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Chada1

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About Chada1

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    Research Director
  • Birthday 30/01/1995

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  1. This fellow arrived to Aurora for only a brief time, I think afew hours ago, and they've already charmed the entire Community! +1, can't wait to depose Lancer from N/A's rightful position as CCIAA team leader. The polls speak for themselves.
  2. My input here would be while changing the engine to be more dynamic and adjustable as outlined in the primary post, we should also adjust policy a bit. Let me explain how policy currently is regarding how the engine works: Currently, the design is that the Crew aren't to be alerted about the Engine delaminating until the last 30%, What I'm saying is we should actually want drama on our space station, and that maybe we should alert the Crew way higher than that, and have the Station begin acting eratic the closer it gets to 0. It could start with mostly harmless sparks on random on APCs/exposed wires from power overflow or the like, around 70, as well as being shown on Station Alert computers with a 'WARNING! WARNING!' underline. Starting at green to yellow to red, and when it hits the lower amount, have the entire Station red alert lights come on as well as the sparking and junk could intensify in many areas. Atmospheric stuff like this could go a long way I think to making the actual delamination feel more intense and meaningful, as if something actually catastrophic is going on, and anyone on the Station could be able to tell from how the Station is acting. So p. much. Use actual visible effects on the Station to telegraph that it's delaminating, and make it more visible so people around the Station know it's happening, so panic is the default when the Engine begins delaminating. P. much the delamination feels very isolated to the engine room when it should be effecting the entire powernet in malfunctions and stuff. So nothing that'd destroy the Aurora, but sparks and other visible cues that make it look like everything is being destroyed (Even if it's not for OOC reasons) could make it a lot more fun to roleplay and add a lot to a round.
  3. Hello Wezzy, Thank you for your interest, but with your stated goal of just making changes here and there as you make PRs, can't you just do this via the already present moderation system? The way it works, it saves your changes, sends it to me or another bureaucrat to review and approve, not much different than a PR. You can do anything through that without being a member of the wiki team, and it involves a lot less responsibility. https://wiki.aurorastation.org/index.php?title=Guide_to_Editing For more information. If there's no objection to going through this system instead, this can probably be considered solved?
  4. And with 'borgs you can't succumb, I'd actually be okay with that if you could, you can only ghost which locks you out of your body completely.
  5. I agree this should be a thing but also please apply it to de-celled 'borgs who have always been plagued by this problem.
  6. Not a whole lot to say except that Kyres is probably the most fit in the community for this role right now, just based on their previous experience in it, and the trust that everyone has in them.
  7. I love this sprite and I'd love to see it rolling around the Station!
  8. Socks would pad and insulate a bit from hot/cold so could see that actually Nantei.
  9. As someone who has run shoeless on cold/room temp/hot metal I can confirm you tend to step slower and less hard because it is uncomfortable as heck, for the extremes of cold and hot it's not just uncomfortable, it's borderline torturous. For mechanical limbs it makes sense because you have no feeling. So in that case it wouldn't bother you at all. I would say remove it for species that can't wear shoes and keep it for the ones who can and make it so robo-limbs are full speed
  10. Instead of Maintenance Technician, I would suggest changing it to 'Station Technician', because Maintenance Technician is p. vague. Still. Electrician can be used by people who want the maint. tech niche still.
  11. Not persay, Chloral and other methods are still stronger (Even if completely antifun) in this situation, if using an Antag-variant stunbaton they'd have the chance to escape. It's not like you're knocked down in one hit. I agree with you on the all-access thing. But it's extremely less useful for 'borgs compared to regular traitors do to the scope of interaction they have with items, still. Also: On the note of Atmospherics. No. You don't touch Atmospherics or you risk accidentally ganking people, it's the equivalent of setting off a bomb. Yes it does, Malf more than ANYTHING requires a way to non-lethally detain people. It can't have a hostage situation without it, which is what the Security 'borg was usually used for in that mode. As it stands, it can use Combat, but you know the funny thing about Combat that made me want it removed more than anyone else and outright refuse to play it? It has NO NON-LETHAL TOOLS AT ALL. I know, it's ridiculous. A combat module without even a taser? But that's how it is. It was literally designed to kill and nothing else. I don't want to mirror that with other 'borgs just because me and Paradox decided we wanted to remove Security 'borgs. In like... most cases, if a 'borg intended to kill you, they'd have better weapons to do it, especially for Medical, Construction, Engineering, and Service. Service can dump alcohol on you and ignite you with a lighter, Engineering can burn your face off with a welder or stab your eyes with a screwdriver, construction can do what Engineering can do except better while also deconstructing the floor you're under so you fall 42853767 feet. Medical can saw your face off with a circular saw. If they wanted to kill you, they have better options. What they don't necessarily have are generic non-lethal means.
  12. Yes, it is, because you can actually talk.
  13. Choosing the wrong modules to contrast doesn't invalidate my point any, tho. Custodial, Clerical, and Service both would have looots of issues subduing anybody without killing them, even then. The rag example (Soaking it in chloral/other things) would work if you could keep your opponent down without already doing enough damage to p. much kill them. The point here really is that there are 2-3 'borgs. If Sec 'borgs removal makes Antag 'borgs so much weaker, all it takes is giving them the pivotal tools that the Sec 'borg had, but lock it behind being an Antag. Cuffs/Stunbaton. There's also the argument that subduing players via Chloral and other drugs is Really anti-fun for that player, since it's instant and fully takes them out of the round. It's really not a big deal to give an Antag-locked Stunbaton to most Modules even if you exclude the cuffs, or make it to where they can make cuffs with their inbuilt wire manually and grasp it, I guess. Remember, 2-3 'borgs per round. They are limited and do not scale to the rounds population, they need to be capable of a lot and not have to rely on their inbuilt tools for All of their antaggery, afterall other traitors aren't, are they? A normal traitor is capable of using TC to summon any equipment they need. A 'borg traitor can hack and overclock itself, which is a rooough equivalent, but gives barely even a quarter of the same amount.And you will have more general Traitors in a round than you will 'borgs. In that sense it's kinda important that when a 'borg goes Antag it can have the impact it needs to have irregardless of what inbuilt tools they have when they're not an Antag.
  14. The problem with this is that there are only really two-three 'borgs per round, so when they are Antags we kinda need them to have the tools to do their thing. It's not like they can pick up new tools to use, so limiting them like that could actually be p. negative for the round progression in rounds where they're the primary Antagonists. For instance, it's believable that any 'borg that's not operating normally could shock someone on touch, but instead we'd have Mining/Service and other 'borgs being forced to *kill you* than disable you non-lethally and then weld you into something or other means of disabling. This'll lead p. much to 'borgs being forced to take people out of the round even when it doesn't call for it, or they'll be destroyed.
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