Search found 305 matches

by Arete
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 ...
by Arete
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 ...
by Arete
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

Saegrimr wrote:Don't go stealing my ideas like that.
Oh shit, that's why the idea felt familiar. Credit Blame where it's due, I guess.
by Arete
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.
by Arete
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...
by Arete
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 ...
by Arete
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...
by Arete
Mon Sep 15, 2014 4:09 am
Forum: Ideas
Topic: [POLL] Porting NT Drones
Replies: 91
Views: 19207

Re: Porting NT Drones

Saegrimr wrote:Give em at least the full toolbox suite and mesons.
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.
by Arete
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...
by Arete
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.
by Arete
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...
by Arete
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.
by Arete
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...
by Arete
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.
by Arete
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...
by Arete
Fri Sep 12, 2014 8:14 am
Forum: Closed Policy Discussion
Topic: Mutantrace Discussion
Replies: 143
Views: 33420

Re: Mutantrace Discussion

Pandarsenic wrote:Inb4 we move to Safeguard lawset.

More seriously, I'd be really interested to try roundstart Corporate.
Roundstart random between Asimov, Corporate, and Robo-officer would be cool.
by Arete
Fri Sep 12, 2014 7:16 am
Forum: Ideas
Topic: Familiarity System
Replies: 33
Views: 7485

Re: Familiarity System

Lo6a4evskiy wrote:Um

Why?
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.
You're welcome.
by Arete
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...
by Arete
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...
by Arete
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...
by Arete
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?
by Arete
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, ...
by Arete
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 ...
by Arete
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...
by Arete
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...
by Arete
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...
by Arete
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'...
by Arete
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 ...
by Arete
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...
by Arete
Sat Sep 06, 2014 9:50 am
Forum: Coding Feedback
Topic: Tackling the security problem.
Replies: 227
Views: 57268

Re: Tackling the security problem.

Rumia29 wrote:This thread made me gloomy.
One question keeps on swirling through my head though. Why are people so against buffing security?
The big problems that discourage people from playing security aren't simple to buff away.
by Arete
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.
by Arete
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...
by Arete
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.
by Arete
Sun Aug 24, 2014 5:05 pm
Forum: Ideas
Topic: Crew/Personal Objectives
Replies: 32
Views: 8503

Re: Crew/Personal Objectives

Steelpoint wrote:Those would be amusing objectives for a member of Security.
>Greentext by spending the round in an escape pod.
by Arete
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.
by Arete
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...
by Arete
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...
by Arete
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.
by Arete
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, ...
by Arete
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 ...
by Arete
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?
by Arete
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...
by Arete
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...
by Arete
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.
by Arete
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.
by Arete
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

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.
People who consistently do other jobs badly get job banned.
by Arete
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.
by Arete
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...
by Arete
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

Cipher3 wrote:Why not just
The Game wrote:You are the Assistant.
As the Assistant you answer directly to absolutely everyone. Special circumstances may change this.
Enforce things that already exist?
The wiki says pretty much the opposite of that.
by Arete
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...