Search found 42 matches
- Fri Apr 01, 2022 6:03 am
- Forum: Coding Feedback
- Topic: Lathe tax - digg free comment thread
- Replies: 138
- Views: 23544
Re: Lathe tax - digg free comment thread
One problem I see is that charging people to do their job gets them to not do their job. Let's say we pumb the discount for intradepartment printing to 90%, from 80%. Then each part costs only one credit. In this case, printing 10 of each part costs 50 credits, which is a scientist's paycheck. On th...
- Tue Apr 28, 2020 8:19 am
- Forum: Closed Policy Discussion
- Topic: Asimov defunct on bagil.
- Replies: 20
- Views: 4591
Re: Asimov defunct on bagil.
I only rarely play AI because I find it rather hectic. I don't see it as "stare at horizontal space men all day". Also, if 2 humans are fighting each other outside of a consensual duel (or rage cage death battle), you are obligated to intervene to the best of your ability. Law 1 states tha...
- Tue Mar 24, 2020 11:02 am
- Forum: Ideas
- Topic: Possible change to uplinks (for traitors)
- Replies: 73
- Views: 18886
Re: Possible change to uplinks (for traitors)
For a permakill objective, maybe add a traitor item for making revival difficult. My idea would be a chemical, that has no effect on a living person, but in a dead person, causes their brain to disintegrate. Anyways, so if I understand correctly, codewise, kill objectives would change to "exami...
- Wed Mar 11, 2020 2:35 pm
- Forum: Ideas
- Topic: Shuttle call gates
- Replies: 50
- Views: 10587
Re: Shuttle call gates
Another idea that could help with making rounds last longer: Allow the AI to recall the shuttle. That way, if the AI is law 2ed into calling the shuttle, another Assistant can law 2 the AI into recalling it again, while recalling the shuttle when it is actually necesarry would be a violation of law 1.
- Sat Mar 07, 2020 6:56 pm
- Forum: Closed Policy Discussion
- Topic: Prisoner Role Policy Thread
- Replies: 46
- Views: 15875
Re: Prisoner Role Policy Thread
I think prisoners should be allowed to try and escape, and they should be allowed to break the rules as long as their rulebreaking is in service of their goal, for example, killing an officer to escape, or to avoid recapture.
- Wed Feb 19, 2020 10:56 am
- Forum: Ideas
- Topic: Shuttle call gates
- Replies: 50
- Views: 10587
Re: Shuttle call gates
Maybe change the way traitor uplink works from "20TC and that's it" to "10TC and 5TC every 20 minutes". Would give traitors an incentive to wait longer before acting.
- Thu Feb 06, 2020 3:15 pm
- Forum: Ideas
- Topic: Shuttle call gates
- Replies: 50
- Views: 10587
Re: Shuttle call gates
Stillplant is wrong. https://sb.atlantaned.space/rounds If we count rounds that end with "Proper Completion", that last less than 50 minutes, at time of writing, we have 129709, and 129689, from 64 rounds on the first page. This is 3 percent of the rounds. Ideally, we should have a way to...
- Thu Feb 06, 2020 10:10 am
- Forum: Ideas
- Topic: Shuttle call gates
- Replies: 50
- Views: 10587
Re: Shuttle call gates
I do not believe that early shuttle calls are actually a problem. It's rare to see a round below 50 minutes that is not a team deathmatch round. Sure, early shuttle calls for stupid reasons do happen, and occasionally go through, but they don't happen frequently enough to warrant introducing a syste...
- Sun Jan 19, 2020 10:16 am
- Forum: Closed Policy Discussion
- Topic: Labor Camp as Default Punishment
- Replies: 31
- Views: 6109
Re: Labor Camp as Default Punishment
Problem with gulag is, there's a random element in the form of ash storms. For longer sentences, that doesn't matter. But for shorter sentences, an unfortunately timed ash storm can drastically extend your time.
- Mon Jan 06, 2020 11:31 am
- Forum: Closed Policy Discussion
- Topic: Make Escalation Rules more specific
- Replies: 33
- Views: 9066
Re: Make Escalation Rules more specific
A problem I have with this suggestion is that it doesn't differentiate between self-defense and retribution. Let self-defense be the use of force for the purpose of abolishing an acute threat to your person, your colleagues, or your workplace. The term "acute" is important here. A person p...
- Sun Nov 03, 2019 12:03 am
- Forum: Closed Policy Discussion
- Topic: If someone succumbs, is it the person who crit them’s fault?
- Replies: 59
- Views: 13889
Re: If someone succumbs, is it the person who crit them’s fault?
What's stopping people from ahelping while they're in crit?
- Fri Nov 01, 2019 1:28 pm
- Forum: Ideas
- Topic: need a sound effect for law changes
- Replies: 7
- Views: 2068
Re: need a sound effect for law changes
The problem outlined by terranaut can be avoided by adding a cooldown. So, if you were being law spammed, you only get a sound effect upon the first law change.
- Thu Oct 03, 2019 8:23 pm
- Forum: Closed Policy Discussion
- Topic: Ai policy and Ai Stress, a Discussion.
- Replies: 16
- Views: 3322
Re: Ai policy and Ai Stress, a Discussion.
Tough shit if they are human. Call it out and hope a meatbag comes to your help. If they are not human, lock them in a room with beepsky so that they may attone for their sins. If they refuse to leave and keep making their way towards you, regard it as a law 3 issue and kill them. You can still sho...
- Wed Oct 02, 2019 8:01 am
- Forum: Closed Policy Discussion
- Topic: Assistants and Maint Access
- Replies: 101
- Views: 27081
Re: Assistants and Maint Access
The main thing removing maintenance access does is remove the ic shield from dropping and searching randos in the maintenance tunnels. Alternatively, you could simply say that while Assistants have access to maint, they only have permission to enter maint if they have an order from a superior that ...
- Sun Sep 01, 2019 1:05 pm
- Forum: Ideas
- Topic: Blitz ops, turning a nothing round into something meaningful.
- Replies: 10
- Views: 2602
Re: Blitz ops, turning a nothing round into something meaningful.
Especially, why would you choose this instead of buying the assault pod? The assault pod wrecks whatever it hits, and its turrets stay fully intact in the process.
- Sun Sep 01, 2019 12:35 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3938
- Views: 1042165
Re: ITT: We make shitty suggestions and come up with poor ideas.
If you open it, you suffer 25 points of eye damage, and your bleed rate goes up by 20 points.
- Sun Sep 01, 2019 12:22 pm
- Forum: Ideas
- Topic: Mediborg surgical processor and defib
- Replies: 3
- Views: 1169
Re: Mediborg surgical processor and defib
If you actually ask robotics to print you a defib, they'll normally oblige, as long as they have the materials, and if they station has even one competent shaft miner, materials will only be an issue for the piercing hypospray.
- Wed Aug 28, 2019 6:54 pm
- Forum: General Chat
- Topic: Poll to revert the medical changes.
- Replies: 62
- Views: 14635
Re: Poll to revert the medical changes.
On cobby's chemicals, I think he overdid it with the side effects. Especially for the lower tier medicines. Curing 50 units of poison damage will destroy your lungs permanently. That's a bit over the top. On surgery changes, I wrote up a proposal for a surgery overhaul, and so far nobody has replied...
- Sun Aug 25, 2019 10:21 pm
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 79963
Re: Cobbychem: A Separate Thread
New chems have a naming system based on suffixed. -uri is burn damage, -ital is brute, -iver is toxin, and -mol is oxyloss.
- Sun Aug 25, 2019 8:10 am
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 79963
Re: Cobbychem: A Separate Thread
How about a drug where the effectiveness depends on the ammount in the mob's bloodstream? Then you could make the positive effect ramp up linearly, and the negative effect quadratically. Would make it so that the drug is safe to use for healing, but you can't just pump people full of it and forget a...
- Sat Aug 24, 2019 7:08 am
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 79963
Re: Cobbychem: A Separate Thread
One thing you forgot to mention about sanguibital: Unlike heparin, it doesn't cap the bleed rate. Unless there's something else that also limits the bleed rate I'm not aware of, sanguibital will just cause the bleed rate to increase indefinitively. So, if you're making a heparin / sanguibital murder...
- Sun Aug 18, 2019 7:03 pm
- Forum: Ideas
- Topic: Surgery Overhaul
- Replies: 0
- Views: 835
Surgery Overhaul
I would like to try my hand at reworking the surgery system. What I have in mind would be replacing the current step-by-step model with a more free form model, inspired by Baystation's surgery system. Especially, this would allow doing several surgical tasks in one surgery, for example, replacing th...
- Sat Aug 17, 2019 2:23 pm
- Forum: Ideas
- Topic: Xenobiology emergency containment system
- Replies: 3
- Views: 1221
Re: Xenobiology emergency containment system
I think Toxins and Xenobio can be locked down separately.
- Sun Aug 11, 2019 9:08 am
- Forum: Ideas
- Topic: Xenobiology emergency containment system
- Replies: 3
- Views: 1221
Re: Xenobiology emergency containment system
FIrst of all, on Meta at least, RD can already lockdown Xenobio. Speaking of Meta, that is the only station where Xenobio is separated by a little tunnel from the main station, so this would only work on meta.
- Mon Aug 05, 2019 7:25 am
- Forum: Closed Policy Discussion
- Topic: Incentivizing perma over execution for non-harmful traitors
- Replies: 62
- Views: 15657
Re: Incentivizing perma over execution for non-harmful traitors
Let's see, escaping out of perma requires a spacewalk from perma to arrivals. I tried it out on a private server on meta station. It's noted that donut requires a much longer spacewalk. What I did was as follows: I broke a window inside perma, grabbed the shard. Then I went to the shower, broke the ...
- Tue Jul 30, 2019 2:03 pm
- Forum: Ideas
- Topic: Do deep-rooted traumas need a rework/ removal?
- Replies: 10
- Views: 2159
Re: Do deep-rooted traumas need a rework/ removal?
First, I'd like to correct a misconception: Cloning does not fix brain traumas. It copies all of them over. See line 234 ff of cloning.dm I think lobotomy is nice. I especially like that it forces you to make a choice: Do you live with your deep-rooted trauma, or do you take your chances with a lobo...
- Tue Apr 16, 2019 5:10 am
- Forum: Ideas
- Topic: on the topics of medbay and death
- Replies: 133
- Views: 31715
Re: on the topics of medbay and death
The surgical computer says the next step is "splice nerves".cedarbridge wrote:Surgical computers exist for a reason.lutrin wrote:The main advantage of this would be that you don't need to have the wiki page open/memorized in order to do any surgery
Which tool do you use?
Looking it up on the wiki is cheating.
- Mon Apr 15, 2019 10:07 pm
- Forum: Ideas
- Topic: on the topics of medbay and death
- Replies: 133
- Views: 31715
Re: on the topics of medbay and death
Another use of wrapping paper: conceal a weapon. Wrap up a stunprod, and it looks like a box, making it far less noticable.
- Mon Mar 25, 2019 11:08 pm
- Forum: Coding
- Topic: Attempting to fix the bug with the syndicate item "camera bug"
- Replies: 12
- Views: 5154
Re: Attempting to fix the bug with the syndicate item "camera bug"
I tried it recently in the syndicate vr thing, and there it worked.
- Fri Mar 08, 2019 8:32 pm
- Forum: Ideas
- Topic: on the topics of medbay and death
- Replies: 133
- Views: 31715
Re: on the topics of medbay and death
A question if I may: How long should a visit to medbay take? For example, you are dragged into medbay in crit after being caught in an explosion. Assuming the doctor is competent, and you are the only patient, how long until you will be discharged?
- Fri Mar 08, 2019 1:15 pm
- Forum: Coding
- Topic: Attempting to fix the bug with the syndicate item "camera bug"
- Replies: 12
- Views: 5154
Re: Attempting to fix the bug with the syndicate item "camera bug"
Not as far as I know.datorangebottle wrote:Oddly, the camera bug showed the entire list of cameras the last time I used it on the server. Is this not supposed to be the case?
- Tue Feb 26, 2019 10:37 pm
- Forum: Coding
- Topic: Attempting to fix the bug with the syndicate item "camera bug"
- Replies: 12
- Views: 5154
- Tue Feb 26, 2019 3:23 pm
- Forum: Coding
- Topic: Attempting to fix the bug with the syndicate item "camera bug"
- Replies: 12
- Views: 5154
Attempting to fix the bug with the syndicate item "camera bug"
I've decided to try and take a stab at the camera bug bug, as described in issue 39975 . As Angustmeta described, the problem is that the bug can not be reproducted on a private server. My suspicion is that the bug is caused by the configuration. However, since I don't know how your servers are conf...
- Sun Feb 24, 2019 10:10 am
- Forum: Ideas
- Topic: bluespace market
- Replies: 20
- Views: 5094
Re: bluespace market
In real life, money serves as a motivator to get people to do work they do not want to do. Where SS13 differentiates from real life, among others, is: people choose to play SS13, people don't choose to be alive. The guy who plays engineer is already motivated to set up the engine/solars and maintain...
- Sun Feb 17, 2019 10:57 pm
- Forum: Ideas
- Topic: Thoughts about methods to make the AI immune to law changes
- Replies: 9
- Views: 2832
Re: Thoughts about methods to make the AI immune to law changes
Introduce a law upload authentication code. Each AI core has one, which can be set by using a multitool on the board. AI upload boards have a list of codes. A upload can only upload laws to an AI if it possesses the correct authentication code. All roundstart upload boards are authenticated to uploa...
- Sun Feb 17, 2019 10:43 pm
- Forum: Ideas
- Topic: Game Mode - Invasion
- Replies: 15
- Views: 4587
Re: Game Mode - Invasion
How much syndicate gear will the syndies have available?
- Thu Jan 24, 2019 8:41 am
- Forum: Ideas
- Topic: Round length
- Replies: 81
- Views: 22375
Re: Round length
Quick question: What round length do you considere desirable?
- Sun Jan 20, 2019 10:28 pm
- Forum: Ideas
- Topic: Giving the entertainers cool functions.
- Replies: 13
- Views: 3950
Re: Giving the entertainers cool functions.
Juggling sounds like it would be cool. I picture it like this: Clowns and mimes can juggle arbitrary objects, the more objects they juggle, the slower they move. If somebody interacts with them in any way, everything they are juggling drops to the floor, with a random chance of hitting the head of t...
- Sun Jan 20, 2019 2:16 pm
- Forum: Ideas
- Topic: Round length
- Replies: 81
- Views: 22375
Re: Round length
A question: Does the problem you are trying to fix actually exist? Most early shuttle calls eventually get recalled.
- Sat Jan 19, 2019 2:29 pm
- Forum: Ideas
- Topic: Some Ideas to make hivemind not such a shitty mode.
- Replies: 49
- Views: 10970
Re: Some Ideas to make hivemind not such a shitty mode.
Well, I think drunkness would have to be made more dangerous in order for that to be a balanced weakness. Like, if you drink too much, you black out, and while in this unconscious state, you slowly deassimilate. Add a risk of puking, and then choking on your own puke. If you see somebody choking on ...
- Sat Jan 19, 2019 9:27 am
- Forum: Ideas
- Topic: Remove X-ray [poll]
- Replies: 47
- Views: 11751
Re: Remove X-ray [poll]
I actually was thinking about this the other week. It's brutally unfair to someone trying to play their round low-key and stealthy to unknowingly get watched so easily by someone with x-ray. There's no counter at all. This is what I don't like about it, I've seen many times where a geneticist is bo...
- Fri Jan 18, 2019 11:59 pm
- Forum: Ideas
- Topic: Some Ideas to make hivemind not such a shitty mode.
- Replies: 49
- Views: 10970
Re: Some Ideas to make hivemind not such a shitty mode.
How about making the cure to being assimilated alcohol? The more drunk you get, the weaker the hivemind host's abilities, when used on you, become, and if you get drunk to dangerous levels, you will get deassimilated. The idea is that in order to protect yourself from the hivemind host, or rid yours...