Search found 305 matches
- Thu Sep 18, 2014 1:27 am
- Forum: Closed Policy Discussion
- Topic: The Reality of Roleplay and Schizo-Policies
- Replies: 125
- Views: 32785
Re: The Reality of Roleplay and Schizo-Policies
We just need to cut down on people who want only to win. You know, a lot of people respond when I try to do something fun. Like, instead of permabrigging traitors instantly, listen to their story, double check on it, listen to witnesses, gather evidence, even pretend to believe it! Once I actually ...
- Thu Sep 18, 2014 1:03 am
- Forum: Coding Feedback
- Topic: Changelings got nerfed. Again.
- Replies: 82
- Views: 22117
Re: Changelings got nerfed. Again.
Since changelings have abilities that make them superior to traitors when it comes to blending in with the crew, it makes sense that they lack abilities that would make them superior to traitors in a straight up fight. That said, changeling is my least favorite gametype both when playing as one and ...
- Tue Sep 16, 2014 3:28 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3941
- Views: 1085257
Re: ITT: We make shitty suggestions and come up with poor id
Oh shit, that's why the idea felt familiar. Credit Blame where it's due, I guess.Saegrimr wrote:Don't go stealing my ideas like that.
- Tue Sep 16, 2014 1:00 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3941
- Views: 1085257
Re: ITT: We make shitty suggestions and come up with poor id
Whitelist assistant.
- Mon Sep 15, 2014 10:39 am
- Forum: Closed Policy Discussion
- Topic: Mutantrace Discussion
- Replies: 143
- Views: 33420
Re: Mutantrace Discussion
Infiltrated antags are part of the crew. You can't use that lawset unless you're willing to add metagame laws. The only antags the AI can kill are Nuke Ops, Wizards, and Constructs. They CANNOT kill Traitors, Changelings, Revs, and cultists. If they're on the crew manifest, they cannot be killed by...
- Mon Sep 15, 2014 9:32 am
- Forum: Coding Feedback
- Topic: Heads of Staff and Security: They're a fucking joke
- Replies: 178
- Views: 39706
Re: Heads of Staff and Security: They're a fucking joke
Its overpowered because the ability to change someones ID remotely just unfair. Imagine if a traitor got hold of an all-access ID and just removed the access from everyone on the station. It would cause more chaos than releasing the singularity or venting plasma. The main doors through the station ...
- Mon Sep 15, 2014 4:25 am
- Forum: Coding Feedback
- Topic: Heads of Staff and Security: They're a fucking joke
- Replies: 178
- Views: 39706
Re: Heads of Staff and Security: They're a fucking joke
>Implying that because a traitor can spend TC on an emag it isn't powerful to be able to instantly kill their all-access. How do you get all-access while still playing badly enough to get heads to want to kill your access? In any case, you might as well copy your access onto an agent ID, hack throu...
- Mon Sep 15, 2014 4:09 am
- Forum: Ideas
- Topic: [POLL] Porting NT Drones
- Replies: 91
- Views: 19207
Re: Porting NT Drones
Seems like it'd invite traitors hunting drones for their tools. Though, that might be a good first attempt at balancing how any station sabotage would get fixed up much more quickly.Saegrimr wrote:Give em at least the full toolbox suite and mesons.
- Sun Sep 14, 2014 11:50 pm
- Forum: Coding Feedback
- Topic: Heads of Staff and Security: They're a fucking joke
- Replies: 178
- Views: 39706
Re: Heads of Staff and Security: They're a fucking joke
The ability to change someones access without actually having their ID in your possession is stupid and would be overpowered as fuck. The current system is fine. All heads have access to items that can be used to stun people. All heads can use the Command channel for high-priority communication. Yo...
- Sat Sep 13, 2014 9:15 pm
- Forum: Coding Feedback
- Topic: Heads of Staff and Security: They're a fucking joke
- Replies: 178
- Views: 39706
Re: Heads of Staff and Security: They're a fucking joke
It would be nice if heads of staff could demote IDs in their department without actually confiscating the ID in question.
- Sat Sep 13, 2014 2:30 pm
- Forum: Coding Feedback
- Topic: Heads of Staff and Security: They're a fucking joke
- Replies: 178
- Views: 39706
Re: Heads of Staff and Security: They're a fucking joke
True, but what if people acted properly regarding the Heads of Staff, wouldn't that make them enjoyable enough? Power feels pretty good. You're right, but I don't think the proposed change would help in that regard. There's just a very strong culture of everyone doing their own thing on /tg/station...
- Sat Sep 13, 2014 8:28 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3941
- Views: 1085257
Re: ITT: We make shitty suggestions and come up with poor id
Assistants should just spawn in the captain's office.
- Sat Sep 13, 2014 7:42 am
- Forum: Closed Policy Discussion
- Topic: Mutantrace Discussion
- Replies: 143
- Views: 33420
Re: Mutantrace Discussion
Honestly, I've always considered Asimov to be this neutral party that, yes, can fuck people over, and that is the whole point and fun of it! It's not the ultimate validhunting machine. That's boring. Yeah, the way I see it, the AI doesn't win with the crew, it wins when it does a good job of obeyin...
- Sat Sep 13, 2014 1:59 am
- Forum: Closed Policy Discussion
- Topic: Mutantrace Discussion
- Replies: 143
- Views: 33420
Re: Mutantrace Discussion
All else being equal, we should probably try to have the IC rules about how to act match up with the OOC rules about how to act.
- Sat Sep 13, 2014 1:35 am
- Forum: Coding Feedback
- Topic: Heads of Staff and Security: They're a fucking joke
- Replies: 178
- Views: 39706
Re: Heads of Staff and Security: They're a fucking joke
This is definitely a problem that needs fixing, but I think the lack of respect is more of a symptom than an illness itself. Head positions need to be enjoyable enough that the players skilled enough to perform them also want to perform them. I notice that while AI is arguably the most stressful job...
- Fri Sep 12, 2014 8:14 am
- Forum: Closed Policy Discussion
- Topic: Mutantrace Discussion
- Replies: 143
- Views: 33420
Re: Mutantrace Discussion
Roundstart random between Asimov, Corporate, and Robo-officer would be cool.Pandarsenic wrote:Inb4 we move to Safeguard lawset.
More seriously, I'd be really interested to try roundstart Corporate.
- Fri Sep 12, 2014 7:16 am
- Forum: Ideas
- Topic: Familiarity System
- Replies: 33
- Views: 7485
Re: Familiarity System
Lo6a4evskiy wrote:Um
Why?
You're welcome.Cheridan wrote:Overall, the system would add depth to disguising allowing better random muggings and other Antag -> Victim communication, and would give an incentive to small talk with your fellow crewmembers hopefully leading to more total interaction and roleplay.
- Fri Sep 12, 2014 4:21 am
- Forum: Closed Policy Discussion
- Topic: Mutantrace Discussion
- Replies: 143
- Views: 33420
Re: Mutantrace Discussion
I don't like the precedent of acting against your laws where it fits the flow of the game. It goes against basically every other ruling on how to interpret your laws as AI up to this point. Just the other day I had a traitor use a hacked module to dehuman everyone else, and then a second traitor cam...
- Fri Sep 12, 2014 3:50 am
- Forum: Coding Feedback
- Topic: Traitor needs an overhaul
- Replies: 51
- Views: 14790
Re: Traitor needs an overhaul
Similarly as a friendly changeling working with a scientist we managed to be an extremely powerful team. Perhaps DA would be more interesting if pairs of agents were pitted against eachoyhrt? Kind of nicely brings new meaning to double agent and could result in a far more enjoyable gamemode. This s...
- Fri Sep 12, 2014 12:06 am
- Forum: Ideas
- Topic: Familiarity System
- Replies: 33
- Views: 7485
Re: Familiarity System
The system would need to be set up so anyone in a relevant department is a 'known' individual. So someone in Science would know anyone who works in Science. Also any heads of staff would need to know everyone else. The Captain will be an interesting case to look at, as well as the geneticist knowin...
- Mon Sep 08, 2014 11:35 pm
- Forum: Coding Feedback
- Topic: Brig Time Caps
- Replies: 28
- Views: 6521
Re: Brig Time Caps
If sentences above 10 minutes impact a player's round enjoyment as much as being killed or permabrigged do, then how about increasing the cap on the timer, but having it notify the admins whenever the timer is bumped above 10 minutes?
- Mon Sep 08, 2014 11:23 pm
- Forum: Ideas
- Topic: Options for Minerals
- Replies: 46
- Views: 9139
Re: Options for Minerals
What does any of this have to do with minerals? Can we start talking about minerals again? Minerals are currently only consumed by scientists making things they have an immediate desire for. If scientists have more reason to make things for other departments, then demand for minerals is increased, ...
- Mon Sep 08, 2014 7:57 am
- Forum: Ideas
- Topic: Ideas for High-End cargo content
- Replies: 60
- Views: 13766
Re: Ideas for High-End cargo content
In what way is that responsive to the context of my post? I was literally responding to the suggestion that cargo be allowed to order adamantine slime cores. Those don't turn into borgs. So yes, they'd be golems either way. This response is stupid. Prior depopulation of spirits rendering xenobio's ...
- Mon Sep 08, 2014 3:16 am
- Forum: Ideas
- Topic: Options for Minerals
- Replies: 46
- Views: 9139
Re: Options for Minerals
It would be nifty if some departments had a means to send toys to security through a special chute and automatically get SecHUD-tagged as PATRIOTIC CITIZENS or something. People would definitely use it to send bombs or reroute the tubes to steal the goodies, though I don't know whether those are poi...
- Mon Sep 08, 2014 12:51 am
- Forum: Coding Feedback
- Topic: Tackling the security problem.
- Replies: 227
- Views: 57268
Re: Tackling the security problem.
This is something i'd really like to see. Its laughable that brig sentences are 1~5 minutes when it probably takes that long just to get them there, strip em down, get them in the cell, and all that other crap. And going through the process of updating criminal records? Hahahaha, no. I think the le...
- Mon Sep 08, 2014 12:16 am
- Forum: Ideas
- Topic: Ideas for High-End cargo content
- Replies: 60
- Views: 13766
Re: Ideas for High-End cargo content
And would kinda invalidate the xenobiologist's RNG work getting extracts in probably the same amount of time. It'd only invalidate it if enough borgs were sent to completely deplete the ghost population. Not to mention that a lot of ghosts would probably rather play borg than get summoned to a scie...
- Sun Sep 07, 2014 8:33 am
- Forum: Coding Feedback
- Topic: Tackling the security problem.
- Replies: 227
- Views: 57268
Re: Tackling the security problem.
Alright, what do you suggest? A lot of it comes down to admin decisions. Some people on this server feel that admins are pro-graytide and whenever there's a conflict between a sec officer and a graytider, the admin will usually rule against the officer. Until that perception goes away, people aren'...
- Sun Sep 07, 2014 5:15 am
- Forum: Coding Feedback
- Topic: Traitor needs an overhaul
- Replies: 51
- Views: 14790
Re: Traitor needs an overhaul
It would be really cool if the round's code words were underlined or highlighted or something when spoken in the chatbox for syndie players, and maybe if the words and responses were automatically visible in some tab or something. A bit handholdey, sure, but the ones it would benefit most are those ...
- Sun Sep 07, 2014 4:56 am
- Forum: Coding Feedback
- Topic: Tackling the security problem.
- Replies: 227
- Views: 57268
Re: Tackling the security problem.
Doesn't mean we can't do little stuff to at make the role more appealing for those who already have an interest in the role. Just because it's a big problem, doesn't mean we can't start out with small things. I'm not saying these buffs are going to solve the issue, but they're a step in the right d...
- Sat Sep 06, 2014 9:50 am
- Forum: Coding Feedback
- Topic: Tackling the security problem.
- Replies: 227
- Views: 57268
Re: Tackling the security problem.
The big problems that discourage people from playing security aren't simple to buff away.Rumia29 wrote:This thread made me gloomy.
One question keeps on swirling through my head though. Why are people so against buffing security?
- Fri Sep 05, 2014 5:48 am
- Forum: Ideas
- Topic: Ideas for High-End cargo content
- Replies: 60
- Views: 13766
Re: Ideas for High-End cargo content
Cyborgs with souls drawn from the observing ghosts. If a round lasts long enough that these big purchases are possible, then a way for gibbed or spaced players to get back into the round would definitely be welcome. I suppose a shipment of adamantine slime extract could fulfill the same purpose.
- Mon Aug 25, 2014 12:01 am
- Forum: Coding Feedback
- Topic: Double Agent: Something's Gotta Give
- Replies: 27
- Views: 6663
Re: Double Agent: Something's Gotta Give
This could be done alongside removing some items, I suppose, but how about adjusting telecrystal costs to encourage stealthier behavior? Loud items cost more, quiet items cost less. Maybe even add some new high-power stealth-type items so that when people get DA, they want to take the opportunity to...
- Sun Aug 24, 2014 5:07 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3941
- Views: 1085257
Re: ITT: We make shitty suggestions and come up with poor id
Assistants start with no-slip shoes.
- Sun Aug 24, 2014 5:05 pm
- Forum: Ideas
- Topic: Crew/Personal Objectives
- Replies: 32
- Views: 8503
Re: Crew/Personal Objectives
>Greentext by spending the round in an escape pod.Steelpoint wrote:Those would be amusing objectives for a member of Security.
- Thu Aug 21, 2014 7:16 pm
- Forum: Ideas
- Topic: Thunderdome for ghosts
- Replies: 45
- Views: 10929
Re: Thunderdome for ghosts
If the game can be made more fun for some people without becoming less fun for other people, then I don't think who deserves what really factors into it.
- Thu Aug 21, 2014 12:37 am
- Forum: Ideas
- Topic: Crew/Personal Objectives
- Replies: 32
- Views: 8503
Re: Crew/Personal Objectives
by yourself? Bingo I mean I'm not against this, but it seems to me that many will blindly follow their objectives and there will be nobody to talk to EVER. Or for example chemistry will be too busy completing its objectives rather than help me out with chem implants or hydroponics or bar or whateve...
- Sun Aug 17, 2014 6:19 am
- Forum: Ideas
- Topic: Team vs Team Game Mode (WIP)
- Replies: 28
- Views: 6475
Re: Mafia Mode
It sounds like the gameplay of this mode would be very similar to existing revolution: convert as many people as possible, then murder everyone who's not on your side. Instead of adding another slightly different conversion mechanic, why not remove conversions entirely? Maybe each mafia family is ro...
- Sat Aug 16, 2014 10:54 pm
- Forum: Ideas
- Topic: [POLL]Should the Assistant role have reduced Antag status?
- Replies: 291
- Views: 72808
Re: [POLL]Should the Assistant role have reduced Antag statu
Disconnecting as antag doesn't only hurt yourself. It also makes the round more boring for everyone else because there are fewer antags mixing things up. If you want to play a game without responsibility, you shouldn't have antag turned on.
- Fri Aug 15, 2014 11:48 pm
- Forum: Ideas
- Topic: [POLL]Should the Assistant role have reduced Antag status?
- Replies: 291
- Views: 72808
Re: [POLL]Should the Assistant role have reduced Antag statu
ss13 greyplauge.png "Yeah I think I am not playing security today."-Me To be fair, even if as many assistants as possible filled in the open positions, there'd still be 10 assistants with nowhere else to go. If we're going to make playing assistant less attractive to experienced players, ...
- Wed Aug 13, 2014 11:10 pm
- Forum: Ideas
- Topic: Quality of life changes to Security
- Replies: 23
- Views: 5314
Re: Quality of life changes to Security
If the secborg has been ordered to enforce space law, then silicon policy dictates that he can use his own discretion to determine which order to follow as long as nothing relevant to Law 1 comes up. In any case, the silicon policy page on the wiki says that borgs can choose whether to follow space ...
- Tue Aug 12, 2014 10:40 pm
- Forum: Ideas
- Topic: ProtectStation needs new wording
- Replies: 20
- Views: 5433
Re: ProtectStation needs new wording
How do we want AIs given this law to behave? Does the Corporate lawset already cause them to behave that way?
- Mon Aug 11, 2014 11:25 pm
- Forum: Ideas
- Topic: Quality of life changes to Security
- Replies: 23
- Views: 5314
Re: Quality of life changes to Security
It'd be neat if officers got magnetic gloves that kept them from being disarmed. There are already so many other ways to get the jump on an officer that they really shouldn't be expected to keep their guns holstered until it's time to start shooting. It'd also be nifty if sec officers could choose w...
- Fri Aug 08, 2014 4:38 am
- Forum: Ideas
- Topic: Improvised Weapons and what's so 'improvised' about them?
- Replies: 50
- Views: 13648
Re: Improvised Weapons and what's so 'improvised' about them
An IED going off immediately is the difference between greentexting and spending the round as a ghost. Leaving things up to the RNG like that doesn't sound fun for either the antag or the crew. How about sources of unreliability that still give the user a way out with skillful play? Maybe the size o...
- Fri Aug 08, 2014 2:38 am
- Forum: Ideas
- Topic: Revolution changes
- Replies: 61
- Views: 14262
Re: Revolution changes
The text that displays when you get deconverted does suggest that you're supposed to 'forget' who flashed you, at least.
- Thu Aug 07, 2014 7:05 am
- Forum: Ideas
- Topic: [POLL]Minor Ideas to Reduce Un-Officers
- Replies: 38
- Views: 10355
Re: [POLL]Minor Ideas to Reduce Un-Officers
I don't think that "it's too difficult to get away with doing antag stuff" is really a valid complaint as the game balance currently stands.
- Wed Aug 06, 2014 8:41 pm
- Forum: Ideas
- Topic: [POLL]Should the Assistant role have reduced Antag status?
- Replies: 291
- Views: 72808
Re: [POLL]Should the Assistant role have reduced Antag statu
People who consistently do other jobs badly get job banned.Cipher3 wrote:The enforcement wouldn't be OOC though. It would be IC. As in, this assistant is not doing their job (that's a phrase that feels odd to type), arrest them.
- Wed Aug 06, 2014 3:35 pm
- Forum: Ideas
- Topic: Money Talk
- Replies: 31
- Views: 8308
Re: Money Talk
Keep in mind that if escaping with a certain amount of money is the nonantag goal, there's no intrinsic need for money sinks.
- Tue Aug 05, 2014 10:53 pm
- Forum: Ideas
- Topic: New Objectives for Nuke Ops
- Replies: 15
- Views: 2835
Re: New Objectives for Nuke Ops
Objectives that are more or less difficult than others might give the ops a different number of telecrystals. Lightning-fast kidnapping missions are cool and all, but it could also be interesting if the crew were given, say, ten minutes warning that ops were on the way, so that both sides could gear...
- Tue Aug 05, 2014 8:20 pm
- Forum: Ideas
- Topic: [POLL]Should the Assistant role have reduced Antag status?
- Replies: 291
- Views: 72808
Re: [POLL]Should the Assistant role have reduced Antag statu
The wiki says pretty much the opposite of that.Cipher3 wrote:Why not justEnforce things that already exist?The Game wrote:You are the Assistant.
As the Assistant you answer directly to absolutely everyone. Special circumstances may change this.
- Tue Aug 05, 2014 5:42 pm
- Forum: Ideas
- Topic: How to fix nosec problem [Insanity]
- Replies: 26
- Views: 7100
Re: How to fix nosec problem [Insanity]
Of course. If I select only protected jobs, which I often do, and I get antag, I will end up with some random role which I might not like. It's not exactly intuitive, but couldn't you solve that by putting protected jobs as medium priority, jobs that you're okay with playing as antag at low priorit...