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Arrow768

Head Admins / Devs
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Everything posted by Arrow768

  1. I would like to see the Antag / Sec Blacklist re-added, but with a different approach I think it should be based on rounds played (and survived) as cadet. The idea is as follows: A played round is counted as a round where the player has joined in the first 15min, is alive at the end of the shift and he still is in the same job he started in. This would force people to actually play x (I would suggest 30) rounds as security cadet and not just wait out the x days until they can play full sec officer. I think this would be a huge step towards a better security team. Ofc, this would also work for different jobs as well. Any thoughts, comments, ...
  2. I havnt seen you on the server, but at least the date in your app checks out. (As opposed to so many other head of staff applications) First seen: 2015-12-08 22:50:54
  3. SPARTAN-113, was never on the server and Octanus was first seen 5 days before you submitted your app (2016-05-18 12:04:58) Care to explain the difference ? (to the claimed 2 months)
  4. Care to explain why you said you were playing two months when it was only 15 days at the time of the application ? According to the server records you were first seen at 2015-05-01 20:41:35
  5. I´ll just say it bluntly: I dont think that you are ready for a Head of Staff whitelist with just a few days on the server and noone knowing you or your characters. Most people apply for their head of staff whitelist after a few months of playing time.
  6. One thing that I would like to point out is that your claimed playing times dont match up. According to the server records you have been first seen at 2015-07-17 15:23:56 Can you explain that difference ? (Not even a year compared to 3 or 4 years)
  7. If this is a thing that everyone wants it would not be too hard to port /r/records to the new webinterface (along with directly editing the chars on the server)
  8. Nope, no extended access for security at all. If they need to get in somewhere, they can contract: (in no particular order) * The HoS (I think the HoS already has basic access to every department) * The Head of the Department they want to access * The AI * A Borg * A Employee of that department * Engineering (to open the door for them) * The captain * The HoP * If there really is an emergency, smash in a window I think this pretty extensive list shows that there is no need for additional security access.
  9. This thread is derailing a bit into a completely different suggestion. The original suggestion was to add the ability to remove tags from items. This could be solved by adding a additional variable that holds the tag (and is separate from the name) And then the tag labeler/remover just changes that variable instead of the complete name. To come back to the suggestion from Kaed about allowing users to completely rename items: If you really want this to happen, please make a separate suggestion thread. But I also do not like the idea of allowing users to rename or change the description of every item in game. I could see this happen for a few select things (such as food, chairs, beds, lockers, ...) but not every item ingame. About custom items: It should be easy enough to add a system that allows users to choose a existing item and change the name/description. If thats stored in a database, it could easily be expanded into a web based system, where the users can request their item via the webinterface, and if approved by a item moderator, it will be added to the users inventory with the click of a button. (And available to the user the next time he spawns) Also, if thats something you want --> Different thread
  10. Well, this suggestion is not preventing people from building a ghetto-bar. It might even force them to make sure that IA doesnt notice that they built a bar and spend their paid work time there. I also see and appreciate the work people put into making the drink recipes and documenting them. Removing the bar wouldn´t remove them from code. People can still make them, it just requires a bit of effort on their side.
  11. Well, they can always get the pipe dispencer from atmos or the outpost
  12. It´s not too hard to add that to the webinterface.
  13. Interesting idea, but I dont like the fact that it has a pipe dispenser. If thats removed, then it would make a nice addition.
  14. I also support the idea to replace the bar with cafeteria. There is nothing you can do in a bar that you cant do in a cafetaria (except getting drunk). I also love the idea of a launch break some time mid-shift, but then we would have to speed up the hunger system. (But that wouldn´t be a huge problem) @Nikov, you have mentioned multiple times that you do not support this idea. There is no need to make snappy comments.
  15. Well, they key to being able to fire the gun efficiently is to aim correctly. If you just pay´n spray you will only get it to fire in stun mode (if its not based on the alert level). This gun will be a two-shot-crit weapon if the target has got a high crime coefficient. So I dont want to make an area check. I like the idea of a console in the HoS´s office that allows to add a offset to the calculated crime coefficient. Right now I plan to make the calculations based on my above idea, as well as entries in the security record, and (if I can figure out a way to do it) based on the fact that someone has killed/injured someone else recently. Well, I want to change the sec records to tg style anyway (where you have a entry for each crime that person has commited instead of a "textbox" where everything is filled in. Then I should be able to code the rest in a few hours, so not that much work. My long term idea is to place a few of these in the armory for the Warden / HoS to hand out. (Or make them orderable via cargo) Question for those that watched the films: (Not 100% sure about these points anymore) Is there an integrated ID check ? - I think so And what happens if someone else tries to use the gun ? - It wont fire
  16. The main difference here is, that with the lawgiver, the user is in control of the Firemode. With the Dominator, external factors (be it alert level, entries in the sec records, ...) enforce the use of a specfic firemode. When a malf AI interferes with the system, likely to happen
  17. Arrow768

    New gamemode?

    Well, I am not sure if it fits our high-rp environment. Altough there might be a few fun moments by trying to explain that guy that, hes not a computer program. I could think of this as a thing you ahelp before doing, but not really as a permanent gamemode.
  18. Well, I am nearly finished with the changes to the Lawgiver and they should be live soon. But I think we could use unique gun ingame. So I looked around a bit and found the Dominator from PsychoPass. For those that dont know it: Basically it assesses the targets "crime coefficient" and depending on it, a stun or kill mode is enabled. I thought about two ways to implement it ingame: The boring easy way: Make it based on the alert level: On green its a weak stun projectile like the taser On blue its a big stronger stun beam (that can travel through glass like a laser) On red its a lethal laser weapon The interesting way: Calculate the crime coefficient for a targeted mob based on: Is the target on the crew manifest Are there any entries in his criminal records (minor / major crimes) Is the target carrying a weapon Is the target holding a weapon in its hand Is the target on harm intent Any additional ideas ? There would be a few firemodes: * Stun (Just a default stun beam) * Kill (Just a default laser beam) * Destructor (2-Hit Crit) The movie way: In the movie the crime coefficient is calculated by a "AI" and the weapon mode is also controlled by the same AI So the idea is to have the AI assess the threat of the hostiles and then set the weapon mode accordingly So the questions I have: What do you think about this idea ? What mode would you prefer ? Any ideas for a different mode of operation ? Any other ideas, suggestions, comments ?
  19. While the area next to sec might be inviting at first, I would love to see it placed somewhere else. Mainly for the reason to allow the buddies of the guy thats going to be shipped of to attempt to stage a break out during the transfer to the pod. I think the dock should be placed next to the escape pods at arrivals
  20. As I mentioned somewhere in this thread: Use a cablecoil to tie up the zipper Wirecutters to remove the cable from the zipper and allow opening / closing it again
  21. I really like this idea. Give the Det some surveillance items. But as Outboarduniform said: There needs to be a signed warrant. I am sure that creating a new form is the least problem.
  22. I like the idea, but it should really require the authorization by a head of staff (maybe call it via the communications console on the bridge) ? If there is no Head of Security present, just pick any other Head of Staff that is available (according to the directives, command as a whole can act with captain level authority, and if there is only one head of staff, he is acting captain)
  23. According to the serverdb: Last Seen 2016-03-14 11:42:30
  24. Just putting this here (according to the db): Last Seen 2016-04-26 04:36:43
  25. There are some valid points that I have noticed in this thread: * There are so many Nanako´s, sometimes its hard to keep track of them. (Running gag on the server: Get your own Nanako for 20 Bucks now) * There was some power-gaming, but its gone now (She used to set the medbay smes herself. I bwoinked her as a CE and since then she stopped doing it, That happened quite a while ago) But I would like to add a few positive/neutral points: * She knows her stuff. (If medbay nanako is around I know that I wont be thrown into cryo with my hardsuit on, I know that I will be fixed and walk out again after a few minutes) * She listens if you tell her what she can improve (After I explained to her that its not her job to setup the medbay smes, she stopped doing it) * I think its perfectly fine to do a poll to ask for everyone's opinion on a controversial topic (Optimal Chem recipes) * Ageing a character to fit a role / qualification is perfectly fine. (As long as it isn't done too often; I have done this once with my CE) * She has gone through all the steps from intern, to nurse, to doctor and now to CMO (Which I think is a very good thing and I would love to see it more often; As a CE I even encourage this, by promoting people that I think are ready for a more responsible role out of the apprentice position into a more demanding job.) * I didn´t even know that medbay had death implants and I have never received an offer to get one as a CE. And if it is in a general storage area, why shouldn't a doctor offer to implant people ? (If it should be something only the CMO should be doing, then why are the implants not in the CMO´s office ?) So to sum it up: * You should rally cut down on the amount of nanakos (Just keep the medical nanako) * Continue to listen to feedback you receive and you will make a good cmo. * I havnt seen you enough in engineering to say that you are ready as CE. * But I think we should give you the option to become a CMO and grow into the job. (Under the condition that you cut down on the amount of nanakos thats running around)
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