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Everything posted by Chada1
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[1 Dismissal] Baseline and Industrial IPC Paper Printer
Chada1 replied to NoahKirchner's topic in Archive
I figured that the IPC would slot a paper into itself, and it'd come out completed. (Would essentially be like using a pen on it, but you would hold it inside your body until it's done, and you dont need a pen in hand. Still can't move though) I mean, don't get me wrong; I'm sure that such technology would exist, in theory. But how much utility would you, as a flesh-and-blood person, get out of strapping a printer to your back and walking around with it everywhere? The mistake in your logic here, is that these two instances are not comparable. IPCs are not a 'Flesh-and-blood person'. They are machines. Their body can realistically have excess utility where a 'Flesh-and-blood person' cannot. There could be multiple reasons for an IPC to have this; They could have been created for Clerical duties, and thus they'd have paper dispensers/etc on-board their Chassis. It's easy to forget that we're talking about Robotic entities here, not Humans, these entities are created for their utility, there is nothing wrong with them having utility, especially if it's completely optional and harmless like a printer Chassis component. I like this, actually. But i'm going to mirror what Skull said, it really shouldn't be implemented on its own. -
[Skull132] Add Mixed Game Modes to Their Own Secret Rotation
Chada1 replied to Synnono's topic in Completed Projects
I support this, and would probably vote it a lot, it possibly solves the metagaming issue and still allows it to be voted for directly. One other option that has been discussed in the Revert thread and is mentioned in the OP, is to add them to the regular Secret rotation with a lower percent chance. The only issue with that variant is that people could be forced into a mixed gamemode without the majority even voting for it. -
I think it's mostly that the old nerf affected every player, and the new nerf only affects the players who were misusing it, and yet still completely eliminates the problem feature. That's the main reason it blew up and ended here.
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100% against removing them. The majority of the server votes for these rounds, and I mostly do it because they involve the entire Station more instead of two Departments, the Crew tends to have to work together during them instead of just Security and Heads dealing with it, since they tend to have more Antagonists to drive the narrative. They aren't in the Secret selection, they have to be voted. I see the point on being more chaotic, but that is the Point of them and with the majority of the server base voting them, I don't agree that it's a problem. As for the 'Security' issue, you know that every single round, you're able to call a 4-size heavily armed, equipped and trained Squad capable of assisting Security...? They are fully able to defeat these Antagonists nearly by themselves, and any previously killed Crew can join as them. Antagonists have always had to struggle against the ERT and Station normally, I see no reason the Station having to struggle against the Antagonists is so bad. If the Antagonists are too much for Security, the Heads should call the ERT. Nothing ever stopped them before, I don't know what's stopping them now. Compare an ERT to a Heist team and tell me that's fair. Merc vs ERT is more even but ERT still comes out ontop. How many of these rounds were the ERT actually called? I would be all for the idea of editing them into Secret with a very low draw rate from the status-quo, as an alternative.
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It's goofy and I love it. It fits the character of Asimo, as well.
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I like the idea of only having the access of your master, that's how I always thought it was, but if it isn't, it should be.
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Nooope. They can vend from the Medical Vendors. Please. I don't want 'borgs who don't use the Soporific option to get punished over this. Soporific in conjunction with the Hypospray is the issue, not the Hyposprays themselves. 'Borgs are fully capable of obtaining Soporific nearly anywhere in Medical, they don't need it in the Hypospray. This coming from someone who has played 'Borgs, Medical included, a Lot.
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Merely 2000 years after the resurrection of the timeline, via foul Necromantic magics, two countries of the undead stood at an impasse, known as 'Bonlande' and 'Marroole'. They do not last, releasing foul bombs of Acidic bone-melting power, utterly devastating the landmasse they have come to claim for their Necromantic God.
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So, my Lore question, how often do Dionae Gestalts split and merge with another? I can't imagine very often, but it seems very possible. As it stands, the mechanical number of Nymphs in a worker Gestalt ingame, is around 4/6, from the Lore page, as well. But, say I have two ooold Dionae characters that I no longer play, would it be acceptable to merge them together, even if it would only be half of the Nymphs from both of them, to form a new Gestalt with similar characteristics of both? Just to fuse the personalities a little. Is that too crazy? It seems almost as if it were something that you should expect to happen. I mean, I could just make a character with the fused traits and have it be unrelated entirely, but this would be more interesting, so i'm just wondering if it's acceptable.
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You're entirely right, and i'm agreeing. But, none of what you said is likely to apply in what I said, this is still a near uncounterable tool, when dealing with 'borgs as an antag, or dealing with antag 'borgs. If you're not wearing a suit and it gets close to you, 25u of Soporific and you're out. Also, the overdose for Sopo is 30, a 25 instant injection is more than enough to put someone to sleep for about 10/15 minutes of ingame time. This is why i'd suggest lowering the maximum dose available to Cyborgs at one time.
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I would be okay with something like this, I see it done too often. It's annoying and awful when Medical does it, and it's annoying and awful when Medical 'borgs do it. There's really no counterplay to a Soporific auto-injection except wearing a suit, and not many people will be doing that inside of the Station. This is a very hard to deal with feature for Crew dealing with Antagonist 'borgs and for Antagonists dealing with 'borgs. My idea is to just lower the Soporific storage amount to 10, if that's possible. It'll allow for Medical 'borgs to still put people under for surgery, but to not be able to put people under for a year, instantly.
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When it comes to Bone fractures, we have Medical Splints, people just don't seem to use them. A Medical Splint makes it entirely possible to work with Fractures without much pain or difficulty, and then you can be called back to Medical when the OR is available. And if Surgery is absolutely necessary, there's still the Morgue Operating Table and Surgery Supply Crates from Cargo. You just have to adapt to the map, it's not supposed to be a luxurious dream job.
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[ADDED] Utility Functions in Synthetics
Chada1 replied to MoondancerPony's topic in Lore Canonization Applications Archive
Me and Moondancer have already talked about this before, and i'm going to go into detail over what we spoke about. First, Utility Functions and Morality Cores, from what I understand, would conflict heavily. I've always viewed Morality Cores as functioning more or less just like Utility functions. Actually, my idea was to use Utilons to explain how exactly a Morality Core works, a Morality definition could be granted a Utilon number, which alongside scripted/freeform personality quirks, would define a personality pretty well. This would make Morality Cores and Utility Functions the same thing, however, it would also explain HOW a Morality Core can function in the way it does. Let me explain my perception of a Morality Core. I always thought a Morality Core was represented by many, MANY definitions of what would be good and what would be bad. As an example, following Directives or Commands could be seen as good, refusing them could be seen as bad. Now, the issue is, things can change and make it good to refuse them. How do you determine this? Currently, there is no explanation of how, you pretty much don't. To roleplay the Morality Core, you'd do whatever you could to ensure both tasks were completed, even if it is at the cost of both of them in the end. Very reminiscent of a very rigid Law interpretation. Morality Cores are also able to be edited in real time, as experiences and observations happen. According to the SSTA. (Synthetic Sentience Theory and Application) I'm sure that's to make alterations if a 'Good' action always lead to a 'Bad' outcome, thus altering that definition to be a 'Bad' action. However, there are exceptions regarding what can be altered by the Synthetic, a Morality Cores interaction with Laws was simple, I thought. Definitions would be altered to suit the Laws, enmasse, and hardcoded. This would make the Synthetic enact whatever the Law said, and view it as good, thus squashing any disobedience, using their own moral judgment to determine what would be an action in support of their Laws. That is all. Now let me explain the changes if Utilons were applied to my perception of a Morality Core. It would be represented by many definitions of what would be good or bad, with Utilons defining which was which. As an example, an IPC might view providing a request as good, and refusing it needlessly as bad. But, if the request were to interfere with their work, it would dramatically reduce the Utilon count of the request, thus making it good to refuse it. This ensures that it is harder to take advantage of the IPC, and easier to ensure that work is done. This is also dependent on the IPC and their experience/purpose, and of course previous Programming/Coding. An IPC who was developed to mimic a Human wouldn't be likely to have that Moral interpretation, instead the Utilons would be more evenly spread out to allow the IPC to pick and choose their actions in a more freeform way, not accounting for possible edits they've done themselves, if they are capable. As for the new Law interaction, Laws would use blocked Utilons to hardcode any action that supports the current Lawset. Making the Synthetic incapable of disobedience, all the same. As you can see, it all seems to fall into place. I'm not sure if Utility Functions and Morality Cores would be able to co-exist, they effectively serve the same purpose. But if merged together, they seem to go a looong way to explaining how exactly Synthetics work, and in a very non-limiting way. It's pretty open to character development, actually. -
Since my character, NT-A 486, won the hottest Waifu award, I feel it is only right that I post fan service to sate the communities lust for Waifu-dom. Let's begin with a fanfic that I wrote for all of you. Alert! Too Lewd! Fanservice gone wrong! Warning. None of the actors used in the making of this skit are in any way a person nor should they be considered as one. Bob Doleson is a Critical Clone Disorder Bald and NT-A 486 is a Synthetic Android Unit. And with that, I conclude the Fan Service. Good day, and i'm glad many have come to adore the beautiful, albeit emotionless Android I have created. Even if it does distress me heavily.
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How does a loyalty implant function in someone, how do they think/act when it is active inside their skull?: In the benefit of the company. If what they are doing is going against the interests of NanoTrasen, the Loyalty Implant would not allow it, assuming it was working correctly, which they have been said to sometimes malfunction, but it just sounds like a reason to justify misplay. It is one that's backed by Lore, as seen in some News articles, I think the most recent was a CCIA intern leaking documents. Why do you think NT implants their high ranking personnel?: Insurance and as an investment. It gives them the ability to rely on you, and they only allow those they trust to have the skills into the positions that require it. It is a way for them to truly count on their essential Staff. Are loyalty implants even legal for NT to place inside their high ranking personnel?: Yes, with consenting proof. Do loyalty implants enslave people to the corporation? If so, why?: No, you sign a contract before it can even be put in. Slavery is enforced Servitude. You made your choice, it is not stripping your freedom away. Forced implants would be. What happens to a implant when someone goes home, or plays a different job that does not have the loyalty implant?: Depends on the player. If they were demoted, it was Surgically removed. If they were only off-duty, it's just disabled in their skull until the next shift. How can loyalty implants be improved?: Clearly defining their purpose, so people can play around it, as opposed to having it mean absolutely nothing and people getting punished for it at some points, without knowing what it even means. Should we keep loyalty implants inside the server?: Yes, they are necessary to maintain balance and too important of a thing in our Lore to just remove.
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[Resolved] Character Complaint: Julian McCoy
Chada1 replied to AllyBearsley's topic in Complaints Boards Archive
I have had multiple direct experiences with both the player and the character of Julian Mccoy. I like both, but I have already spoken to him, warning that he has too high of a skillset. He referred to Xenobotany and Xenoarcheology as 'Hobbies', when they literally require a PhD degree to work in the fields believably, or at the least, allowance from on-Station staff. I warned him this would inevitably happen if he didn't put more thought into his character skills/etc, and it inevitably did. I would suggest helping him curve this 'Can do everything' playstyle. I've also seen him demand access to Chemistry, as a Chaplain, when actual Doctors refused to mix Thermite, because they were afraid they'd make a mistake and cause the Lab to go up in flames, due to no training. I'm all for a Chaplain having skills, but to have PhD level skills in multiple fields, that is not... believable... Maybe a hobby in Gardening, some Nursing experience developed off-Station and unofficially through Religious duties, but nothing this extreme. -
Means you get space drugs out of ambrosia when ground up and inspected. Mechanical confirmation that ambrosia == space drugs, just with a very low concentration. And with the latter most certainly remaining outlawed, it makes you thunk. As Skull said here, the part of Ambrosia that makes you hallucinate is Probably Space Drugs. it would become very hard to tell if you smoked Ambrosia or if you injected Space Drugs when tested. I can see a bunch of people being arrested falsely for Space Drugs, when what they did was entirely legal. A fix for this would be altering Ambrosia to use a different Hallucinogen with no overdose, making it more similar to Marijuana. But, if this were ever going to be done, it would probably be during a Chem rework of some kind, it seems nonsensical to alter Ambrosia by itself. I wouldn't be against the concept, though. Also, Jackboot you meme you posted this on 4/20!!!
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Showing borgs and AI on the manifest for ghosts and lobbyers.
Chada1 replied to TrickingTrapster's topic in Archive
Sure, and when are we getting Beepsky added to the Manifest? Cleanbots? Farmbots? Medibots? This is my and other peoples point, by doing this you are removing the illusion of them being equipment, since they would be treated wildly different from other Robots on the Exodus. I already said i'm okay with something like this, but there's a reason they are not on the Manifest, it isn't negligence, there is actual code already in Aurora for putting them on the Manifest, which is intentionally disabled, it's a design decision. I will say, however, you can already check for AI/'borg, just check the PDA messager. Also, you aren't entitled to entering unauthorised areas without need on NT Default. Edit: I'm in support of having it show up on the OOC manifest, just not the IC one. -
Showing borgs and AI on the manifest for ghosts and lobbyers.
Chada1 replied to TrickingTrapster's topic in Archive
The purpose is to distance them from the Crew as much as possible, they're not meant to be part of the Crew, rather, part of the Station. That's probably what a bunch of people will echo here. I wouldn't mind some way to tell, but I don't know how receptive people will be to adding them to the Manifest. -
Seriously? It's not even related to the IRA vaguely? If it's only a Black Beret with an Irish flag pin attached, we're just derailing this thread over nothing, seeing as being Irish and proud is Not a crime.
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There's a Bartender with an NKA and multiple other things that could be seen as much worse seeing as the Civil War is actually going on. It's just a Beret and I seriously doubt most people even know what the IRA is. It's not noteable and it's just a recreational Beret. It's not even a uniform. And the IRA is Not considered a terrorist organisation globally and definitely isn't in Fiction Spessman game. It's seriously just a Beret that you're applying more meaning to than anyone else is. It's not even part of Richters main uniform, as Wardens aren't expected to wear a Uniform Beret, any headwear is acceptable because they don't start with Anything on their head, and have to obtain a Beret from the Wardens Locker if they want one. This is a non-issue and I don't know why you dislike it so much, it's literally harmless and completely up to the character if they would do this. You can even spawn with Berets if you want in the Custom Loadout, and they don't even have to be Security, nor do you have to explain to Customs why you're bringing them. They clearly fall under personal belongings. Why the fuck is it so bad to bring a Black Beret with a neat Emblem to work, because the IRA is only considered a terrorist Organisation in two places and nowhere else, and that may not even be so in Spessman as a lot of old history is just swept under the rug. It's just a neat custom made Beret, not even a real IRA hat, and just about noone would know what it was without being told. This 'People being unhappy' thing could actually be good ICly and cause a little verbal conflict, even. Which is furthering roleplay and what Custom items are meant to do. Why is this a problem? It went from trying to make CommanderXor justify their characters emotional attachment with logic, to complaining that the Beret should be illegal, and that makes no sense.
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Well I mean, this isn't really about the actual IRA, more about Richter himself. It's not the first time in history that someone clung to something potentially created with ill intentions for another purpose. In this case Richter is really just showing that he is patriotic for Ireland, and it's less about the actual IRA. It could easily mean that he doesn't support Tau Ceti breaking off from the Sol Alliance, as it mirrors Ireland being split in two itself. Anyway, you guys are being a bit too cut and dry, as someone who plays Synths very seriously, humans aren't robots and not everything they do is logical. If Richter is part of a pseudo-IRA group, and he has a Beret, there's really nothing stopping him from bringing it to work, if it's approved. The character really doesn't need perfect jusitifications like some machine, just emotional attachment, which he has.
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Alright, I spoke about this on Discord, ATM the economy is rubbish and this won't make much of an impact, but it is an AWESOME concept. Let me add onto it some; I think it would be great if Departmental purchases would get discounts with NanoTrasen, but the main problem with the discount is that it would only apply to NT goods, basic Supplies like Watertanks and up to Phoron Canisters, that NT itself would keep in stock, and only because NanoTrasen would have a vested interest in suppling their Station without a profit, since the Stations operation itself will turn a profit. So, you pay for the good to make NT not make a netloss, and then the costs stop there. This would allow Cargo to use the money they make from individual purchases to continue to supply departments, and give them reason to try to sell things, especially NT gear, to people. Head authorised orders might also get this discount in the vein of NT shaving off some of the price. That's my idea.
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Code: Select all BYOND Key: Chada1 Character Names: NT-A 486 (stupid robot) To Journey Past the Known (Stupid tree) Warmth of a Candlelight (Stupid tree) Species you are applying to play: Snek What color do you plan on making your first alien character (Dionaea & IPCs exempt): Have you read our lore section's page on this species?: where Snek's name: Hissing Slisher Snek's role: Janitor What does your snek man do: he thought he was a warrior but in the contact of wars he learned that he was weak and was told to join the humans at the ntcc and nanotrasen are shown to accept all snake who works so he just went and worked for them he is a supr combat veteran (he was a raider) and he cleans with ultimate prejudice because he has ptsd about garbage