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Spacemanspark

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About Spacemanspark

  • Birthday 10/08/1997

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  1. Oh, sounds good! EDIT: Oh, one other thing. Presuming it's still their responsibility, shouldn't the machinists have access to a private surgical room for borgification procedures? At present I'm not even certain they have all the tools to conduct one in the robotics lab.
  2. My thoughts largely echo this. I doubt that the machinists will ever really use the workshop room they spawn within; the majority of their job still revolves around the two fabricators in the robotics lab proper. For the most part, the only thing this change seems to do in terms of changing robotics gameplay is adding about three extra minutes of movement from the workshop up to the robotics lab. As well, it'll also cause a lot of confusion for new players trying to get into robotics, on top of players from other servers who may be interested in trying HRP for the first time under the robotics title (such as myself, about a year ago). I'm curious to the reasoning given for this--and mind, when I heard robotics was being moved to cargo, I was actually quite interested; the cargo crowd are often some of the more interesting characters to RP with in my experience. While I'm here, I may as well say that, while it's definitely of the same quality as most other Aurora sprites... I don't really dig the machinist uniforms. I understand they're meant to have more cargo themed colors, but they just feel... really out of place, I suppose. Admittedly, however, I'm also used to the green Hephaestus uniform I've come to love during my time playing on Aurora. Perhaps some different options to choose from in the loadout, or even just restoring the old jumpsuits as selectable options within the loadout, would be better for all parties.
  3. You would likely have to remove blobbernauts and restrict it to only have a few specific chemical options.
  4. I think I mentioned this before, but Paradise does have this exact thing. I've heard porting things from other servers to here is a little frowned upon (something I appreciate), but it is an idea! There's also a corgi pAI model that may be of interest--I'm not certain if Aurora has one. Since I'm on my phone and lazy, here's the entire dmi. pai.dmi
  5. I think this is where my ability to fairly comment on balance concerns ends, although I can still give you an explanation of why many servers house this belief. Typically, the term 'mobile death alarm' is brought up, along with their small sprite size. Yes, previously I mentioned that pAIs are remarkably fragile as is, and offered an alternate solution to nerfing their health without making them a two shot--but I would be remiss in failing to mention one of the bigger upsides they potentially have. Granted, a pAI should ideally not be used for anything combat related, but the small sprite size does have an impact. However, my point of balance concerns arises from my time on servers that have a higher focus on mechanics as opposed to roleplay. On a server such as Aurora, where players are a lot more willing and interested in roleplay, balance can sometimes be put on the back burner in favor of more unique, immersive content. Many of my opinions or worries might be baseless, or at least far less severe than I could be making it out to be. It's why I haven't commented much on the topic of Aurora's game balance ? If I'm honest, though, this has always been one of my pet peeves. I haven't had it happen to me on Aurora, nor have I seen people do it here, but good lord it is the absolute worst feeling when pAIs get randomly picked up and wiped for next to no reason. I don't know off the top of my head if Aurora has rules that protect such cases happening here (I'd imagine it does), but if it doesn't... I can't particularly say I'm keen on this being a good balancing point.
  6. I think this is the sole area in this suggestion that I don't quite agree with. I don't typically make comments on the topic of balance without being well integrated into a server, but synthetics are something I adore in SS13 and I can't help myself, lol. So... Even if they cannot fight with the items they pick up directly, being able to carry any typical object is quite a massive upside, far more than you might expect. Being able to carry bombs, guns, et cetera while being carried or moving by your owner is fairly ehhhh to me. As well, this forms two questions, one from a realistic standpoint and one from a code standpoint, both of which follow the same vein: How do you handle this, sprite wise? Sure, a monkey or a farwa is generally very simple, but what about a cat or drone carrying an item? Not having an in hand sprite wouldn't be particularly great, either. Cyborgs/ Androids have modules that denote what items they can have at any given moment, so one knows at least a little about what to expect. But if BobShmoeOS v2.9 walks up to the brig carrying a grenade or a bomb, that's something a person should be able to spot immediately. I also don't know how I feel about lowering their health, either, as a way to balance that out. pAIs are already incredibly fragile, and while that's not something I currently care about all that much when I play one, I'd probably be a little less motivated to do so if a simple breeze or speck of dust touching me caused my chassis to break. An alternate solution is to have damage inflicted to a pAI cause various instability or other such issues the more damaged they are, similar to an android's module slots shutting down if they take too much damage. Have the chassis occasionally fold back into card form, have them occasionally emit sparks, cause their wireless capabilities have a chance to fail or completely stop working, slow down movement speed, that sort of thing. I think, perhaps, adding in more things for a pAI to interact with wirelessly might be one step towards making them more viable. Perhaps have the current owner be able to designate machines that they have access to for the pAI to wirelessly interface with, provided they're within range. I imagine science would have the most use out of this. I think adding in a few analyzer modules would also be quite helpful. Recently I've been the pAI for Safaa Sadar, who frequents hydroponics. Having a plant analyzer module would allow me to help her a little bit, for example. I imagine medical or robotics would also appreciate a medical or robotic analyzer too. It might be small, but it may help them save some time. I'm hella tired as I'm writing this up, so I may not be making the most cohesive ideas. Either way, glad people are giving pAIs a bit of love.
  7. Pierre is one of the few dominians I don't want to forcefully shove cybernetics into. +1 good app
  8. Rats rats we are the rats
  9. Yermak is funny tho In regards to the suggestion, dunno if a dark brown will really look well. Perhaps the entertainment channel could be changed to silver? Not too bright on the eyes, but not too dark to read either. I don't imagine the entertainment channel really fits any specific color scheme like other departmental channels do.
  10. Hrm, that's a good point, at least for the stamina suggestion. The only thing I can think of is to give everyone those restrictions, but lightweights have it far worse... but that would likely hamper the experience for everyone else more than it would be beneficial. That part is easily roleplayed out anyways--my focus is primarily on the other two parts in this case. it's a bit weird to be roleplaying out, say, alcoholism, and have the effect suddenly vanish mid sentence (which I've had many people instantly go 'ah you're sober again' when I've had, like, a whole bottle of vodka or something lmao). Although... perhaps that's more of an issue with how alcoholism functions in SS13 generally, considering game balance and such. Tricky to think about, really!
  11. Hello fellow nerds. Those of you who've seen me in game have likely noticed a very particular bit about my character, Angelica. She's exceedingly small and weighs a very meager amount (about 120lbs [54kg]). As such, she has some added difficulty when it comes to handling tasks that involve moving heavy items around, or holding/ heavy gear. She's also highly susceptible to getting drunk very fast, and should she be hurt... well, better hope someone's got a bloodpack on standby. However, after a very friendly dominia officer (thank you, Simon Kistler) demonstrated to me that she can stay fully conscious for a surprising period of time after being shot in the head three times, I decided to make this suggestion. A little bit of time is feasible, but I was dragged from the bar to medical without going unconscious--I had to repeatedly force it via the *faint emote. Now, what would a lightweight disability do, exactly? -Reduce movement speed and drain stamina when pulling/ carrying and moving heavy objects and/ or mobs. This includes wearing voidsuits or other heavy clothing. -Alcohol kicks in much faster and lasts longer. Alcohol tolerance in general is lowered--hope you really know your limit, or you'll end up in medical fast. -Lose blood faster, or just have less blood altogether. This is mostly just a baseline, add-ons are welcome ?
  12. Heeeey fellow nerds. I'm the player behind Angelica, and I was wanting a bit of constructive feedback about things I can improve on with her as a character. Uh, something something, not sure what else to say.
  13. Hi yes I nominate Spacemanspark for community manager. Together we will rule the galaxy
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