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Chada1

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Everything posted by Chada1

  1. I'm gonna chime in here, I think the primary charm of expeditions are how they get Station crew off the Aurora to visit new places. I think an expeditioneer squad would entirely eliminate that, and it'd become 'Why would we send Station Crew on an expedition when we have heavily armed people trained for it?'
  2. I second all of Naelynns suggestions, especially the very last.
  3. The difference here PoZe is in the majority of cases You don't die as a 'borg, so this isn't a fair comparison. With humans, you can also succumb. As for your suggestions, those could work, but do nothing to actually fix the problem, that 'borgs are being stuck in perma crit. Also! I don't think the roboticist can get to the lockdown console, so only the RD/Captain could revive 'borgs if it was locked to that console. (Also the AI, actually) The emergency signal while helpful will still leave 'borgs stuck in perma crit for an excessive amount of time. Continuing on, the emergency restart board already exists and is used to revive actually dead 'borgs. All it needs to do is also call the player back to their body, and preferably not expend its use if they don't come back. Making an emag also do this is also nice since it ensures that Traitors can still subvert 'borgs even if they succumbed, provided that they aren't destroyed and/or have been repaired.
  4. What it says on the tin. The most awful and agonizing part of playing a Station bound Synth is sitting in perma crit, with the only option out being to ghost, which you can never re-enter your body afterwards. So my solution to this problem is very simple, give 'borgs the ability to Succumb, make emergency restart boards (Roboticist boards that enable robotics to revive 'borgs) call their ghost back to their body akin to Cloning, and make emags do the same thing. Problem solved, I think? Also critical to this; Do not expend the board or emag charges if the 'borg doesn't rejoin their body.
  5. If this isn't enough to salvage the module, I would prefer it just plainly not exist. So uhh...... My intention with my changes are to push it to a support role, not one for aggression. So, it'd help security, it would never be the thing directly aggressing antags. And all of this can be done without having a Security Module, too. So doesn't bother me at all to see it go.
  6. Kinda related, see my post in the 'Rework Sec borg' thread. This one too could benefit extremely in having some basic medical utilities akin to the Rescue module, and at that point, the rescue module could be just plain removed. You can read my post here.
  7. Alright so, on thinking, I think we could likely merge the Rescue module into this new Sec Module, with CSI capabilities and defensive capabilities. I will explain what I mean and what this would serve to do in a second. I also think adding Sec maglocks to the 'borg would help Sec out too since it could lock airlocks to Security access. Ideally, I would say the merging would look like this. I think this would move the Security 'borg away from a combat role and more to a very utility focused one, it would have lots to do in Sec and in support still, but it wouldn't be taking Antagonists out of the round, it would at best be helping Security while it did so. However, this entirely obsoletes the Rescue module, and so the Rescue module should be deleted if this idea is taken. The Sec module would take the role of Rescue, and while not being near as effective at medical stuff, it'd be entirely capable of stabilizing crew/antags and getting them to medical where a 'borg or other staff may be waiting to do surgery and lasting treatment. I think this'd cut it for me and at least make me okay with it existing.
  8. It's a start from my perspective, but I would prefer the current sec 'borg be outright removed if the alternative is it or nothing. Protector I'll probably like a lot more.
  9. The AI/'Borgs are already supposed to give Visitors a degree of respect and courtesy (Unless they've begun to attack Crew like Wizard/Ninja etc) as per server rules and even the wiki-bound guide tells them this, so I think this is a base covered personally. Valid concern tho The reason for this is that the bound synths serve NanoTrasen personnel as a whole, not just the Aurora. How will it impact NanoTrasen if they mistreat tourists/visitors to Aurora? Which is why I think this is more an OOC problem than an IC one.
  10. I think it could work a lot better if Kataphracts were folded into the TCFL, then you could have a one whitelisted Kataphract potentially and some Vol.'s, no need for a full unathi squad at that point and Kataphracts could still see use in an interesting way, they could even spawn with unique gear that other TCFL don't get.
  11. I like it though my main concern is how it'll push out the TCFL/ERT roles which are already contending harshly for the response team slot. I think maybe it would be cool if they could be an attachment of the TCFL, and make a lot of sense that way, if a little cheesy.
  12. I very much support this.
  13. There is practically no doubt in my mind that SmallGreentAnt would be a good moderator, they've been quick to help out with stuff since they arrived to Aurora, too.
  14. This application can be closed and archived, 24 hours have passed and no further objections have been stated. Application accepted on the conditions outlined. Keep your guarantee, please.
  15. This application will remain open for 24 hours assuming noone posts any objections, or a discussion isn't underway, otherwise it will be extended until that is settled. If it passes the 24 hour mark without an objection, or discussion, the application will be processed and you will be accepted onto the team.
  16. This is a no brainer to me Nicemore and I think you could have probably submitted it as an issue on github instead of a suggestion, this seems like an oversight more than a feature request.
  17. If your answers satisfy Arrow, I would be willing to accept you. This is on the basis, that you have formally apologized to the effected persons (Especially Marlon) and the seeming support of maaany people here. The assurance you gave puts you on thin ice, however, (And without it I would be denying this) I would be watching you closely. Keep it in mind. You also have a fair bit of experience which is being factored in, but that pales in comparison to concerns about Everything else. This however hinges on Arrow' being satisfied with your answers.
  18. Arrow, with the wiki team entirely removed from the Lore teams' channels as of now, this is no longer an issue, even if our team cohesion is suffering as a result, so it wouldn't be fair to vet wiki Staff by that metric anymore. The other concerns are valid.
  19. Why not let the removal be merged and add Peacekeeper at a later time, then? Sec as a module only removes from the game as it currently exists. It shouldn't be here. As an Addendum: I'm totally open to a new, more conducive to roleplay module, I just don't want the Sec module to continue to plague us until then.
  20. Hello! Not much to say except the same stuff as last time, if you can give me your assurance for a second time (You already apologized in your main post and to Jackboot directly, which will work in your favor), then this application will be resolved within 48 hours. Anyone with objections who wants to voice them should do so in that time period.
  21. That was the funniest rebuke I've ever read Doxx.?
  22. Okay, there is no soft way to put this, so straight to the point, the Security Module should be removed. I will explain why in a paragraph, but it has a lot to do with what a Cyborg is, and how they should influence rounds. Let's assume that Cyborgs are designed to aid the Station and Crew in its daily function, there are few if any cases where a specific Security Cyborg would be called for, it's a needlessly specialized module, that if following NT Default Laws, can almost never see use against Station Crewmembers. Only if one Crewmember is threatening another can they then use their baton to pacify a threat. Other than that it can barely function without violating its laws in a normal round? A 'borg module should not be specifically geared towards shutting down Antagonists. Why is this? Because 'borgs are meant to support rounds and the round progression, not conclude it. A Security 'borg for this reason is ultimately counterproductive and even creates a stereotype that Cyborgs shouldn't roleplay, or do not roleplay. Cyborgs should have utility roles, roles assisting the Crew and repairing the Station, where their laws are conducive to roleplay rather than unfavorable for it. Continuing on. In Malf AI rounds, the Malf can unlock the Combat Module when it begins to need actual Combat units, and Paradox has added Cuffs to it. So, it doesn't need the Security module. Traitor 'borgs will be plenty potent as many of the other modules, so they don't need this module either.
  23. I've been onboard with this for years, but instead of opting for the Standard module to be changed by itself, I'd instead like to see it become the 'Default' module you use before choosing a module, so that holding off on selecting a module is actually something a 'borg might do when the Station is understaffed.
  24. See you, Riq, don't be afraid to come back and say hi to us if you want to.
  25. Alright, thank you for answering. What about other ghost traps, such as Positronic brains and Nymphs? Will they work mostly the same as now on the basis that they aren't something you select via verb?
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