
Nanako
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Everything posted by Nanako
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I disagree, i think this suggestion drags that issue into the scope. Radio communication between station and odin has never made sense, but it's an oversight that nobody cared about before because odin was only accessible for a minute or two at the end of the round. People just use the inter-station comms to say goodbye to the synthetics or swear at antags they left behind. Making it possible for people to spawn on odin raises this question The easiest and cleanest solution is just to make the comms from the station not be heard on Odin. Only faxes and station announcements should be visible while you're there However, it'd be an interesting idea to have a public fax machine on odin that people could use to fax the station. Generally so they can contact their head of staff and ask what they should bring
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Return borg movement while in emergency backup power and revamp it a little
Nanako replied to CakeIsOssim's topic in Archive
Emergency power is supposed to be an unconscious state for borgs, i'm not so sure they should have anything, but radio still makes the most sense and offers the most RP imo. Put a timeout on it. If a borg shuts down, it has to wait 5 minutes before emergency power kicks in enough time for whoever damaged it to finish disabling it by jacking out the radio, or emagging it, or completely destroying it, or something I'm thinking about borgs that get trapped in remote areas, like on the derelict (that happened to me once) And make the radio message use emergency power per-character, so you have to keep them short -
What's to stop everyone acting as a ghetto-ERT though, tooling up, and jumping onto the station ready to kick ass? And there's some logical incongruities there too. If central can hear normal radio communications, then why is faxing for an ERT needed? Why are fax machines even needed at all? Why can't whoever spawns there just go up to the desk and say "Hey, everyone is screaming about being murdered up there, you guys should send up a commando team to investigate" Fax machines are supposed to enable comms over a long distance using bluespace tech, their existence makes no sense if odin can hear station comms
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Will radios work from central to aurora, as they currently do? What kind of equipment will you place on the odin for taking along?
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ok, transfer stuff aside, then Someone running around killing people, even if only on a small scale, is still a cause for major concern. it's supposed to be a normal workplace where people don't get murdered every day. Any violent, unexplained death, should be taken with severe alarm. The other change you're proposing - to use blue alert for low intensity murdering, doesn't seem logical to me
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Return borg movement while in emergency backup power and revamp it a little
Nanako replied to CakeIsOssim's topic in Archive
Radio on emergency power makes more sense than movement. cyborgs are 300kg+ hunks of metal, they don't move easily -
No, sorry, i guess i wasnt clear enough. I don't want things that make crew transfers more common or easier to do. Thats exactly the opposite of what i'd like to see
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Also i really disagree with this, hell no. We have a trained team of highly paid engineers for a reason, to fix things. The game also has the necessary tools and mechanics coded into it to rebuild almost anything. We can lay pipes and wires, we can construct new machines, we can order new supermatter and TEGs from cargo There are very few things we can't rebuild, and i'd consider everything on that list an oversight to be fixed. Calling an emergency shuttle because the station has a few holes is REALLY shitty, thats not even democratic. Its just some bureaucrat who doesn't trust his own staff and thinking he knows whats best for them If your engineers tell you they can fix it, and you still call an evac due to station damage, you are a horrible person and you're just suining several other people's RP for your own sake
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I agree with this principle, BUT you're missing a major factor. Due to IC in OOC rules, (and a lack of communication from command and security) the decision to end the round is generally based on subjective and incomplete information. If people knew a major event was about to occur, a lot less of them would vote for CT
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The thing is, no crew transfer on red is intended so that you can't just call a transfer and end the round, while an antagonist is in the middle of doing their thing. It's their job to set the pace of the round and tell a story. I've seen too many antags stymied by a sudden crew transfer vote while they're in the middle of preparing for something big, which usually forces them to abandon their plans because attacking departures generally isn't allowed. This kind of thing is also why we have the 2/3 majority before 3 hours I dont want to see things that'll make it easier to prematurely end rounds and OOCly cancel antag plans This problem, if there is one, seems like a matter that can be resolved through communication. Personally, i'd say that if things are all quiet, command staff should ahelp to ask what's going on, and whether the antag is planning anything. And we should have an exception to IC in OOC rules that allows moderators to actually answer that question. Maybe something like 'Yes the antagonists are planning something big, hold tight for another 20 minutes' or 'Nope they all died in space accidents, go transfer if you want"
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Remove Traitor Mice (and maintenance drones)
Nanako replied to Dreamix's topic in Completed Projects
but traitor mice are fun I've had some good times with playing a syndicate mouse, and made good times for those around me, too -
Medical has two cyborg modules - Crisis and Surgeon Crisis borg ostensibly fills the role of paramedic, while surgeon is pretty obvious. Currently Crisis also has the chemistry gripper, allowing them to act as a chemist. Paramedic duty for a cyborg is extremely flexible. They also often end up firefighting, fighting slimes, fending off spiders and hanging around high-action areas. Plus with unlimited access, they can go around and make checkups on everyone in every department, fetch SSDs, investigate mysteries, etc.They get to play hero a lot, and generally have a lot more that they can do than an organic paramedic. also diving into space for all sorts of reasons. crisis is one of the borg modules that nobody looks at twice when they do that, and EVa rescue is often their job By contrast, i'd say thar surgeon module is overspecialised. IT does surgery very well, but its almost entirely useless when nobody has broken parts. As a result, many people pick surgeon borg, realise they have nothing to do, and go SSD. IT has a high attrition rate and this isn't good. It results in there rarely being a surgeon borg around when you need one. Or at least, one that's awake I believe that surgeon module should have the ability to do chemistry instead of crisis. Surgeon belongs inside medbay and this would give them something to do. The crisis borg belongs outside medbay, running around playing hero and dragging people out of fires What do you all think though? Which should have chemistry abilities. Does it suit both better than either single one? There has been resisstance in the dev team to giving it to both, but sufficient public opinion could change that
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This attitude is unbecoming, and inappropriate. This is a player complaint, it is a public trial. and as such, is exactly the place to present evidence in your defense. Refusing to do so is both childish and self-destructive. Admins can only really consider what is posted here, and the logs of relevant rounds. If you're sitting on something that provides evidence of your character, provide it here, where it can be disputed and discussed, not in a private place where you can twist things to your favor. I'd like to ask, have IC resolutions to these issues been attempted? Has either been disciplined by CCIA?
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They still don't have four arms. I'm sure ive said it before, every new species requires its own niche, a dedicated writer to write about their exploits in the galaxy, and a lot of coder time to make possible new species are very unlikely at present
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No, you didn't. These sections of the rules specifically exclude random murder for no reason, or without interaction. Both of them clearly contain 'Try to do things that will be fun for others, not only yourself' Garnascus, were you a part, or otherwise consulted, about writing the new rules? Your opinions seem to go against them. This thread is fundamentally a complaint about Malf AI's not following the rules as they're written. This is not an excuse. AI is a pretty hard role in general. Any wiki clearly rates its difficulty as hard. You should not be playing AI, let alone Malf, if you're not very sure what you're doing. And ahelping to cryo and be replaced is usually an option.
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it seems like this one has suddenly become controversial
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In about 4/5 cases yesterday, the patients had no other damage to their chest except the shrapnel there. They were all civilians who got clipped by 1-2 weak shots Its a tradeoff. For your better murder potential, you sacrifice some ability to handle a fair fight, and are more likely to lose to security. The flipside of this is, if you want to be effective against people in armor, you pick the normal rounds which cause less collateral damage. I'd theorise this will decrease civilian wounds a bit ITs difficult and requires great eyesight and a steady hand, qualities that a surgeon should have. This kind of thing is done commonly IRL You avoid open surgery wherever possible, because of higher risks for complications, infection and death The patient should of course be under anaesthesia or at least heavy painkillers And as a failure for this surgical step, you nick an organ or something and cause internal damage This would actually be a nerf to normal bullets, making them easier to remove from patients without any additional buff at all
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Its filled with suggestions anyway. I try to send controversial ones here, this didn't seem such, and ita 5 minutes work, and github makes a decent to-do list for things we've accepted and plan to do
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tiny request, uncontroversial. github issue please
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This is minor and uncontroversial enough to be posted as a github issue. Please do so and we'll get around to it
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[Inactive] Player complaint: SomeoneOutThere
Nanako replied to AgentWhatever's topic in Complaints Boards Archive
it was fun to do once, and they did it. there's an entry in the hall of fame for it, this was the player who flipped the switch. Several more tmes in a few days is a bit much. imo you should wait at least a month before doing something like this again If i'm correct, someoneoutthere plays JADE. They seem to delight in ganking anything they can and playing a psychotic borg. Their OOC personality doesnt seem much different from their characters. its safe to say i dont get along with this person -
I've had some good interactions with Gabriel, he's fun to hang around as a mouse. Sometimes nice, sometimes not, but interested in RP either way. I did once see him steal a medical voidsuit and a jetpack (as a bartender), and go hunting a group of escaped tajarans on the asteroid, by jumping into space. He was hilariously lucky to actually find them, and his plan went horribly wrong when he got beaten up 1v4, they stole his jetpack and threw him back into space. I'm not sure if it counts as validhunting since neither party was an antagonist, but it was wierd. As for Chaz/woodrow, our interactions have been limited, but largely negative from what i can recall. I don't have much to say about him except i think he's kind of annoying. I'd say failure to follow command orders is more of an IC issue, and a matter for CCIA
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After a particularly stressful round where i was the only surgeon during a time of uzi-armed syndicate borgs gunning people down, i have come to the opinion that bullets are annoying. Specifically, that shrapnel removal surgery always involves the whole process of cutting open the chest and ribcage. It gets to the point where it would be easier and quicker to just let the patient die and clone them, i don't think thats a good thing. For this reason, amongst others, i've come to the following idea: 1. We implement hollowpoint rounds. For those not in the know, hollowpoint bullets expand inside the victim in such a way that makes them very difficult to remove, far more damaging to internal organs, and thus far more deadly https://en.wikipedia.org/wiki/Hollow-point_bullet Hollowpoint ammunition will behave more or less as bullets do right now, but with a few differences: -they'll have increased chance of embedding in the victim -they will do more damage against unarmored targets, but less if the target has armor at the hit location -When embedded in a victim, they'll cause damage to the body slightly faster 2. For lethal, non-hollowpoint rounds, we change how shrapnel removal surgery works. It will be possible to fish the bullets out of the wounds with a hemostat, without cutting the patient open. Removal of hollowpoint rounds will function as all bullets do now, requiring open chest surgery to remove the shrapnel carefully 3. Most places where lethal rounds are available, will have a smaller supply of hollowpoints available too. Syndicate borgs will fire normal lethal rounds Why? I believe this would have the following effects: 1. Reduce the ability of random gunmen to overstress medical so much, and bring bullets a little more in line with energy weapons in terms of medical costs. 2. Add realism. Open surgery isnt always necessary for removing bullets that don't expand or fragment 3. Add a little more thought to ballistic weapons - choose your ammo type depending on your objective. Hollowpoints are overall more effective at murder, but less effective in combat against a properly armed and defended opponent. Thoughts?
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I'd lean towards giving construction borg more features instead, like pipe dispenser and inflatable doors
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Give construction/engineering (or both) borgs a floor-painter.
Nanako replied to AgentWhatever's topic in Archive
This seems like something that would fit construction borgs perfectly