thrown these elaborate checks and balances in through paperwork and other mediums, but the fact of the matter is that 95% of ERT characters are one-off things. They don't face consequences for their actions (even less than normal crew members, impossible as that sounds.) An ERT member can indeed waltz into the armory and jack a lockbox full of implants and go to town because of an "emergency," but will there ever be any repercussions for that? Will they have a whitelist status scrutinized? There's no accountability whatsoever; literally anyone can become an ERT member and immediately jump beyond the scope of what the emergency has been defined as because they simply don't answer to the heads of staff, and that is a bit troubling.
  14. I was under the impression that the ninja game mode was still horrendously broken, but not removed yet because "well if they really want to play it, why not."
  15. EvilBrage

    Grinding Limbs

    And please let me gib limbs that've already been cut off. Nothing is more annoying than chopping off that delicious leg meat only to have to leave the body parts in my meat freezer for added effect stuff all the body parts into a backpack and make my way to the nearest available space-facing disposals outlet.
  16. EvilBrage

    Cargo Change

    I need to activate bloodthirst mode on the mules some time just to see what they do. In all seriousness though, I do have a bit of disdain for the tug if only because people like to ride it for the sake of riding it - which is well and good, I suppose, but I personally don't see the point (especially since running over someone does a punch's worth of damage.)
  17. Exactly like it says on the box. Too often, they blitz the station with very little understanding of what's going on, exactly. Even though it was the heads of staff who called them, there are often times they ignore them altogether and simply do as they please aboard the station - and unlike heads of staff, they are not whitelisted. Thoughts?
  18. I've been thinking about something like this for a very long time - how it's silly that Dr. Whimpyboots can disarm a shotgun from (and push over) a highly trained secret Syndicate agent with years of combat expertise. Ultimately, however, I really don't think there is a good way to introduce a system that has balances - what's the penalty for being large and strong? There are fast and strong people out there, why do we have to choose? Don't get me wrong, it's a worthwhile discussion to have, but the answer isn't as cut-and-dried as we think.
  19. Arbitrarily utilized redundancies aside, my point was that nothing in this game is realistic. We have cat people (and judging from the amount of PC floating around the station and the high ranking positions they take, I couldn't tell they were hired for their "cheap labor") and our station is literally powered by a black hole. If we actually wanted to get into strict realism, consider that it took the United States a little over a century to abolish legal racism against African Americans - and then consider that tajarans have only been known to humanity for a few decades - if we want to shoot for realism, there would be legal prejudice against tajarans apart from "you can't be captain," and it would fall in line with a majority of the human race's belief. tl;dr nothing is realistic in this game, and my purpose was to point out how ridiculous an argument that is to make in the hopes that people will stop making it, because the moment we bring this game to ultra-realism is the moment we realize we could have more fun by actually going to work.
  20. I agree! Considering the topic, I felt it was a good place to bring the subject up. P.S. I'm still lost, Tishy, but I still love you.
  21. I read your post like five times, but I still can't figure out what you're trying to say, Tishy. Sorry. What I'm saying is, fingerprints are not transferred to the object you touch if you're wearing mangled gloves.
  22. I'd love to hear your argument for how you think clowns in the workplace are less realistic than cat people in the workplace. If the station were truly built for a "nine to five" shift, why would it have all of these things we've mentioned? Or a dormitory with beds for several crew members, a cryosleep chamber, and individualized sleeping quarters for the captain? The station design simply does not support your assertion; some level of habitation is clearly implied in the layout. Then again, the quoted idea of how the station "should" work is less fun than actually going to work, if only because I don't get paid. But back on track. The role of entertainer could easily be filled by assistants (and throwing in the "theater" access that still exists to their ID's.) If you're dead-set on being a clown, jump out into space and retrieve a clown's gear from their shuttle before coming back - it's far enough out of the way to make it a reward to become a clown, and instances of individuals going through all that effort is rare indeed, and so Aurora has unintentionally created what I view to be the ideal clown - infrequent, but utterly hilarious when he does show up. There's enough material to keep people entertained without mechanically designating an entertainer at the start of the round.
  23. Security already has the annoying tendency to block everyone else out of events to make them "security only." We don't need additional mechanics (namely, "let's arbitrarily buff Syndies and Security") to support that.
  24. If it bothers you that much, there's always the option to switch to the classic apron in the kitchen vending machines (which does need a little reskinning so it doesn't look like a massive bib, but I digress.)
  25. No, you'd know by the easily identifiable prints. Prints that don't show up at present, despite the fact that the fingers are indeed exposed. Adding a line to change the body_parts_covered variable should fix that, and maybe the game sprite itself could even be re-skinned to show a little bit of the character's hand?
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