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Nanako

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Everything posted by Nanako

  1. these replies are excellent, i greatly appreciate it <3 and thanks xander for posting it in full
  2. thank you, these posts were helpful. Now a problem comes to mind. Bicardine is made in chemistry, and it's quite common, especially during deahours, to not have a chemist. From what i understand, the available brute damage solutions are all physical (trauma kit, gauze) and they can only be used once on a wound, if there's still damage left over after that then i'm in trouble. Are there any solutions for healing large brute damage that don't require chemistry? Can a medibot from robotics do it? iirc they have an infinite supply of tricordazine, that works right?
  3. I disagree. The bar is a good staging place for a wide variety of events, and a common gathering point in many kinds of situations The RP-based nature of the place makes foot traffic necesary for it to have any impact, otherwise the bartender will just go insane from loneliness. Surely you've already seen the situation with the chaplain. Nobody visits him, nobody cares, in the majority of noncult games he'll play for 15 minutes and then go SSD from boredom. Do you not see this as a problem? It also needs to be centred so that workers who go on a break during a slow time, aren't too far from their workplace if something bad goes down. Without a central bar to do that in, the alternative is the departmental breakrooms, which basically just means people only socialising with their own department, and relatively little interaction between departments You misunderstood. I'm well aware of this, and i'm not suggesting changing what we've got. I was using theoretical changes to what we've got as an example to demonstrate the design ethos behind my thoughts. i'll be interested to see the new map when it's somewhat ready, and i'm really hoping it's not going to be a mystery that comes out of nowhere and is declared finished, i'd like to see it go through refinements and reshuffles according to feedback
  4. I've had a few occasions recently where i've attempted to perform surgery on a fracture. The usual method of bonegel, bone setter, bonegel again works, but as soon as it's done, I "hear a loud crack" from the patient, and then they scream, and the fracture is back like i never fixed it. I have no idea what's causing this, or how to treat it. I've had no luck searching wikis either. does anyone have advice?
  5. Daniel Seraph is a pretty cool guy when he's not trying to lure me into dark rooms for murder Aurelia i wish i could remember more, the problem is that cyborg names seem to blur together. Is aurelia the floaty janitor bot who's rude to everyone? in any case, +1 from me
  6. I see, then i've made an error, i apologise. Please delete this thread
  7. Oh god, i was there. I suspect it was a heist round, given the robbery of the captain's office. I spent most of my shift treating people with battle wounds, and then suddenly at the end, slime apocalypse. I spent the last part of the shift attempting to get an EVA suit and rescue people, while our main EMT flew around in an Odysseus commendably trying to scoop up the wounded until she ran out of power while surrounded by the things, and presumably died. I never heard from her again after i told her to make a break for medbay Fire extinguishers just suck, i feel like that's the main problem. i didn't see any point in trying to fight them. Killing them with normal damage should be possible too though, i found a shotgun on the floor and there wasn't any reason to fire it.
  8. As someone who hates miner, but often plays roboticist, I support this too. I found myself with an abundance of materials one day when my friend uriel played quartermaster, and mining actually rejected my offer to build them a RIPLEY because they said there's little point, and the drills are more useful, which arent' something i can build or enhance afaik This is a reduction of inter-departmental cooperation, it deprived me of an opportunity to help the station. I'm pretty sure that goes against skull's often-stated design ethos of encouraging intercoooperation between departments.
  9. I like this. Of course i like my idea more, but i have a strange love of complexity. your idea is probably simpler to implement, and mostly as useful too I'd definitely support this implementation
  10. I want to have a discussion about what i see as one of the biggest problems with aurora just now. I'd like to see if others think that it's a problem too, and suggest some ideas that i think would fix this problem. Maybe this isn't a problem, and i'm just a silly roleplayer who likes healing people in lesbay and dislikes getting murdered constantly. But it'd be nice to discuss it. The problem as I see it, is thus. Antagonists who play in the supply department are too powerful. They have an autolathe, hackable to make an RCD as well as a variety of weapon parts, and can order themselves any items they like, and open any crates. Locked weapon crates can be opened in a couple of ways, easily done when you have mining access. Cargo is an isolated area of the station with fairly low traffic, and it has instant access to the Mining outpost, an even more isolated area where few people ever go. A perfect place to drag people to before murdering them, and to hide their bodies. Since it's considered a somewhat "boring" role by other players, nobody is surprised when cargo players go SSD. That's the first, and often only assumption, when people aren't recieving the supplies they need. And several departments really need supplies, especially science. When people DO come down to cargo to ask about their orders, it's easy to murder them and drag them off to the mining outpost too. Interns and assistants are often sent for this duty, people who aren't missed. You can murder people right there in the office, nobody will ever know as long as you get rid of the corpse. The HoP is never home, if there is one, and very few people pass through the west side of the central hallway because all the interesting things are on the other side Supply is a powergamer's wet dream, and there are quite a few of these people living it up. The worst of these is PootisManiac, who can often be found playing as QM or miner Walker Bash. But this thread isn't meant to be a complaint about him. He's a cool guy, he does RP. He's just a bit TOO good at what he does. But he's not the only one, and it's hard to blame him for being too good at the game. However it's getting to the point now where i find myself metagaming, by picking roles as far away from supply as possible, and sometimes just running away when i see him. That's not good, and i feel compelled to raise the issue There is however a problem that he and the others get antagonist too often, which brings me to my first point 1. Antagonist Distribution This being an RP server, a lot of people like to see a working station where they can relax and chat. In order to get a working station, you need a decently balanced crew compliment, which means there's a significant number of people who sit in the lobby for a little while after the game starts, watching the crew manifest to see what roles fill up, so they can pick places they'll be needed. It also means that less people opt into antagonist roles as they enjoy being on the station more than blowing it up. The problem is, antagonists are allocated immediately at the round start, when comparatively few players are actually in game. And of those, not all are going to be opted into antagonist roles, so the pool of people who can actually be selected as antagonist is very small.. Those who are intent on playing antag don't care about the working of the station, they're always in right at round start, and so are always in that small lottery, they have an extremely high chance of winning it. As a means to remedy this, i'd suggest that antagonists not be allocated immediately. Instead wait until some time has passed, say 15 minutes, and select antags from the pool of players in the server at that time. This could be done with an ingame message. For cultists, something like "You suddenly remember your mission, all of these people must die." Or for syndicate traitors, a message like "Your PDA blinks with a syndicate message transferring your orders. This message will delete itself" Something like that. This would ensure a generally more even distribution of antags, and not lock out those people who don't immediately join. It would mean that certain people wouldn't be able to semi-reliably get antag, and be forced to actually roleplay a normal crewman sometimes. Or they'd get bored and stop coming, It would resolve the metagame problem of knowing those players who are so often antagonist. It's hard to beat powergaming without metagaming, and both are bad. 2. Opt-out antagonists New players, often not knowing much about the server, will often ready up at the start of a new round, and be in from the start. As we all know these players tend to be troublesome anyways. By making antagonists opt-in, aurora has made sure that only people who spend a bit of time organising their charactes and deciding upon doing that, will ever play antag. I'd hazar a guess that quite a few don't choose that. Enabling all "Be " options by default for everyone, and allowing people to opt out of being antagonist, would also help to ensure a wider distribution. It might lead to a lot of ineffective antags, but it might also lead to various players being given a role they didn't expect, and discovering they really enjoy it. 3. Nerf the supply department. I can think of a few simple ways to do this. One would be giving some or all heads of staff an automatic notification whenever anything is ordered (including what it is) which would allow tracking down troublemakers in supply more quickly. If not all supply orders then perhaps certain suspicious ones, like weaponry and anything potentially contraband. Another would be a new Nanotrasen policy recognising the security risks cargo poses, and advising that security officers visit there more often, or that one be stationed there. Moving the autolathe out of the office, and into a hall somewhere, could make it more difficult to make contraband with it, and more likely to be noticed by a competent engineer if it's been hacked, who could report that. 4. Upgrade the Crew Monitor One thing that annoys me about the crew monitor, is that people who have their sensors completely turned off (which is usually done by antags, and TO murder victims) don't show up on the monitor at all, there's just no list entry for them. This makes it hard to know when certain crewmembers have gone missing As an enhancement, i'd suggest that the crew monitor should always show everyone on the manifest, and those with sensors turned off entirely would still have a list entry, but with "Deactivated" beside it, and no other information. This would allow medics and the AI to notice, perhaps with some concern, a growing number of sensor-less people on the list, and start investigating. Suppply department tends to become corpses on the outpost quite quickly, and this would help a lot. but it would also depower ALL antagonists, i don't know if that's a good thing. 5. Increase traffic to supply. A more mapping oriented change, supply's location is pretty isolated, which is one of the things that makes it so attractive to antags. In the new map it'd be nice to see it rearranged a bit, so some more sociable areas (like the chapel and library are near it, encouraging some foot traffic. This would increase the chances that someone would chat to the cargo techs and befriend them, and thus create someone who might notice when their friend vanishes. If nothing else, it might at least increase the number of people a cargo tech has to murder before he has the freedom to do as he pleases. I'd like others thoughts on this situation. Do you feel there's a problem with cargo, or with the antag distribution? Is asking for changes the wrong way to go about my personal issues with this situation? I do feel it's impacting my fun on the station, whether it's being murdered by walker whenever i bump into him, or playing roboticist and consistently never getting to build anything due to no metal deliveries. It's also making me really not want to play Shaft Miner, which i'd say is already a heavily needed but underpicked role.
  11. The science and robotics crew have survived without these dispensers for years. Literally. Their removal is hardly "crippling" to them. Though, here's an interesting point. I've been observing a good amount of players actually playing roboticists. Then again, I've not seen many mechs, so I doubt they're even using the dispensers. Observations not relevant to anything forever ever! I have a theory about that. The lack of mechs, in my experience, is due to a lack of supplies. They need a LOT of metal. Getting supplies is often difficult, because the supply team tends to die. All kinds of hazards seem to target them first, and there's quite a few regular antagonist players *cough*pootis*cough* who continually pick quartermaster or shaft miner for the easy access to dangerous tools and weapons, then proceed to murder their own department, instead of doing the work necessary to supply the station. As an antagonist quartermaster, you can pretty much just give yourself any tools and weapons you want, it's like playing as a miniature administrator. Extremely attractive to powergaming antag players. In a significant chunk of games, the supply department is just non-functional, and a roboticist can't do much unless they tour around dismantling the station for materials.
  12. I really don't want to see any changes that will cripple small crews any farther How about a communal chem dispenser in the middle of science somewhere, so they can meetup and chat while getting supplies
  13. BYOND Key: NanakoAC (Nanako Magojiro) Player Byond Key: Brosefstalin (Johan Altmann) Staff involved:none. No moderators or admins were online at the time Reason for complaint: Creating a Workplace Hazard, Neglect of Duty Approximate Date/Time: 2016-03-14, 09.30 GMT Johann was playing as Roboticist this round, as he almost always does. The first thing, griefing. He built several medbots for medbay, and it seems he altered them to do bad things instead of what they're supposed to do. At one point a player who'd recently arrived on the server (D'Jar), came to medbay for burns. the medibot tried to treat him, but he had an apparently irrational fear of being injected by it. Johan was present for this incident, and kept insisting, both in chat, and in LOOC, that the robot was only trying to help, D'Jar nevertheless refused to be injected and kept avoiding the bot until it was dragged away. And then.. I present as evidence, an end of round confession: This is clearly griefing for a non-antagonist to do, and i checked at the end of the round, Johan was not antagonist. The other thing, this is more of an IC matter, and perhaps should be handled with an incident report, ill file one if advised to do so. As the sole medic on staff, i requested an Odysseus from johan to help with recovering patients. The quartermaster (who was actually one of the antagonists, i found out later, and therefore did nothing wrong) was being uncoopoerative and refusing to send supplies, i had to do quite a bit of RP to convince him to help. But Johan did get his supplies, and did build the mech. He finished it just in time as someone detonated a bomb in the main hallway, and i had to rush out to retrieve him. Johan arrived with the mech, and despite my insistance both in chat and PDA messages, did not hand it over to me, he ignored me and ran past. I almost died from space exposure attempting to rescue the patient, as i wasn't aware there was a hull breach in the hall (radio information suggested it was in cargo) Throughout the rest of the round, johan continued to drive them mech around and didn't hand it over to me. Ignoring most of my messages. He used it as his own personal toy and it was never useful to medical. I'm pretty sure this is a breach of corporate regulations, a roboticist is supposed to build mech suits and deliver them to departments authorised to use them, not drive them around himself I wouldn't even mind him playing with his own toy mech, that's fun i guess, if he'd built a second one for that purpose. The original was requisitioned by me, built with significant assistance from me, but never delivered to my department. He only agreed to hand it over at the end, after making me fill out paperwork (reasonable, but should have been requested earlier). I did that, and then the transfer shuttle arrived. The suit was still locking me out at this point, so it was still never actually handed over, and he drove it to departures with me in the passenger compartment. He's a fun guy, and usually really nice to me, but i feel like his behaviour in this round was a bit over the line, and unhelpful
  14. Agreed, i have no objection to not changing the code.
  15. In real life, being a doctor is a position that comes with a lot of responsibility. Many medical schools require trainees to take some sort of oath or ethical agreement, and in general being a doctor is a position that comes with expectations and rules in addition to those an ordinary citizen would be bound to. Are any of those represented here?> Are medical staff bound to any additional rules, aside from the corporate regulations? http://aurorastation.org/wiki/index.php?title=Corporate_Regulations What should be done in various ethical scenarios? For example, if a patient in critical condition refuses treatment. Or if a doctor is assaulted and unable to escape, are there additional obligations in how she's allowed to defend herself? What if the captain orders an execution by lethal injection, and wants a doctor to carry out the sentance? What if i'm ordered not to treat someone who would die without it? is that order valid? How far is a doctor expected to go in putting themselves at risk, in order to retrieve wounded crewmen? Is there an expectation that crewmen suffering SSD should be carried onto the shuttle by a doctor? Is doctor-patient confidentiality a law? Are there regulations about bedside manner? or operating without anaesthetic? What applies here. Tell me as much as you can, please.
  16. I don't think he realizes, there's an airlock at departures he can jump in iso he can not waste our time. I kinda get the impression that wasn't the intent. It's roleplaying! there's a suicide command if you really just want to die. Maybe he wanted to see you, RPing a crazy person could be interesting, and there aren't that many oopportunities to change someone's mental status in the medical records I'm not entirely clear on whether the incident is considered canon or not
  17. Well it matters to me personally, it's a niggling annoyance when playing a doctor it should also be fairly trivial to implement, so i don't see triviality as an argument against it
  18. again, definitely not. nothing would be forced upon players. only advising them what roles heads of staff would like to see
  19. He didn't respond or acknowledge my PDA about strange noises in medbay last shift. Perhaps it's improper for a nurse to directly contact a head of staff like that, but i was scared and wanted to do the right thing by reporting it to security. Even a little "we'll look into it" would have made nanako feel a lot better
  20. There already is a fire extinguisher attachment iirc. Doesn't it suck as much as any other fire extinguisher though? i meant a serious water cannon, with some range. Let us fire a jet of water from 5 metres away
  21. Well i like that, i don't think it needs to be instant. but i'd say, make it stackable DOT. more water equals more damage over time Also as a side note, whacking slimes with a wet mop should be really effective. it's not
  22. i still seem to be unable to connect at present. is it down again?
  23. He's very quiet. Also good at surgery i hear But so quiet
  24. Dave Duran isn't very good at breathing. Better now, i hope <3
  25. Tenenza called a vote about running a cool event using new capabilities they'd figured out. It was almost certainly going to kill us all,, we accepted that. we totally didn't consent to the server going down though ;-;
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