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Snakebittenn

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Everything posted by Snakebittenn

  1. It is with a heavy heart that I approve this application, since there's no really /glaring/ issues.
  2. I've been enjoying it thus far. The main complaint I'd have is the offices, and I'm still not sure about Engineering Officer (often the guys you're going to be hanging out with are going to be out and about.) Otherwise; I feel like this offers more character opportunities for me, if I can get the kind of Officer I want consistently. I also like hanging out with other departments far more than I like hanging out with other Security in most cases.
  3. I would be willing to increase it to 35, the same health as a maintenance drone.
  4. '1-3 hits from most improvised weapons, and 1 hit from any actual weapon' does not have any basis in reality. The most common weapons people will be bringing to bear are either tools or whatever their unarmed attack is, which is no more than 10 damage (I can't find the exact numbers for a *fully* loaded toolbox, the unloaded ones do 5.) Nobody is bringing out shit like a katana, or a laser rifle, or a frag grenade on a diona nymph. They're just going to smack you with their hands or a crowbar or something. They would still need to hit you 5 times with a crowbar to kill you. Rarely is anyone on the station randomly jonesing to kill some diona nymph. If a nymph is killed, it's either because of gank, or because the nymph has been a shitter. Also, unrelated to that, but making them spawn with damaged nymphs is a poor solution. There is still sparse ways to actually hit all 6 of them (outside of fire axes), and vent crawling is an instant action that has no do_after of a reasonable time. It can still just reform and regenerate these nymphs in an area with good light.
  5. https://github.com/Aurorastation/Aurora.3/pull/8350 A thread for that PR. Let's go over some numbers. There's a handful of common NPCs that players fight on a semi-regular basis. A rat has 5 health. Viscerators have 15 health, as do typical hivebots. Space bats have 20 health. Carp have 25 health, as do lesser worms from the Sarlacc. Blob parts have 30 health, except strong blobs which have 60. Nurse spiders have 40. Ivan the Carp has 50. Alien drones have 60 health. Shantaks have 75 health. Hivebot guardians have 45-80 health. Bears have 80 health, as does Faithless, as do the green cult Creatures. But do you know what has more health than all of those? A diona nymph, with 85 health. This is just a little less than great worms, space sharks, slimes, and xenomorph hunters. But that's not all. There's about 6 nymphs that make up a gestalt when it splits. When the nymph a gestalt controls after it splits dies, it controls the next available nymph. This gives it an effective health of 510. This is 2.5 adult slimes, 60 more health than a Plains Tyrant (a 20 foot tall Moghesian predator), 110 more health than a cult Juggernaut, 200 more health than a hivebot beacon, about 5 blob cores of health, 240 less health than a horror form, 200 less health than a colossal spider queen. They actually have 310 more health than they did post-split than they did pre-split. A diona gestalt has 710 total health, from their 200 base health combined with the 510 effective health of their nymphs. A horror form has 750. This is on top of health and limb regeneration, not having bones, not having organs, plus being immune to brain damage, plus being immune to oxy/tox/clone, plus decapitation not killing them. But that's not all. Something in common that all of these mobs have is not being smart. They are not controlled by players, they just run at you. They do not phase under your sprite, or take evasive maneuvers, or take into account the environment. They cannot hide under tables, they cannot crawl through vents. Most of them are human sized or larger, and are easy to click. Nymphs are none of these things. But that's not all. You cannot actually stun a diona nymph outside of punching it. You need to punch a nymph 17 times to kill it. 102 total punches, ideally, to kill the entire pack. You need to attack it 3 times with an energy sword, or 18 times to kill the entire swarm. But, it's too late, it's already crawled in a vent, absorbed the rest of the swarm, and reformed to go continue whatever it was doing. All it takes is the one nymph to find enough nutrition or radiation. Are you with me so far? Let's take some other numbers into account, so you can imagine the sheer blocks of health these things are. Human punches do 5 damage. A crowbar does 5 damage. A wrench does 5 damage. A screwdriver does 5 damage. Wirecutters do 6. Power drills do 3. Kitchen knives do 9. Tactical knives do 18. Butterfly knives do 15. Glass spears do 21 damage. Sec's pistols do 25 damage. Fire axes do 10/42 unwielded/wielded. Grandmaster (The Best A Borer Can Get) psiblades do 30 damage. Revolvers do 45 damage. A shotgun slug does 60. Are you with me so far? This PR introduces a new health for them, 25. This is an effective health of 150 instead, which is just above a normal human. A nymph will not die in one hit from common weapons, but it will take actual damage compared to right now. It also raises the maximum amount of nutrition a nymph needs to consoom to become a full gestalt, so we can have less cases of 'It splits, enters a vent, and is humanoid again within 5 minutes.' I am also welcome to other ideas for nerfs.
  6. I heavily enjoy Speely Wolf. She's fun to actually write with, and just as fun to just spitball new ideas with. I like that kind of creative energy, and it's backed by a passion and drive for the Unathi species I have seen in few people. Absolutely +1
    1. Scheveningen

      Scheveningen

      You've stolen Mofo's bit

    2. Mofo1995

      Mofo1995

      He stepped up to the plate is more like it!

  7. Bump. Please, at the very least, take this out of the secret rotation so we don't accidentally stumble into this roundtype.
  8. I can not only vouch for, but agree with everything said here. The constant lethargy and nihilistic outlook from Pegasus has, indeed, created a jam in the lore where there shouldn't be. This has gotten old over the course of the two years (nearly) he's been in our employ. As well, it is a terrible move to start your own rework while lagging behind on reviewing and grading the prior one.
  9. Please don't dogpile anyone while you comment on this thread. Try to focus on the sprites. The people who can look into this will look into this.
  10. I feel like this way would be better than the way most currently use Visitor. Instead of there being essentially unlimited time (which creates the phenomenon of 'visitor mains'), the system becomes more interactive and fleshed out.
  11. Title. Essentially, The station becomes equipped with various timeclocks where you can do one of two. 1) Clock out. 2) Check your paid time off. Each character gains a certain amount of Paid Time Off based on hours they have actually played as an actual station job. You don't need to actually clock in or out, it does it automatically (unless, hell, you'd like that. It'd be a little interesting.) Once you have paid time off, you can join from the lobby (as you would any other job) as the assigned Off-Duty role for whatever department your character belongs to. The ratio of how much gametime awards you how much off-duty time can be discussed, but we're initially thinking 5 rounds gets you 1 round. You would appear on the manifest as, say, 'Off-Duty Engineering.' This would be entirely separate from visitors, and visitors would basically only be used for people visiting the station that don't work here. Other things that could come down the line is contractors being able to be off-duty, and perhaps certain species or contractors or such changing how much off-duty time you accumulate. Edit: To clarify, 5 rounds to 1 round is just an initial idea. I do want it to be fair to where you can basically never be off-duty, but I don't want it to be too powerful.
  12. Reporting Personnel: Errant-VII Job Title of Reporting Personnel: Security Officer Game ID: b5s-aXNo Personnel Involved: Tzarka Ssarzi, Lab Assistant - Offender Azala Huz'kai, Research Director - Offender Danny Wiles, Security Officer - Witness Machi Millinsky, Security Officer - Witness Time of Incident: Around 05:40 station time. Real Time: 11:14 PM MST, 1/29/2020 Location of Incident: Research Entrance Nature of Incident: [x] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [x] - Neglect of Duty [ ] - Harassment [ ] - Assault [x] - Misconduct [ ] - Other _____ (Place an x in the box that applies. If other, replace line and specify.) Overview of the Incident: I was patrolling the station hallways as I normally do when I came across the sound of people slipping down a hallway, which proceeded to become the sight of people slipping down a hallway. This was at the hands of Tzarka Ssarzi, a lab assistant, who was using this lubricant southwards of the Research and Development laboratory as an act of vandalism poorly disguised as a prank. Several people slipped, not including myself. I gave the Lab Assistant a verbal warning to stop this behavior, where I soon after heard the sound of slipping again. This time it was in the small room counting as the entrance to Research and Development, in which Tzarka had laid down more lubricant and was rapidly slamming the Research Director, Azala Huz'kai from wall to wall using the lubricant to expedite the process. I proceeded to attempt pepperspraying her, as the Director could have been seriously injured, but this accidentally resulted in the Director herself getting sprayed. Tzarka later shoved me over as I attempted to detain her, and ran away where I could not find her. I complained about this to the Captain, Holiday Lynn, who informed my team that the Director 'allows it, and has asked me to request you all cease bothering Ssarzi. Due to the conduct in your attempt to detain her, I am taking the Director's request.' She previously stated the Director tells her that Ssarzi was 'performing science duties.' Submitted Evidence: None available. Did you report it to a Head of Staff or a superior? If so, who? If not, why?: Holiday Lynn, Captain. Actions taken: Nothing could be done. Additional Notes:
  13. Shen is my personal preference. They're a very nice person, extraordinarily passionate about the species, and have given wonderful answers to these questions.
  14. Crates would still be grabbable. We can make mobs stay still when grabbed. You can still pull someone out of danger/into a tunnel.
  15. Whether it's an object or a person, pulling someone should take a grab slot instead of the mythical third Mage Hand everyone has. It's really fucking weird that you can pull someone with both hands full.
  16. Now that we have the IAC ERT, I believe we have sufficient diversity in which the old NT ERT is not really necessary, or even beneficial, to have in the normal rotation. I would like for it to be moved to the admin-only category. The two problems i have with NT ERT are 1) roleplay/lore 2) mechanics the first issue is that ERT are not and aren't expected to be, characters or something you can roleplay around. the TCFL are rather bombastic space EDF EDF EDF! while they aren't the best equipped, and some people think they're not worth taking seriously, they'll do their best to protect their new homeland. they're an organization that, shit, even your character can join and sign up to help protecc. they're encouraged to be actual characters, and your character can know a lot about them, know members of them, and you can incorporate them into your backstory/shit. the kataphracts are literal space knights and there's so many roleplay opportunities with that. they're linked with unathi roleplay, and i'm sure you could play one onstation? i was told that before. you could be a timid zo'saa, maybe one that's overly headstrong trying to prove himself. be an older, wiser saa. maybe even a hotshot young saa here to prove his worth to the ladylizards aboard. the ERT are not, and cannot be actual characters. they're faceless mooks here to shoot criminals. your character can't really know one, and you can't really incorporate these people into your character. you're pretty much forbidden from being related to them. it's been 3-4 years since i last saw an ERT member with a memorable personality, or one with any personality in general. 2) mechanics the alternate response teams we're introduced thus far have notable upsides and notable downsides. the TCFL, for instance. perks: they're decently equipped despite what some people will tell you they're totally willing to help out the aurora in whatever way they can eva mobility with the space bikes rigsuits a mech dedicated eng/med staff cons: fuck all for access slow, need to rely on each other i guess not really being taken seriously sometimes weaponry takes some getting used to was pretty rare sparse ballistics then we have the mercenaries perks: good firepower more mobile nice range of weaponry expected to be robust eva mobility cons: can be subverted by whatever antag can pay more than station command, a wildcard no real engineering/meidcal and the kataphracts perks: grenades high melee high speed with unathi sprint eva mobility very tanky cons: can be outplayed by ranged weaponry lack of ballistics sparse ranged options no hardsuits kind of slow outside of sprint no real eng/med at all now the NT ERT: perks: all access full control of everything that goes on in the station once called fully kitted engineering section fully kitted medical section armor-piercing assault rifles ion weaponry not limited by ammunition lasers of all sorts soporific grenades other kinds of grenades hardsuits high mobility due to hyperzine and such a sniper rifle seriously why multiple exosuits even if they aren't used pAI-based rigsuit immortality obligated to do whatever possible to help the station most common and most preferred by admins cons: i genuinely cannot think of anything. they don't have any real melee options, but they don't need it. each team generally has a 'specialty/gimmick' in the way of 'things they're good at' and 'things that make them a risky pick' the ERT has pretty much all the strengths of the other teams but no notable downsides. they are too damn good at too many things without even good rp/interaction to back it up. they're something more in line with the hapt/deathsquads of old than with the rest of the teams we've introduced. thanks for coming to my ted talk.
  17. I would rather some old-fashioned energy weapons than yet more stuff from the 1700s.
  18. I've never really seen a lot of these characters. Are you certain of your ability to stick to and flesh out a character fully? I don't recall a lot of these even having flavor texts. That aside. What sets Dreams of Curiosity apart from other Dionae we see on station?
  19. Closing this for a lack of response. Reopen it at any time.
  20. Still more durable than Tajara. ...They already could have the time and experience? They've been around centuries.
  21. I can't figure this out on my own, so here we go. If you're lying down, you should be able to undislocate your arms or legs. Having them dislocated is basically a permanent handcuff/straightjacket that you can't ever resist. It's pretty silly.
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