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Everything posted by Chada1
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First let me say that I saw 'New Department' and immediately thought 'This is insanity, this is never going to happen.' but then I thought about it for a minute and read the idea. I actually like this, this could be a way for Cargo to make the extra money they need to supply the other departments instead of just siphoning thousands from station accounts, alongside other new stuff. The specifics of how this could be implemented, i'm not sure. But, Manufacturing as a concept, though it may seem a tad ... big, for the Cargo department to oversee, could be a neat idea. The main issue I can see off the top of my head is that there's no content available for them to really sink into, especially if their entire job is to just haul over junk to Cargo to ship off. I mean, as a job, it works, but it's not a fun concept by itself, it needs more to it.
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Well, i'm here. I have concerns about this. I'll start with the first. This would make Security way more organised, that's true, but it would also streamline the department maybe a tad too much, and this removes some of the skill in being a communicative Officer or a good HoS when you already have a solid chain of command delegated. More or less, i'm saying, the factor of being able to stay organised and communicate well to your peers is a quality of good Security and Command play. You are making this an inescapable factor by adding a Seniority role. That could prove to be strangulating for the typical opponents of Security which would have to deal with an automatically much more organised and cooperative team which already numbers more than 6 characters that wouldn't have to even try to be so, just by following the already existing and well-established chain of command. I think Security should have to work for this level of organisation, not have it handed to them on a round-by-round basis. In these Chaotic situations where Security has allowed their chain of command to fall apart, Heads could be calling an ERT. You shouldn't be making changes to a department to account for the players incompetency. I don't agree with this change, but if it were done, I think it would be really cool if the 'Seniority' role were locked behind X number of rounds in Security. Somewhere around 10-30.
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[Denied] Wiki Maintainer Application - XanderDox (Azande)
Chada1 replied to Azande's topic in Developer Applications Archives
I'll say that though i've got in many arguments over some menial things with Azande in the past, I think they'd make a good Wiki Maintainer, they have a big focus on accuracy and detail (Even if that detail is ANNOYING) when it comes to procedure among other things. I think they'd make a good team member so long as they don't get into any arguments, which I don't see happening anyway, we're too busy fixing stuff! -
In opposition to the straight heal time concept, I would suggest Bruises and other left-over injuries actually be given some minor effects, such as a bruised limb taking significantly more damage than a non-bruised one. It tracks bruises, but the issue is tracking that you were bruised after being hit, since the wound reopens. What i'm suggesting is that an unhealed bruise be a hazard. This can be done in other ways, as well, such as 'your limb hurts' always happening so long as you're bruised, or very rare slips or slightly slowed moving for bruised legs (Or jsut a chance of red text of limb pain each time you move) and similar for the other limbs. Basically, minor issues that constantly remind you that you need to get your bruises treated properly. At the moment, noone cares about them, and roles like Cult could just get immunity to this sort of thing so that's a non-issue. Resting could be made to increase bruise heal time, to give resting an actual purpose. And beds could increase it even more, as well as comfy chairs. At the moment, I never see Bruises heal, so this isn't an unwelcome addition IMO. These are all good ways to implement this that aren't going to completely destroy game balance and absolutely force you to sit in a bed for 30 minutes, it'll just encourage you to take it easy when you can. The reason the 'Brute point' gain concept is not good is because a person with 100 brute would already get treated with it via chemicals. They would be bruteless immediately on reaching medical with a tricord injection. This is adding an unneccessary 'Solution' that doesn't solve anything. It's not even a bandaid, it's nothing. It's just a bad idea that maybe can lead to good ones. Not to mention, if it weren't treated, someone at 150 brute would sit in medical for over 30 minutes to an hour and barely be able to move at all. A level of crippled that is only fitting for critically injured, blood loss, and missing/broken limbs. No pls. -1 unless you go with a less dangerous concept.
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[Accepted] GG's/Geeves' Dionaea Whitelist Application
Chada1 replied to geeves's topic in Whitelist Applications Archives
I was on Discord when Geeves' was writing this app, they respond incredibly well to feedback and criticism. I haven't seen their roleplay but I think just on virtue of that and the understanding of the Species shown in their app, they can handle a Dionaea whitelist well. +1. I especially like how the story feels like a short adventure. It shows their origin without putting too much detail into it, and leaves the character on a good note. Their questions all show a willingness to explore the more unique concepts of the Species, as well, which I love. -
Nelson Blessing's Armored Detective's Jacket
Chada1 replied to SeniorScore's topic in Completed Items
I support this and think it would be cool so long as it's locked behind either the item or the job. Would suck otherwise. Edit: On another note, the background could be expanded to be less about NanoTrasen, and more about why your character would want to bring this Jacket to work. As it stands, it feels kind of like 'I did it because I can' as opposed to your character placing any value on the Jacket. Also, the Application could be improved by placing spaces inbetween the sentences, so it doesn't lead straight into them. More neat that way, also a typo at the end. 'And and' when you meant and or. -
Just looking for feedback on my characters. The one I play the most is NT-A 486, an extremely Robotic Android, even by Android standards. I won't go into the details, but it's lore supported. The runner up is my jaded Dionae Emergency Physician, Those Who Brave the Dark, with my Skrell Xenoarcheologist. Orbul Qablri'Tri-Qyu, coming up next. I play my Xenoarch very infrequently. Maybe twice in 30 rounds at best. I feel like I have reached a point where i'm having problems improving on my RP as i've eliminated all of the issues I've noticed, so I need more issues pointed out to me, so I can try to improve them as well. Feedback is prefered on my main and secondary characters, but I accept and consider feedback on any and all of my past and present characters. Please give!
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Oi, re-did the wikipage. It's all up and working properly now. https://wiki.aurorastation.org/index.php?title=Aurora_Starmap I'm open to a resize if it's seen as needed, but aside from a resize which would need full reorientation for the links, adjustments and adding additional systems should be a piece of cake from this point on. [mention]LordFowl[/mention]
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Alright, i'll begin work on it as soon as I get the all clear Jackboot.
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I'll miss seeing you around, Cya Sonic.
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I love this so much. Please don't stop.
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Staff Complaint: PrOwOatePresidenti & OwOxia
Chada1 replied to DatBerry's topic in Off Topic Discussion
⊙ω⊙ -
The gripper on the Clerical Module can already pick up Stamps as well as Pens and Paper, I am pretty sure. What i'd suggest to give the Clerical Module some more power, is to make the Emag Denied stamp into a toggle-able multi-stamp. That would be sure to raise its powerlevel, at least when it's an Antagonist. Some QOL stuff like the ID thing, as well as a Coffee brewer and other junk, would be pretty cool, though. But it should only really get all of the Stamps unlocked like that if it's hacked, even with the 4 Laws, I doubt NT would give a 'borg authorisation to stamp with Head authority at will, it should have to be allowed the Stamp to do it, either by physically gripping the Stamp or being swiped with an ID Card as Xander said. But that's just my opinion. I'm not sure the 'Swipe' mechanic is that feasible though, because you already swipe to open their lock. So, aside from setting a needed intent, IDK how that'd work with multi uses.
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[Accepted] Chada1's Wiki Maintainer Application
Chada1 replied to Chada1's topic in Developer Applications Archives
Thank you, the wait is no problem, and good luck. -
[2 dismissals; Archive: 30.10.2017].Provide a bodyguard for the merchant
Chada1 replied to alexpkeaton's topic in Archive
And all of this is pointless because it goes on a round-by-round basis and assumes the Merchant is breaking Biesel Law and being an Antagonist. Your argument is assuming the Merchant is an Antagonist. In normal operation, Security is not allowed to enforce regulations on the Merchant ship. If the Merchant is having problems, it is not meant to call for Station Security, that is why you are wrong. The Mercenary ship is a foreign threat that isn't contracted by NanoTrasen, it doesn't fucking count. It's all in the Directive... -
[2 dismissals; Archive: 30.10.2017].Provide a bodyguard for the merchant
Chada1 replied to alexpkeaton's topic in Archive
No, I didn't reiterate your point, since your point is that Security gets to walk all over the Merchant in their 'Valid Operations', when they factually do not. Security is not allowed to dictate what the Merchant can or cannot do on their own ship, the clauses in the Directive are only for when the Merchant steps on the Aurora. In that same vein it's absurd to expect the Merchant to depend on STATION SECURITY to enforce regulations on their own ship when it says Security can't do that. That is what you aren't getting, you don't get to decide what is and isn't inarguable, and this is very arguable, since it's literally how the Directive is intended. You backpedaled from 'Call for Security' to 'Get a bigger gun', but neither of these would work against most Antag types. As Alexpkeaton pointed out, the Merchant is a huuuge target, and when it goes down or gets converted, there's not much you can do to stop an Antagonist. -
[2 dismissals; Archive: 30.10.2017].Provide a bodyguard for the merchant
Chada1 replied to alexpkeaton's topic in Archive
I'm aware, thank you. I made sure to cover that base in my analysis of the directive when I said. "On their ship.", I understand that this all only applies on their ship. If Security did that more often, the concept of having a bodyguard wouldn't really be needed. But the fact that it's not something the Merchant can count on, kinda breaks that. -
[2 dismissals; Archive: 30.10.2017].Provide a bodyguard for the merchant
Chada1 replied to alexpkeaton's topic in Archive
No, unfortunately, I haven't. And the issue is you're arguing for Security to butt into *Everything*, that's not 'Valid Operations', the Merchant shouldn't be depending on Security to defend its ship, it literally says this in the Directive. Security has no obligation or jurisdiction over the Merchants ship absent of NanoTrasen employees. The Merchant shouldn't depend on NanoTrasen Security to guard its ship, they are given a self-defense weapon and authorisation to use it for a reason... It's what the Directive says, word by word, it directly says, and I quote. "The ISD may not enforce regulations aboard a docked merchant vessel, except for issues that arise between NanoTrasen employees.", and that's not just talking about contraband, because it covered contraband earlier in the Directive. It's all there. Now, when harboring a murderer comes to mind, then you have a problem, but you see the problem with that is the Merchant is breaking Biesel Law and harboring a criminal, which would get anyone batoned. That's not a valid example for how the 'Directive' works, because even if the Directive said you were not meant to do anything against the Merchant no matter what, you still would have, and reasonably so. The reality is the only time you are supposed to 'interfere' with the Merchant on their ship is on issues arising between NanoTrasen employees, and this is why they could use with having a bodyguard instead of just a defense weapon, they shouldn't depend on Station Security, because Security literally has no jurisdiction on that ship. As it stands, they are a prime target for Antagonists, and when they are targetted, they basically make the Antag impossible to stop. You're arguing against them having defense against Antagonists on the basis of being afraid they'll be Antagonists... They would literally be dead and the Antagonist would have flown off in the ship before Sec even got there. -
[2 dismissals; Archive: 30.10.2017].Provide a bodyguard for the merchant
Chada1 replied to alexpkeaton's topic in Archive
Did you miss the directive? The ship isn't NanoTrasen jurisdiction. If you want the bodyguard to not cause problems, then follow the law of Biesel and the contract that the Merchant had to sign. You don't get to walk over the Merchant in your 'Valid operations', and Security often makes no attempt to aid the Merchant when they need aid, i've only seen them be aggressive towards the Merchant. It's not Crew, it shouldn't depend on Station Security in an area they have no jurisdiction over. And, if it should, maybe that Directive needs to be changed some... -
[2 dismissals; Archive: 30.10.2017].Provide a bodyguard for the merchant
Chada1 replied to alexpkeaton's topic in Archive
I've seen the Merchant get attacked and killed by Antags like two times now, and when converted, which has happened once they provide enough supplies for the Antag to take down the ERT and the ISD at the same time without an issue. What I suggest is the ability to purchase a single bodyguard from contacts akin to how you'd purchase a Mining Drone. But I think the Merchant could really benefit from this, that energy pistol doesn't really cut it when you get three Cultists in your ship or a Traitor. -
It would suck for ANYONE I can't tell if you were agreeing with me, or actually missing the point of what I was saying. Credits are much more valuable to the Merchant than the Crew at the moment. It sucks and is much more round ending for the Merchant to lose his cash than the average Crewmember, simply on virtue of the Merchants entire purpose being structured around the credits. That's why it would suck for the merchant, but only be bad for other people. You could argue Cargo uses credits now and so credits are more useful to the Crew, but they really aren't that useful since your job will rarely require anything from Cargo except for specific cases like the Chef that needs to order ingredients. You need to remember, it just in this update went from Credits being mechanically worthless and only useful for roleplay, to them being mechanically useful and still good for roleplay. Not all jobs find them useful, it's still mostly a roleplay tool for many jobs that don't intersect with Cargo. TLDR: It wouldn't suck for 'Anyone', it sucks for the jobs in the game that actually use credits for their job. Not really anyone else. And those jobs are few. That said; As has been echo'd, I'd really like a personal bank account that only the merchant can access, and that they can use to pay for junk on Station via a Credit card (Which I remember there being) or an EFTPOS.
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I don't want the Merchant having all his money stolen by Antagonists, because the place he was expected to store it was a NanoTrasen bank account, connected to NanoTrasen servers. It would suck for the Merchant and it wouldn't make a whole lot of sense. It would be catastrophic for the Merchants round, though. If this could be addressed i'd be a lot more inclined to agree with a bank account of some sort, but that's going to happen and it's going to bankrupt the merchant with very little he could do about it, and it'll make no sense. I think UM took a step in the right direction. Maybe have a special Merchant ATM or something on their base that allows them to expend money from it through their ID or a credit card, which I remember existing, but for the love of god don't have their account connected to the NanoTrasen database and emptyable. It needs to be disconnected or just used at the merchants discretion and not for actual storage.
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Simple mobs can hold regents, one way to 'reliably' treat them is to inject tricordrazine, it works. It would be nice for a real alternative, though.
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Well, then close this and i'll make a github report instead. No need for a suggestion if it's a bug, no?