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UltraNumeron

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  1. As someone who plays antags quite often, i'll throw my two cents in on this. I like the idea as it seems to be intended, some things just need to be made clear. These should essentially be just checkboxes for what kinds of gimmicks youd encourage your antag to involve you in, with a clear disclaimer by that section that this does not change what you may get involved in within rounds, being just a showcase of what you're most interested in participating in. This kind of thing is mostly a tool for antags to see where they should start their gimmicks because few people have workable exploitables written and many do not necesarilly want to have a gimmick built around them otherwise, so this would be good for showing who wants to be involved in a gimmick around them and what sort of gimmick. This kind of option as I see it would mainly just affect how people start gimmicks rather then the flow of the round. Say if a department gets hijacked or a hostage is needed from there its really irrelevant what tags there are because the gimmick is not about the people involved there. And if someone interferes with that, or is at the wrong place at the wrong time they're still as liable to get pulled into it as anybody else would usually be. And a dessysalta said, an option to just opt into being no-escd works too, either as standalone or along with this sort of system. (Since having people that can be kill without escalation could be quite useful for building up a gimmick and setting stakes.) Overall though, this idea has good potential. Implementation needs to be careful however. Most of the people pro-this on this thread are the ones I see actually playing antags, and the ones against not so much. And it shows. This is a trend because aurora very much does have a history of admins butting in the middle of rounds, often in the middle of active conflicts to interfere. Sometimes for good reason yes, but I have not seen a server even a HRP one which gets admin interference as often as aurora does. (This all has gotten better recently, but still is the case.) Thats why having options people can check is good, because people don't want to be paranoid about upsetting someone and getting ahelped. I don't think many people really want god coming down and changing the flow of the round as the solution to things not going the way they prefer. There are good reasons to ahelp, though I really don't think its the sort of thing that should be used often to deal with things that can be dealt with icly. Having to argue why you did what in the middle of a scene to a random bwoink is not fun or good for the round. So why not just make it clearer who wants their round to go what way? This is a solution to a problem that ideally wouldnt exist, but is one we have and this is much cleaner than the alternative.
  2. Suggestion: If its feasible without messing up much, itd be nice to have an option to toggle your power, and turn off and on your chassis manually when you need to conserve power. Otherwise the only way you can turn it off is by running out of that power. Also currently an issue with discharged ipcs, that when parts are damaged enough, they drain faster then they can be recharged by the recharger making them stuck even with proper equipment. Had a moment last round of draining hundreds per tick but the charger only recharging 13 that was then immediatly drained. Though to be fair, it was also in this state I probably shouldnt have been alive in but kept going even as I was powered down with dementia messages for 10 minutes.
  3. Some bugs: Antags and ghost ships can't change their reactor or cooling unit, the button to change organs does show them but clicking them does nothing and keeps you to the current configuration. (Also had solar power set on the original character that rolled offship, and it didnt seem to work? While it worked as regular crew. Might be an issue with the lights I was at though or something.) Overall still same issue with ghostship/antag configuration in that with IPC appearance being tied to markings, and markings being unavailable in the appearance changer menu, making them impossible to color. Technomancer healing both with mend internals which is meant to work on IPCs and likely mend synthetics too does not seem to work, not healing any visible damage regardless of how many times I use it or where I target. Also the usual lack of antag healing for ipcs, though I do get it somewhat since it is one of the big weaknesses of IPCs to have difficult on the go healing and nonregenerating chip damage. Though some way for solo antags to recover when they have an arm disabled from damage or something would be nice. Overall rework is a solid improvement though.
  4. Should be noted our armor formula is a bit funky and what appears as those few percent do alot more work than they appear to, making those specialized armors significantly better against their respective threat, and that there are only two heavy suits in the armory. Though I do kind of agree that the whole thing of specialized armor is a bit eh, compared to just good all-rounder armor being used, even if they are pretty balanced.
  5. One thing, which I think may be related to the complaints about overheating. Is that having the safeties on seems to shut off running far before youd actually take damage from overheating. Being tripped as soon as you move from uncomfortably cold.
  6. Not sure if having IB passively heal is good, but I do think it'd be good to have more safe medical treatments for it that don't need surgery. Since it is the sort of thing that feels like it should be treatable in this age of technology with internal medicine.
  7. Yeah a killbot squad is kind of boring, theres not much to do with that other than just kill the antags if security fail. Which well, can already be fulfilled and is much more interesting with a crew militia. For this sort of purpose an ERT works best since that has more implications than just killbots, and itd be neat to see them around more. Though well, somewhere like the expanse not having help is part of the charm of the area.
  8. Im against this, maybe some more starting meds for medical would be nice for when theres no pharmacist, but other then that theres no reason to make getting hurt be less consequential, or to have large autoinjectors to be handed out. If you want to inject something big, just use a syringe.
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