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Nanako

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Everything posted by Nanako

  1. I don't get it. You're acknowledging that lasers are powerful with their 3-shot takedown, and yet you want to buff them more?
  2. better idea is to make it orderable at cargo i think, or constructable in R&D
  3. I wou;d say AI subverting happens FAR too often, and personally i'm sick of malfunctioning AIs. this is supposed to be a reliable system that we entrust the station to. But AI's can malfunction, as the roundtype. They can be chosen as traitors for that roundtype, and they can be easily subverted by any antag. It feels like the AI is broken more often than not, and i'm really tired of the whole 'oh no the AI is broken' song and dance. I want to reduce it. Makingit harder to subvert is a good thing, because its a ridiculously powerful tool if you can do that
  4. I have plans to work on spiders in future, ill take this thread under consideration. No exact promises are made about any specific thing in it though.
  5. the spell is entirely stupid and memeworthy, i say just remove it entirely
  6. the most logical solution is just to make consoles built outside of the AI core not function. Why would an AI accept connections from remote, unprotected computers?
  7. i just want it to require a constructed module at research. Make it use silver, which is available in the vault
  8. well regardless, about the main thing. Giving prosthetics mechanical advantages is somewhat iffy, because then people will want them. Which raises all sorts of questions: -Who comes in on a normal workday to have their body modified? -Why would NT employ someone who essentially has weapons built into their body
  9. What game are you playing? Science can make bluespace beakers and incision management systems. I rarely see those, despite requesting them often. Don't complain there's nothing to build when science rarely makes what there is!
  10. I'm with UM on this one, the darkness suits it and is more intimidating, In fact, we should remove some light from the detective's office
  11. Nanako

    Bring back Poly mk.II

    I remember something about a parrot EVA suit. I want that
  12. got some plans involving stamina
  13. Ehhh, i still don't like it. It's a compromise that doesn't really make anyone happy We have plenty of IC and OOC enforcement to take care of this already. Security can arrest anyone visibly carrying weapons outside of science, admins can deal with anyone who suddenly decides to start gunning down security. I don't see any problem here to solve, and i don't think any mechanical means would be a good solution if there were a problem.
  14. No, we do invent things the same every shift. The same way we build up the medicine stores and start up the engine every shift, things don't carry over, including knowledge. It's the same reason your character isn't allowed to remember what changelings are, or to be jaded about AIs constantly malfunctioning, or to know that the syndicate exists.
  15. Nope Background radiation is everywhere, all over the universe. Detecting only that means there's no notable signals nearby, move farther afield
  16. Or alternatively, imprison an operative, disguise an officer to look like them and send them back to the ship as an infiltrator. that'd be fun
  17. So, shadowling? That's a thing on other servers, we have them in our code, but they're only seen from wizard transforming stuff
  18. I don't see why this would be desireable though. I've only played xenoarch a little, but the counter is a gameplay mechanic that tells you how close you are. Using it is playing a game of hot and cold. An upgraded one that tells you exactly where to look, is just removing gameplay. Fun gameplay imo. I don't think we should add items that just remove gameplay mechanics, unless they're annoying ones. I remember one annoying mechanic of xenoarch. accidentally overdoing the digging and destroying the thing you're trying to excavate. that's no fun. Things that make that easier might be nice, but the finding? I think not.
  19. Correct. And you know what a printer does? IT creates whatever designs you upload to it. Your printer doesn't ask you if you're going to use this sharp shape to stab someone, or send a warning to the police that you're printing things that look like gun parts. It's a machine that does exactly what you want it to. It's a dumb tool that does its job, and thanks to the wonders of futuristic technology, our machines do things very well, and a scientist with the appropriate training is, indeed, a gunsmith. No, this is a gameplay abstraction. The limited list of things you can build is just how the mechanics work because that's the way the system was designed. And Lordfowl is working to change that, didn't you see his plans about modular weaponry? In future you'll be able to print individual gun parts, casings, lenses, etc, and assemble the custom weapon of your dreams. Everything points to the fact that you are, ICly, creating things. New things, from scratch, exactly how you design them. And mechanics are moving closer to that reality. You have a misconception here. Research is the search for knowledge, all knowledge. The effects of radiation weapons on vaurca physiology are just as valid as a cure for cancer, or a new method of processing phoron. Nothing is discounted, and the regulations exist to ensure science is done in a reasonably safe manner. Enforcing those regulations is the job of security, not the game engine. Hey, remember telescience? It was too easy, developers changed it. Problem solved. If things are too easy, then we may change mechanics to alter things. Research systems were brought up at the recent development meeting and the team has some sort of vision for the future, though it's on the backburner while we work on other projects right now. Nobody brought up limiting access to weapons at all, as far as i'm aware that's not something we're considering I'd like to see improvements to mining too, but that's another conversation and offtopic for this thread
  20. You get the same problem with sec officers going rogue, or griefing chemists drugging themselves and feeding patient acid. We reduced the first problem with a system that addresses it at its source - the players. Not by nerfing gameplay mechanics. The second problem is something we deal with, usually a CMO will fire them, or an admin will handle them. Thats just a fact of life. You don't give up freedom to gain security That's a logical and very small change which harms nobody, literally one line of code which takes away no freedoms. People are still quite free to open the valve on a tank and release it, or even to turn on just three pumps and flood the entire station with phoron. Literally. We have a way for a player to grief the entire station in one minute and under ten clicks. And yet we don't have a problem. We entrust admins to handle that, and they do. Nostalgia seems fun, things change over time. But if you're arguing here that the playerbase isn't trustworthy, then it should be handled the same way it's handled for security. Add some form of whitelisting. Don't implement a hamfisted draconian measure that impacts good players as much as the bad Well we don't even have a firing test range, but that aside, i've seen great fun with scientists testing weapons in various parts of that department, or using them to contain slime outbreaks, and sometimes even defending themselves. And remember that all of these rules go out of the window with antags. You want to make science antags unable to have weapons unless they're specifically traitor, which is only one of several types? That's just silly. It's a gameplay standard that every department can produce weaponry, so that antags have a reasonable chance of getting the tools they need to carry out their plans. Cargo can order guns, security has the armoury, medical has the wondrous possibilities of chemistry and surgical tools, and science has the most toys of all. The only problem here is that engineering is relatively lacking in weapons, alberyk has been fixing that lately with the introduction of craftable guns. This is a complete nonsequitur, it has about as much sense as using 'If you do X then the terrorists win' in a serious debate. Restricting things is not enabling. You will not enable better science play. Adding a test range would enable things, sure, but not restricting them to usage there. If you're really tired of this problem, then play research director. Monitor your department. It's the job of a department head to prevent abuse by their underlings. I handle abusive chemists when i'm CMO. It comes with the job
  21. Why would there be ID authorisation of any kind, on a gun you built youself. it defies the point of creativity. A firing pin definitely makes no sense. It's a machined piece of metal, and you have two high tech lathing machines right there. Those other servers have firing pins because they're chucklefuck servers, full of minimum rules and low admin staff, where people just 'have fun'. It's needed to stop the griefers. Aurora is a high RP server, we have dedicated security people who actually enforce IC regulations, and we have a significant administrative staff, there's usually 3-4 people online. This draconian solution is not needed, we don't n eed to child-proof everything.
  22. I've done some experimenting with this, its easy enough to do. I've done it a bit in the diona overhaul infact But as far as i could tell, there's no finegrained control over the text size, the jumps between font sizes are really large, theres only one intermediate font size worth using. Difficulty also lies in determining what things are worth the emphasis
  23. nooooo fuck this This exact system was something i played with, hated, and left a server because of. The lack of them on aurora is one of the things i loved here. There is no problem to solve, stop trying to take away freedom
  24. It's science, these people are educated professionals, not kids. this isn't a civilian or family station, its a corporate research station, the whole place is specifically for research, everyone on board signed on knowing wierd science shit would happen around and possibly to them Lockboxes and autoexploding weapons are both very dumb ideas, because you just built this weapon yourself. Why would you build a bomb into it, or craft a lockbox around it. Science is about raw freedom, and the power of creation and experimentation. Sometimes that means a case study on the effects of a gatling laser on a vox face. There is literally no problem here to solve. and most of the solutions to this lack of a problem are various parts illogical, absurd, and condescending
  25. This is absurd. I objectively denounce any and all parts of this idea locking away the weapons is dumb, a science department isnt supposed to have constant scrutiny from uneducated civilians We have the rule about not taking experiments outside the science department, thats fine enough i dont see any more need for control, these ideas are just salt trying to ruin the fun of science department. It's already got a somewhat low playerbase I don't know how so many people got it into their heads that this would be a good thing. People play science to RP mad scientists, and test with interesting and fun tools. Thats part of the experience, its what its players love about it. Don't try to take away others fun because it upsets you the whole point of science is freedom, you go nuts experimenting with weapons and bombs and fancy tools. Creativity needs room to breathe. Thats what its small playerbase loves about it. Why would you want to rip the heart and soul out of this -science station- just because one department is having too much fun for your liking and bureaucracy is not fun RP, it rarely adds much of anything
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