NerdyVampire Posted August 17, 2019 Share Posted August 17, 2019 When playing an antagonist with an idea for a gimmick that requires admin magic, either during set up or execution, do you have any guidelines/examples for what requests might be accepted/denied? Quote Link to comment
Pratepresidenten Posted August 17, 2019 Share Posted August 17, 2019 (edited) You're mostly in charge of your own gimmick, but if you have a specific thing you need that doesnt make you OP or is way too much effort to do (Like make an entire station or some other ludicrous shit) we can probably lend a hand with that. It also varies very on the admin taking the ticket or any admin on that would like to do the thing thats requested. As for examples. Good example: Asking for a [SPESIFIC] antag spawned as a counter to their character at some point, to nail in the gimmick or give closure to it, or trading in some of their gear for some other gear of somewhat equal qualities for believability. You can also ask for a CC announcement to be made if your gimmick is sound and believable, and not snowflakey bs to give you special status. Bad example: YEAH UH ADMINS CAN YOU SUGGEST A GIMMICK??? (Seriously, fuck you) Or asking for OP gear or abilities with no drawback just because its cool. TL;DR: If you have a well thought out gimmick that involves many people and has lots of potential, an admin will likely help you out if they're not busy Edited August 17, 2019 by Pratepresidenten Quote Link to comment
NerdyVampire Posted August 17, 2019 Share Posted August 17, 2019 Thanks for the reply Prate! Quote Link to comment
Randy Posted December 10, 2019 Share Posted December 10, 2019 (edited) Does/did being an admin/mod make the game harder for you to enjoy? what I mean is that you get to see behind the vail and (probably) have a deeper understanding of how things work (codewise/mechanic wise etc) than a regular player does as well as being aware of a lot of the conflicts and complaints players have in a round a lot of which likely unpleasant also you can bring up any ones history via notes and get a rough idea of what tipe of player they are so its not really the same as getting to know someone icly. Does any of these things hamper the enjoyment you get out of the game? Edited December 10, 2019 by Randy Quote Link to comment
Cnaym Posted December 10, 2019 Share Posted December 10, 2019 To add onto Prate: Can you spawn us a tank, is my favourite merc sentence... sure, we always do, every time ^^ Randy: Hewwo! I am new admin, relative new to game and in the staff team probably one of the newest (ckey age is less than a year old). It's a mixed bag, some rounds you see awesome gimmiks and help make them happen, help a bunch of new folks with mechanics and bugs and have a blast of a round... next round it's cult and you get 4 ahelps at roundstart "How to cult?" and you know you are in for one of those rounds. Overall my joy of the game has not suffered, but there's two things that get my pulse up: Rude folks in ahelps (I send those to the forums, I don't want any trial staff to have to experience that) and annoying ahelpers who want a different useless item each and every round, bikehorns being a good example or violins. Same happens with prayers from time to time, hence my motto: Spaming prayer is how you lose prayer Seeing behind the veil... well I slowly get some grasps on how things work in the code, but I am still pretty much an idiot with more buttons. I distinctly remember having to delete a stretcher that flew off into space, while the person on it was stuck in the spot... so I used my Bluespace tech to throw that person into space I am helpfull like that ^^ for spawns and variables you usually have your stuff that you know how to do and other things that you have to ask for and prepare. I do some small scale stuff on lowpop like a ghost appearing during extendo to spice things up or changing an expedition map to give it a bit of an story, but it's far from what one could consider understanding the code. Logs are a different story for each and every staff member. Sometimes you drown in them, sometimes it makes you laugh how "calm" a round is perceived while on the other hand a captain just got his face melted off. It takes some time getting used to, some adjustments in playstyle (you usually go with a gimmik as staff, even if you got the meta knowledge that it might suck balls and will only get you killed in maint... again) and the skillful ignorance of deadchat ^^ Quote Link to comment
Randy Posted December 11, 2019 Share Posted December 11, 2019 11 hours ago, Cnaym said: To add onto Prate: Can you spawn us a tank, is my favourite merc sentence... sure, we always do, every time ^^ Randy: Hewwo! I am new admin, relative new to game and in the staff team probably one of the newest (ckey age is less than a year old). It's a mixed bag, some rounds you see awesome gimmiks and help make them happen, help a bunch of new folks with mechanics and bugs and have a blast of a round... next round it's cult and you get 4 ahelps at roundstart "How to cult?" and you know you are in for one of those rounds. Overall my joy of the game has not suffered, but there's two things that get my pulse up: Rude folks in ahelps (I send those to the forums, I don't want any trial staff to have to experience that) and annoying ahelpers who want a different useless item each and every round, bikehorns being a good example or violins. Same happens with prayers from time to time, hence my motto: Spaming prayer is how you lose prayer Seeing behind the veil... well I slowly get some grasps on how things work in the code, but I am still pretty much an idiot with more buttons. I distinctly remember having to delete a stretcher that flew off into space, while the person on it was stuck in the spot... so I used my Bluespace tech to throw that person into space I am helpfull like that ^^ for spawns and variables you usually have your stuff that you know how to do and other things that you have to ask for and prepare. I do some small scale stuff on lowpop like a ghost appearing during extendo to spice things up or changing an expedition map to give it a bit of an story, but it's far from what one could consider understanding the code. Logs are a different story for each and every staff member. Sometimes you drown in them, sometimes it makes you laugh how "calm" a round is perceived while on the other hand a captain just got his face melted off. It takes some time getting used to, some adjustments in playstyle (you usually go with a gimmik as staff, even if you got the meta knowledge that it might suck balls and will only get you killed in maint... again) and the skillful ignorance of deadchat ^^ Thanks for the response ☺ Quote Link to comment
stevezke Posted February 1, 2020 Share Posted February 1, 2020 hey the guides on wiki state that a biochemist does light chemistry work, now a biochemist is very different from a pharmacist since they would learn two different fields of study and i've taken to believe that the light chemistry work is so that they can interact with their equipment and and work on virology stuff, but people think the light chemistry means they can whip up any drug a pharmacist can. can we please clarify this in a ruling or something....? Quote Link to comment
Soultheif96 Posted February 1, 2020 Share Posted February 1, 2020 I am not a mod nor admin, but someone who have brought up biochemist as a job aboard the Aurora. It would be similar to what I have suggested but one thing to note is biochemist capable of performing chemical synthesizing like the pharmacist, but would be lacking in providing input regarding prescriptions. They can explain it, but not in full details like a pharmacist would. The pharmacist takes priority in providing prescriptions while biochemist takes priority in synthesizing a viral cure. Hope this answers the question. Quote Link to comment
stevezke Posted February 3, 2020 Share Posted February 3, 2020 On 01/02/2020 at 21:19, Soultheif96 said: I am not a mod nor admin, but someone who have brought up biochemist as a job aboard the Aurora. It would be similar to what I have suggested but one thing to note is biochemist capable of performing chemical synthesizing like the pharmacist, but would be lacking in providing input regarding prescriptions. They can explain it, but not in full details like a pharmacist would. The pharmacist takes priority in providing prescriptions while biochemist takes priority in synthesizing a viral cure. Hope this answers the question. it did thank you Quote Link to comment
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