
Nanako
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Everything posted by Nanako
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I like 1 and 3. I don't agree with 2. Cult is overpowered enough, being able to perma-kill constructs is one of their limiting factors. Players can et back into the game by respawning as a crewmember, if the round lasts another half hour. I think that's fine enough
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I asked for something to be adminspawned today, it was relevant to the CCIA event happening today. When i make that request, the last thing i want to see is a non-admin telling me 'no'. But that's what datberry did. I don't understand why he'd even take an ahelp that was clearly intended only for an admin, unless there were no admins online. Incidentally the thing i wanted got adminspawned at xander's request literally 30 seconds later, so i'm not even sure what the point of the reply was. A miscommunication between staff?
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I see frankie around a lot, i like him, he's a cool guy. Every time i see him i keep expecting and hoping to see him with this belt. Someone please make him this
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Jackboot makes good points. The crux of the matter here is, what RP value are you going to get out of it,. If its something you just keep in your backpack,the answer is very little. If your character wears something visually unique then there's passive RP value to be had in others seeing and commenting on it. That won't apply here, the medal isn't juan's, it belonged to some ancestor. he can't wear it without that being a huge insult to his forefathers. If the medal were awarded to Juan Siganto for something he personally did, then he'd have good reason to wear it on his uniform and that would be fun. That's not the case here. I'm not sure if voting is even allowed on custom item applications, but if so i'd be putting a -1 here
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@Cake Of course tactical armour isn't overpowered, none of them are. The most effective weapon in the game is space exposure and hull breaching. Any armour that isn't EVA suitable is underpowered. Heck, i wouldn't even consider it much problem if tactical armour made you literally 100% invincible against everything but space I may be exaggerating a little, but space is a serious issue. Armour that isn't voidsuits are kind of rarely used, breaching walls is so easy and effective. For an antag it instantly and massively reduces the number of security personnel that are capable of facing you
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So why shouldn't traitors have that chance too? Because you know what their alternative is right ? Killing. Taking people out of the round for a while, getting them cloned, causing metagrudges and much saltiness. Getting enslaved by an antag is at least more interesting than getting murdered, and it also gives the antag a chance to not escalate things into a confrontation against security armed with fancy weaponry. i rarely see them take hostages, i almost always see them bombing things. they do what they can their nature in this case being: a lone operative who can't easily handle a rebellious hostage that siezes weapons. Hostage taking is far more common with raider gangs because they have a group of armed people to fight uprisings. Giving the traitors enslavement options would provide more nonlethal options for dealing with people. But that's a silly belief because there's already potential for players to be forced into those things through completely undetectable non-implant methods. why are you choosing the weaker version to suddenly protest against Gameplay wise this isn't a big deal. blowing something up makes engineering's day more interesting, they'll be practically begging you to go ahead with it. The most common gamemode is secret. traitors are twice as common as other antags due to the options we have available, but there are a million ways to 'ruin someone's round' that don't involve conversion Control over your environment is kind of a necessity to do something effective. mind control is a nonlethal alternative Implanters work like injections, in that they take several seconds to happen, and the victim can interrupt them by moving. hitting the guy with the implanter can probably also work. At least it can be very easy to out-robust him while he's trying to do that. Unless you're afk, which is kinda against the rules, the only way someone can really implant you is if you're willing or unconscious. which either means you agree to the implant, or you're beaten and they choose implanting over killing.
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you do kind of have a point, backpacks are less common than space suits in EVA workplaces. its pretty much only schoolchildren and soldiers that wear backpacks in modern society, nobody else has that much to carry. having even generic hardsuits with armour values of zero would make no sense though. some amount of robustness is necessary to protect you from the rigors of space, Right now, we have three different types of EVA suits. Softsuits come with a suit and a helmet, you carry the tank seperately, or attach a small tank to the suit storage. Either way its three pieces. They are generallly slow and sucky Voidsuits come with a suit, a helmet, magboots, and a tank. All of which can be attached to the suit part in order to create a single unit that can be taken on and off with one step. they provide minimal protection but fit in the suit slot. Hardsuits, or RIGs, are a control ,module that is worn on the back, and expanded into a full suit as necessary. I've never used one personally, but thry seem like a huge pain since they take the slot that backpacks and satchels usually fit in. They tend to be the most powerful category and are more heavily armoured than the other two. Hardsuits are rare. They're generally only used for mining, and by ERT, and by certain heads of staff (imo all heads of staff should have one) I'm not seeing what benefit there would be to opening up advanced EVA suits to the rest of the crew.
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My experience with the named characters are mostly negative, The application seems kind of ....memetic I'm leaning towards a -1
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[Accepted]Xzinic's Dionaea Application
Nanako replied to Xzinic's topic in Whitelist Applications Archives
Xinc is a pretty cool guy, quiet but efficient. Saved me from death by stealthsuit once. As is often said, People remember how you made them feel, more than what you actually did. Your actions made me like you more, and you've done nothing against me. From this application i get a feeling that it's just a stepping stone on a journey for you, and doesn't mean much. But it'll be fun to see what you do with it -
Okay here's some cool thoughts, tying in with the idea you mentioned a few weeks ago about providing longer form gameplay. Allow a crystallised vampire soul to be an item. An item of great power. It could be used as a power cell anywhere that cells are normally allowed (with more capacity than any existing), or it could be broken down in a deconstructive analyser to unlock some new content in R&D. Or it could be put into a grenade, and with the right concoction in the other side to stimulate it, make a really cool eldritch bomb.
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Blood Bond An everlasting, unshakeable, synergetic bond between two vampires, requiring the sacrificed soul of a third. The two vampires who bond will both be significantly increased in power, consuming much less blood for their abilities, and gaining major resistance to all forms of damage. They will always know where the other is, and maybe gain a special power to teleport to the other. However there are downsides The two vampires in question are filled with a hatred of all other vampires aside from their partner(giving an RP justification to murder them whenever possible) and permanantly lose the ability to embrace new vamps. Two bonded vampires will share one blood pool, adding to the shared pool when drinking, and casting from it when using spells. If one frenzies, the other does too In addition whenever one is damaged, the other will suffer half of that damage, And most critically of all, if one dies, the other one spontaneously drops dead as well. It'ss an idea that came to mind for a new vampire power. Maybe it shouldn't even need diablerie. The main idea was to encourage more turf wars between vampires, by getting them to pair off into little factions. Vampires typically come in threes, at least on current code
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[Accepted] Nanako's Wiki Development Application
Nanako replied to Nanako's topic in Developer Applications Archives
Happy to hear it My Wiki account is also Nanako, unsurprisingly: https://aurorastation.org/wiki/index.php?title=User:Nanako Please setup the permissions and i'll get started ASAP -
I'm really against adding things that require more command authorisation, getting any particular head of staff role filled is a crapshoot most of the time. A head of security isn't around when you need them, warden isn't whitelisted and so more available. It's removing the character from the round, but the player still gets to play, its really putting a player back INTO the round. If its restricted to commander authorisation, then there's going to be a LOT of cases where prisoners' players want to be transferred and nobody around is capable of doing it In any case though to alleviate your worries, i would say that there should be a global announcement when the shuttle is called, and again when it arrives. That forewarning would give the antags 20 minutes to prepare and mount an assault to rescue their buddy if they want to. It would provide pressure that would bring conflict to a head.
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[Accepted] Nanako's Wiki Development Application
Nanako replied to Nanako's topic in Developer Applications Archives
Thank you for the compliments nikov, i love you <3 Fwiw, i am doing it for a reward. That reward is accurate knowledge of the correct recipes. That's important to me. Also i've continued that testing, link in the OP has been updated, almost all alcoholic drinks are tested now Main reason i'm doing this is for my own peace of mind, the inaccurate information annoys me, i feel compelled to fix it. simply fixing it will make me happy and i ask for nothing besides the ability to do that. Aurora is where i spend the majority of my time just now, and it having accurate documentation would increase my enjoyment, hopefully others' too Also re mistakes and formatting, its worth noting that in a forum post (and especially with the quantity of them that i write) the aim is just to communicate information quickly and effectively, typos aren't relevant as long as the infomation is still legible, i rarely proofread forum posts. The reason most of them happen anyway is a circulatory condition that makes my hands cold, causing them to sometimes lose a bit of feeling I'll be far more dilligent with editing a published document and proofread everything -
I edited that post quite a bit, reread it. I see your point about the embracing though But i suppose it is still sort of consensual, in the sense that if you embrace someone who doesn't want it they'll just try to murder you as soon as they awake, so i'm okay with that.
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My Thoughts Stop using blood as a mana for powers, and introduce a seperate mana meter for them. The vampire should lose blood over time merely by existing (because hunger) and should lose it faster when regenerating mana from using powers. Stored blood would have some lower limit. When the stored blood is empty, then the frenzy thing can activate I don't like the idea of chapel stuff causing frenzy. I'd rather that holy things just deal burn damage to the vampire Also when a vampire is in frenzy, make that clear and obvious to everyone. Give them glowy red eyes and an aura or something, make it clear to onlookers that the person is inhuman Also, automatic frenzy at a certian health level might be nice. Instead of falling unconscious at 0% health, the vampire goes into frenzy, and can stay awake until -50% health also movespeed. Make frenzy increase movespeed, i think thats important As mentioned ealier, i think embracing could be consensual. Like with the cult, give the victim the option to refuse it, although they'd probably die in doing so. And as discussed, you should be able to force your own thralls. I like the current linear progression system, don't change it. But make monkeys and other low creatures not increase total blood, and hence not contribute to your progression For diablerie, I'd say a massive increase in total blood, and the ability to use powers more easily for some time (30 minutes to an hour maybe). Lower costs for powers, or something
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There's plenty of docking spots around arrivals that i don't see used, perhaps one of those. not really no. you're technically not killing them. their character is being removed from the round, but death is never involved at any stage of the process. As a matter of IC policy, it can be said that it's expensive to send an extra shuttle, and should only be done if security is unable to contain prisoners. But i don't agree with it needing command authorisation, warden seems fine.
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that's not similar, for one you're leaving the prisoner on the station instead of taking them to face justice. and it doesn't really make logical sense to have cryobeds. in cells, thats something a prisoner could theoretically tear apart and use to escape.
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i'm pretty sure that Mindbreaker toxin is canonically just LSD renamed But what good is spending TC on drugs going to do? what mechanical benefits would there be
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This would make sense, but; If the shutttle arrives right next to security, then transferring people into it is easy and risk free, which negates any chance for an ambush to free the prisoner Canonically you're not being killed, just sent away. If a non criminal is sent off on the shuttle, then it would be logical to just respawn as yourself, and say that the police sorted out the paperwork, found no charges and quickly released you
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Borne out of a lot of complaints in this thread: http://forums.aurorastation.org/viewtopic.php?f=18&t=5863 Being perma brigged isn't fun, but i also think security needs those powerful tools and i wouldn't like to see them nerfed or removed. I came up with an interesting idea. The Prisoner Transfer Shuttle. A smaller shuttle that would be called from the warden's office, and basically just consist of a tiny mobile brig with medical supplies. It would arrive at departures, taking up only one of the two airlocks there. Officers would not board, a prisoner would be sent alone, with the expectation of being recieved by police on the other end of the automated flight Loading suspects onto it would, RP wise, send them back to biesel for a trial and sentancing. In gameplay terms however, it would simply delete their character from the round, and allow them to immediately respawn as a crewman. The prisoner shuttle would be intended only for use on 'hold until transfer' prisoners, and ideally take longer to arrive (say 20 minutes) than most shuttles, giving some time for escape attempts and such, and the transferring itself would be a major opportunity to assault the officers while moving the prisoner to the shuttle, and break them out of custody From a mechanical perspective, the idea is to provide an alternative to leaving antags in permanant solitary, which isn't fun for them, or to suicide, which is common and doesn't make a lot of sense. Dangerous prisoners could be transferred away from the station to 'end their story' in an immersive and appropriate manner, while allowing the player of that character to rejoin the game.
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[Accepted] Nanako's Wiki Development Application
Nanako replied to Nanako's topic in Developer Applications Archives
familiar enough, the source code of a page is easy to understand I understand the golden rules of previewing edits and providing a reason, before submission most of these guides already have good formatting anyway, mostly ill just be editing values within them. I am trustworhy and honest to a fault, most of my characters are likewise if that's any reference. I only intend to correct factual errors, and generally not touch lore pages or anything subjective, without specific permission -
[Accepted] Nanako's Wiki Development Application
Nanako replied to Nanako's topic in Developer Applications Archives
I wasn't aware this was even a position that would be voted on here. My input is largely going to be copying over guides from baystation wiki, then altering them to be correct with aurora's content. My writing in the page would be largely restricted to altering numbers, but i will nevertheless pay close attention to spelling and grammar, that's not something anyone would need to worry about @Mofo: There are a lot of differences. One notable difference that comes to mind, is that we build reinforced tables differently. We have no 'Reinforced Table Parts' item, and attempting to build a reinforced table based on the baywiki is doomed to failure. We build them by making a normal table first then reinforcing it. Just one of the many things i'll correct -
it has been suggested a couple times in this thread. i agree with it
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As a counterpoint, hostage situations. they happen a couple of times a day on average, we have a very cool hostage taking mechanic for facilitating it, and it's very often done by raiders Again i disagree, with the exception of cloning, i'd argue the mechanics lean heavily towards life being valuable. Namely the amount of force required to finish off a downed person, and the amount of time a wounded unconscious person will survive, the ability to save any patient from death if you reach them alive, the abundance of nonlethal weapons and the existence of the brig, and the fact that people fall unconscious pretty easily, negating the need to kill them in order to remove threats. If life really didn't matter, security would walk around with lethals all the time and execute people on the spot at their discretion Well, once for each friend i can think of would be pretty good overall. A few people i know who tend to die a lot, would be likely to have cloning insurance anyway. But people i know who aren't security officers, die pretty rarely. Their deaths are an uncommon and interesting ocurrence There's a whole lot of ways to RP grief. You could go to the funeral and cry your eyes out, you could get drunk in the bar and try to forget, you could throw yourself into your work as a means of distracting, or you could lash out, do something stupid and end up in the brig. A variety of funeral instructions in the medical records could keep things interesiting, too. some might want a party, some might want to be quietly cremated without informing anyone, some might want their ashes scattered around their favourite parts of the station, some might want to be sent off in a specific outfit. You might give a euology, or a public statement swearing revenge, or pleading with the murderer to not kill anyone else. I think even if the same person did die and have funerals over and over, i could have quite a lot of fun varying the approach to it As far as i understood, this is powergaming, and frowned upon. I seem to recall pootismaniac getting disciplined for decapitating corpses just to delay cloning I don't really feel that my proposed changes would have that far reaching of an effect, to be honest. I'd consider them more a small step in the right direction, with the cloning insurance thing being an easy opt out.