Search found 305 matches
- Fri Oct 03, 2014 5:39 am
- Forum: Ideas
- Topic: HUMANITY STRONG
- Replies: 43
- Views: 8175
Re: HUMANITY STRONG
In that case, I recommend you simply pretend that your head of staff character is a lizard.
- Fri Oct 03, 2014 3:40 am
- Forum: Coding Feedback
- Topic: Gang Mode Playtest Feedback
- Replies: 67
- Views: 15029
Re: Gang Mode Playtest Feedback
"Snitches get stitches." That's because in order to deconvert a gang member and turn him into a snitch, you have to perform invasive surgery to remove the implant that the conversion pen inserted.
- Fri Oct 03, 2014 2:59 am
- Forum: Closed Policy Discussion
- Topic: Breaking into rooms, stirring discontent, both NOW BANNABLE
- Replies: 149
- Views: 33466
Re: Breaking into rooms, stirring discontent, both NOW BANNA
Cracking down on greytide in general is something that's necessary to improve the quality of play on the server, but it might be a good idea to draw the line at "interferes with other people's round." Like, if the CMO wants to check the crew monitoring console without having to worry about...
- Thu Oct 02, 2014 9:51 pm
- Forum: Ideas
- Topic: HUMANITY STRONG
- Replies: 43
- Views: 8175
Re: HUMANITY STRONG
I'm not sure what are you trying to say here. You responded to a point I didn't make. The point I made was this: Allowing lizardpeople to have head roles is also preventing people from roleplaying a certain way. If you want to roleplay a member of an oppressed race, it'll be undermined if half the ...
- Thu Oct 02, 2014 8:52 pm
- Forum: Closed Complaints
- Topic: [Unknown]Feedback Forum = Big middle finger to the community
- Replies: 31
- Views: 7302
Re: [Unknown]Feedback Forum = Big middle finger to the commu
And why bother discussing it? The only reason anymore to mention oldlings is to call for a return to it, which is not going to happen. Every changeling discussion thread has an obligatory BRING BACK PARASTING style post, and at least one obligatory NO OLDING SUX post in response. I was just trying ...
- Thu Oct 02, 2014 6:55 pm
- Forum: Coding Feedback
- Topic: Hivemind Chat Changes
- Replies: 54
- Views: 17632
Re: Hivemind Chat Changes
If the theme of evolution is part of what is supposed to make changelings unique, then why not arrange their powers into a "tech tree" of sorts? Use DNA-sting-extracted genomes as the advancement point along the tree (I wouldn't support using fully absorbed people as the advancement points...
- Thu Oct 02, 2014 6:17 pm
- Forum: Ideas
- Topic: HUMANITY STRONG
- Replies: 43
- Views: 8175
Re: HUMANITY STRONG
You seem to be under the impression that repeatedly stating the same point is an acceptable alternative to reading other people's posts. It is not.Lo6a4evskiy wrote:You don't lose the ability to be a specist if lizards are heads.
- Thu Oct 02, 2014 4:39 pm
- Forum: Ideas
- Topic: HUMANITY STRONG
- Replies: 43
- Views: 8175
Re: HUMANITY STRONG
>trying to prevent people from roleplaying in a certain way with poor game mechanics uh, why Allowing lizardpeople to have head roles is also preventing people from roleplaying a certain way. If you want to roleplay a member of an oppressed race, it'll be undermined if half the command staff are me...
- Thu Oct 02, 2014 7:42 am
- Forum: Ideas
- Topic: HUMANITY STRONG
- Replies: 43
- Views: 8175
Re: HUMANITY STRONG
Yes, but maybe be lenient about allowing exceptions for people who ask the admins about running a gimmick character or something.
- Thu Oct 02, 2014 4:03 am
- Forum: Ideas
- Topic: remove assistant
- Replies: 93
- Views: 23135
Re: remove assistant
This is a social game, so social factors have to be considered when determining how powerful any given option is. When playing an antag chief engineer, things are made significantly more difficult by the fact that you'll be expected to get the singulo running and keep it stable and secure, watch ove...
- Wed Oct 01, 2014 6:28 pm
- Forum: Coding Feedback
- Topic: Gang Mode Playtest Feedback
- Replies: 67
- Views: 15029
Re: Gang Mode Playtest Feedback
1) One gang boss dies 2) The surviving gang gets a special evacuation shuttle sent to arrivals, arrives in like 5 minutes after other gang boss dies. 3) Communication consoles all get a secret "communication intercepted" printout that reveals the name of the surviving gang boss 4) If surv...
- Mon Sep 29, 2014 8:27 pm
- Forum: Closed Policy Discussion
- Topic: Tackling the security problem: policy edition
- Replies: 59
- Views: 14264
Re: Tackling the security problem: policy edition
I think that the existence of fortifications that are only allowed to be used after shit has already gone down is a bad idea. Even if the consensus among the admins is that the brig's current fortification options are overpowered for roundstart usage, the warden should be given a set of fortificatio...
- Mon Sep 29, 2014 8:18 pm
- Forum: Coding Feedback
- Topic: remove tableclimbing
- Replies: 90
- Views: 22047
Re: remove tableclimbing
Remove people who abuse table-climbing, it's just another litmus test. Honestly, I mean that. It allows handy things like hopping the bar when the Bartender's gone (most of the time ever) to make drinks, or getting into the HoP's office when he's getting murdered or whatever. Like any feature, it h...
- Mon Sep 29, 2014 6:20 pm
- Forum: Ideas
- Topic: remove assistant
- Replies: 93
- Views: 23135
Re: remove assistant
This game has some mechanics that don't scale well to populations of 70+, but it sure would be interesting to try. Have a big station divided between two AIs and divide duties between them, expand departmental sec posts so that not all law enforcement activity has to be centered at the main sec wing...
- Mon Sep 29, 2014 1:57 pm
- Forum: Closed Policy Discussion
- Topic: Mutantrace Discussion
- Replies: 143
- Views: 33065
Re: Mutantrace Discussion
That was the captain's room that the clown dropped a clownbomb in, wasn't it? I watched that whole hilarious mess play out. Turns out the lizard got everybody killed in the end anyway by letting them all loose. Yeah, exactly. It gave the AI that necessary bit of leeway to make a risky decision rath...
- Mon Sep 29, 2014 1:41 pm
- Forum: Closed Policy Discussion
- Topic: Mutantrace Discussion
- Replies: 143
- Views: 33065
Re: Mutantrace Discussion
The other day I saw humans wanting to be let into a dangerous room, and the AI refused them on Law 1 grounds, but a lizardman crewmember spoke up and said "I'm not human, you can let me in," so the AI complied. It's interesting to see how having crewmembers without Law 1 protection can act...
- Mon Sep 29, 2014 1:29 pm
- Forum: Ideas
- Topic: remove assistant
- Replies: 93
- Views: 23135
Re: remove assistant
Assistants all start with an implanted shock cell and cranial-implanted bomb. Security gets the Assistants' Console, which can be used to lock down or blow the assistants.
- Mon Sep 29, 2014 1:47 am
- Forum: Ideas
- Topic: Placing Arm for Borgs
- Replies: 12
- Views: 2270
Re: Placing Arm for Borgs
What are the current statistics on Malf and Traitor AI victories? That's what we should probably be looking at before buffing silicons like this.
- Mon Sep 29, 2014 1:43 am
- Forum: Closed Policy Discussion
- Topic: Public Ban Discussion
- Replies: 49
- Views: 10433
Re: Public Ban Discussion
Whatsoever therefore is consequent to a time of badmins, where every spaceman is enemy to every spaceman, the same consequent to the time wherein spacemen live without other shitcurity than what their own ping and their own robustness shall furnish them withal. In such condition there is no place fo...
- Sun Sep 28, 2014 1:45 pm
- Forum: Coding Feedback
- Topic: Heads of Staff and Security: They're a fucking joke
- Replies: 178
- Views: 39284
Re: Heads of Staff and Security: They're a fucking joke
What kind of non-stealable toys could heads (and maybe security) be given? Biometrics like DNA locks (which exist on mechs) and fingerprint scanners could always be a thing, and also give changelings another level of believability when transforming. The question is where would this apply? I made a ...
- Sun Sep 28, 2014 1:44 pm
- Forum: Ideas
- Topic: Advanced Cybernetics
- Replies: 6
- Views: 1837
Advanced Cybernetics
New surgical procedure: Install/Remove ID Performed on an arm. Requires an ID, surgical tools. An installed ID allows access to anything that could be accessed by wearing or inserting that ID. If an ID is also worn in the suit's ID slot, then the wearer gets both sets of access and the display name ...
- Sun Sep 28, 2014 12:21 pm
- Forum: Coding Feedback
- Topic: Hivemind Chat Changes
- Replies: 54
- Views: 17632
Re: Removing default Hivemind from Lings is another awful ch
This post puts it better than I could have myself. SS13 is fundamentally a social game, and removing social mechanics makes the game more stale. If lings were really too strong with default hivemind, then keep hivemind as a default power and reduce them to four optional powers if you really have to....
- Sun Sep 28, 2014 12:07 pm
- Forum: Coding Feedback
- Topic: Necessary Changes to Magboots
- Replies: 54
- Views: 12963
Re: Necessary Changes to Magboots
But that defeats the point. Being slower == disadvantage. Since they're actually used in space, they're a lot worse since if you turn them off you go faster. Slipping is much less of a problem compared to high speed. Unless you're carrying a briefcase full of papers with you, slipping is absolutely...
- Sun Sep 28, 2014 4:56 am
- Forum: Closed Policy Discussion
- Topic: [POLL] Murderbone as antag
- Replies: 170
- Views: 45056
Re: [POLL] Murderbone as antag
And this sums up why people have more patience for bombings/plasma than they do esword/ebow/recall Yeah, if bombings or plasma are happening, then either I die immediately and get to watch the station try to recover and people struggle to escape, or else I get to be one of those people trying to re...
- Sun Sep 28, 2014 2:16 am
- Forum: Ideas
- Topic: Sound Ideas
- Replies: 59
- Views: 13396
Re: Sound Ideas
Coolant? mystery fluid? I don't know, it seemed like it would fit. I always had the impression that maint was cold and musty due to lack of vents. It could well be warm and musty. Space is very cold, but it contains very little material to absorb heat by conduction. Compare the feeling of your hand...
- Sat Sep 27, 2014 5:18 pm
- Forum: Coding Feedback
- Topic: Lizard race sprite update (ears)
- Replies: 12
- Views: 3500
Re: Lizard race sprite update (ears)
Lizards should have an obvious but non-mammalian sexual dimorphism. Like frills on the males or something.Saegrimr wrote:Why do the female lizards have breasts?
- Fri Sep 26, 2014 7:52 pm
- Forum: Closed Policy Discussion
- Topic: Powergaming, security, and you
- Replies: 163
- Views: 34597
Re: Powergaming, security, and you
Sure, I apologize, I do act very aggressively when it's not necessary at all. I apologize sincerely. Protip if you really are serious here: I mean, security is not about protecting others and letting people have a good time, security is all about preparation, seeking antagonists and risk management...
- Fri Sep 26, 2014 2:16 am
- Forum: Ideas
- Topic: Syndicate Remote Scouting Drone
- Replies: 11
- Views: 3488
Re: Syndicate Remote Scouting Drone
It's an interesting niche to fill, in any case, even if not with this exact idea.
- Fri Sep 26, 2014 1:54 am
- Forum: Coding Feedback
- Topic: Heads of Staff and Security: They're a fucking joke
- Replies: 178
- Views: 39284
Re: Heads of Staff and Security: They're a fucking joke
There doesn't need to be rules against "griefing heads of staff" because you shouldn't be doing that to anybody anyway. Giving them any more power or toys will just encourage that kind of behavior so they can steal those toys. This is an interesting point. I bet being silicon would be a l...
- Fri Sep 26, 2014 1:39 am
- Forum: Closed Policy Discussion
- Topic: [POLL] New Name Policy
- Replies: 183
- Views: 44237
Re: New Name Policy
It is not identical. It is altered slighty. The problem you guys don't see is the fact that you are an employee on a space station with an identification card, a rank and a job. Also some code issues are brought into this. Like all official IDs, it has your first and last name on it. No one walks a...
- Fri Sep 26, 2014 12:46 am
- Forum: Closed Policy Discussion
- Topic: [POLL] New Name Policy
- Replies: 183
- Views: 44237
Re: New Name Policy
Nicknames don't seem to be as terribly immersion-destroying as "GodHasMercyIHaveNone" or whatever. I was under the impression that the staff of Space Station 13 all know each other to some degree by name and face at the start of each round, and that's why you get the name of nonmasked peop...
- Thu Sep 25, 2014 8:31 pm
- Forum: Closed Policy Discussion
- Topic: [POLL] Murderbone as antag
- Replies: 170
- Views: 45056
Re: [POLL] Murderbone as antag
Mass murdering in order to encourage an immediate shuttle call is perfectly alright. Hell, a guy who gets murderboned and then has to set around for 15 minutes while the round ends is better off than a traitor target whose corpse gets shoved into a locker for the rest of the 2+ hour shift. Rushing t...
- Thu Sep 25, 2014 6:06 pm
- Forum: Closed Policy Discussion
- Topic: Drones and Silicons
- Replies: 83
- Views: 23145
Re: Drones and Silicons
Presumably the part where a role designed for minimal interaction with players still in the round is requiring interaction from players still in the round.cedarbridge wrote:Which part of it is stupid, the part where you got the nusance out of your lab or something else?
- Thu Sep 25, 2014 1:50 pm
- Forum: Coding Feedback
- Topic: Tackling the security problem.
- Replies: 227
- Views: 56758
Re: Tackling the security problem.
Um, that's retarded. Certain changes are meant to actually encourage/discourage different behaviors, what you said here make no bloody sense. It's the same as SecHUD for detective. What behaviors are being encouraged/discouraged by limiting sec's access, and are they behaviors that we should want t...
- Thu Sep 25, 2014 4:00 am
- Forum: Closed Policy Discussion
- Topic: Powergaming, security, and you
- Replies: 163
- Views: 34597
Re: Powergaming, security, and you
Nah, nah. Been on both sides of the fence often enough, so don't try dismissing anything with that shit. Did you ever stop to consider that people hate sec not because it's cool, but many sec players give very good reasons not to like them? Rampant mutesec, security and condoned hopcurity 'confisca...
- Wed Sep 24, 2014 8:53 pm
- Forum: Closed Policy Discussion
- Topic: Powergaming, security, and you
- Replies: 163
- Views: 34597
Re: Powergaming, security, and you
You people litterly take this game way too seriously, and treat it more like a FPS rather than a simulation roleplaying game. Applying this logic only to security is extremely shitty. I figure I should try to put this in a more objective way. The kind of simulation roleplaying game you wish to crea...
- Wed Sep 24, 2014 8:33 pm
- Forum: Closed Policy Discussion
- Topic: Powergaming, security, and you
- Replies: 163
- Views: 34597
Re: Powergaming, security, and you
Applying this logic only to security is extremely shitty.NikNakFlak wrote:You people litterly take this game way too seriously, and treat it more like a FPS rather than a simulation roleplaying game.
- Wed Sep 24, 2014 4:03 am
- Forum: Closed Policy Discussion
- Topic: Drones and Silicons
- Replies: 83
- Views: 23145
Re: Drones and Silicons
You'd be surprised at how many people simply cannot comprehend this. Judging by the disagreement on things like whether interfering with a guy's attempts to start fires is interfering with him, it's not a thing everyone can come to the same conclusions on and there needs to be a policy set one way ...
- Mon Sep 22, 2014 2:19 am
- Forum: Ideas
- Topic: Reduce crit time
- Replies: 42
- Views: 9656
Re: Reduce crit time
How about having being dragged in crit without a bed deal additional damage? Not so much that a barely-critted person can't be dragged across the entire station to medbay, but enough that if you just got there in time, you need to either do some immediate treatment or else be very careful about how ...
- Mon Sep 22, 2014 12:33 am
- Forum: Coding Feedback
- Topic: Traitor Item price Rebalance
- Replies: 47
- Views: 11109
Re: Traitor Item price Rebalance
What kind of indication are you looking for?cedarbridge wrote:So some numbers moved with no real indication that anyone would or will go for these items to save that extra TC (for soap I guess.) I'm still not seeing a bigger picture here.
- Sat Sep 20, 2014 8:51 pm
- Forum: Closed Policy Discussion
- Topic: Drones and Silicons
- Replies: 83
- Views: 23145
Re: Drones and Silicons
It's completely different. Asimov AI doesn't want to neutralize traitors in the first place, it just wants to prevent harm, and it can use whatever tactics it wants as long as those tactics minimize harm (and aren't dickish). With the current rulings on drones, a drone is allowed to use some tactics...
- Sat Sep 20, 2014 7:12 pm
- Forum: Closed Policy Discussion
- Topic: Drones and Silicons
- Replies: 83
- Views: 23145
Re: Drones and Silicons
Things have already gone full Bay when a drone can repeatedly turn off the particle accelerator to stop an antag from releasing the singularity, but can't figure out any other way to prevent someone from releasing it.bandit wrote:How does an assistant recognize whether something is a bomb? This isn't Bay.
- Sat Sep 20, 2014 5:26 pm
- Forum: Closed Policy Discussion
- Topic: Drones and Silicons
- Replies: 83
- Views: 23145
Re: Drones and Silicons
Where does that line of in-character reasoning end, though? How does a drone know which changes to the station are improvements which should be sought after and which changes are damage that should be repaired? How does a drone recognize whether something is a bomb in the first place? How does a dro...
- Sat Sep 20, 2014 10:43 am
- Forum: Closed Policy Discussion
- Topic: Drones and Silicons
- Replies: 83
- Views: 23145
Re: Drones and Silicons
The problem with that is if there is say... a massive hole from a bomb explosion, Engineers will probably be around it. So drones would be unable to repair it because they are in view of a human. If the engineers are around, they're probably handling it themselves. This doesn't seem like too bad a ...
- Sat Sep 20, 2014 5:55 am
- Forum: Closed Policy Discussion
- Topic: Drones and Silicons
- Replies: 83
- Views: 23145
Re: Drones and Silicons
It's a bit of a whimsical comparison but that reminds me of the cleaning robot from Wall-E. The drone can't actively prevent the guy from causing a mess while he's around but he can deal with the mess once it's been created. The fire isn't a being nor is it in any way an extension of the being crea...
- Sat Sep 20, 2014 3:13 am
- Forum: Closed Policy Discussion
- Topic: Drones and Silicons
- Replies: 83
- Views: 23145
Re: Drones and Silicons
If we do end up wanting them to avoid fucking over traitors, I think two additional rulings would accomplish it pretty well. 1: Drones cannot interfere with destruction in progress. This would cover dragging sydibombs, turning down the particle accelerator, that sort of thing. 2: Drones cannot repai...
- Thu Sep 18, 2014 9:06 am
- Forum: Ideas
- Topic: emags and id consoles. [oh boy]
- Replies: 29
- Views: 6609
Re: emags and id consoles. [oh boy]
Access doesn't work that way. Each airlock has its own required access, and no access necessarily requires any other access. So, for example, if the HoP gives someone Captain access (not actually giving them the captain job), then that just allows them into the captain's room, but not through the br...
- Thu Sep 18, 2014 8:34 am
- Forum: Ideas
- Topic: emags and id consoles. [oh boy]
- Replies: 29
- Views: 6609
Re: emags and id consoles. [oh boy]
Would you not just... add HoP access to the card then give yourself all-access by changing it normally? I dont see anything in the first post that states you cannot do something like that. ID console access uses special longer encryption keys, that can not be readily brute forced, and thus, can not...
- Thu Sep 18, 2014 8:04 am
- Forum: Ideas
- Topic: emags and id consoles. [oh boy]
- Replies: 29
- Views: 6609
Re: emags and id consoles. [oh boy]
Kinda takes the challenge out of getting all-access and turns it into something you can get by spending Telecrystals and not even needing to interact with anyone. Boring. Using the probabilities above and assuming that you're starting with a blank card and are willing to keep trying over and over a...
- Thu Sep 18, 2014 6:46 am
- Forum: Ideas
- Topic: emags and id consoles. [oh boy]
- Replies: 29
- Views: 6609
Re: emags and id consoles. [oh boy]
With those probabilities, if you continue trying to use the ID console on a normal ID until you get an effect, then you'll get one access 82% of the time, lose all your access 14% of the time, and lose your cards 4% of the time. With an agent ID, the probabilities become 89% success, 9% all access l...