Search found 510 matches
- Tue Apr 16, 2019 9:06 am
- Forum: Closed Policy Discussion
- Topic: What Areas Can Be Considered Dangerous By Asimov AIs?
- Replies: 43
- Views: 9173
Re: What Areas Can Be Considered Dangerous By Asimov AIs?
I'd say a big part of it is the fact that you can see what happens in R&D, and there are a lot of things you can get from science's protolathe that are completely non-harmful. Considering you can watch them and see what they get means you can always alert sec if they print out something dangerou...
- Tue Apr 16, 2019 8:29 am
- Forum: Coding Feedback
- Topic: A new conversion item for Revolution is sorely needed
- Replies: 43
- Views: 9252
Re: A new conversion item for Revolution is sorely needed
For the record, sometime last year I played robo moth for a few days. Welding was difficult, but not impossible; double eye protection is a pain to manage but totally doable. For the plasmas, robotics has a pair of welding goggles, and I bet anyone in engineering/atmos could grab a hardsuit and head...
- Mon Apr 15, 2019 8:07 pm
- Forum: Resolved Appeals
- Topic: [Pointlesswaste3] Ghilker/D.O.R.F. - AI Jobban
- Replies: 19
- Views: 3829
Re: [Pointlesswaste3] Ghilker/D.O.R.F. - AI Jobban
I was science's sec officer for that round. The miner literally only wanted access to R&D to push some buttons (guess they didn't trust science to get mining tech done). In addition, the RD, who is the head of the department, told you multiple times that you needed to give access if requested be...
- Mon Apr 15, 2019 8:19 am
- Forum: Ideas
- Topic: Additional Emagged Functions For Machines
- Replies: 4
- Views: 1167
Re: Additional Emagged Functions For Machines
Could only affect the computer you emag, not all others. Of Course, that makes the hand-held ones even more valuable.
I'm not a fan of being able to remotely affect people without counterplay. Randomly changing peoples suit sensors would feel more like a bug than any sort of entertaining gameplay.
I'm not a fan of being able to remotely affect people without counterplay. Randomly changing peoples suit sensors would feel more like a bug than any sort of entertaining gameplay.
- Sun Apr 14, 2019 4:49 am
- Forum: General Chat
- Topic: Little things other players do that make you happy
- Replies: 32
- Views: 8512
Re: Little things other players do that make you happy
As an AI, if someone has no arrest record, and I have no knowledge of any harm they've committed or had personally watched sec arrest them, I'll presume they wandered into a cell by mistake and happily let them out if asked.
- Wed Apr 10, 2019 5:08 pm
- Forum: General Chat
- Topic: PSA: Rod of Asclepius
- Replies: 44
- Views: 15380
Re: PSA: Rod of Asclepius
Were you the miner that came into Robo the other day? L.U.B.E. told you that thing was probably trouble.
- Fri Apr 05, 2019 11:52 pm
- Forum: Closed Policy Discussion
- Topic: Hivemind is completely unfair with no redeeming qualities
- Replies: 70
- Views: 15880
Re: Hivemind is completely unfair with no redeeming qualities
Thoughts on the disembodied idea: • Any ability that lets your vessel know that they are assimilated will lead to them calling you out over comms and also de-assimilating if possible. This is an existing issue with Mind Control; if a hivemind must Mind Control a vessel, it is in their best interest ...
- Fri Apr 05, 2019 7:30 pm
- Forum: Closed Policy Discussion
- Topic: Hivemind is completely unfair with no redeeming qualities
- Replies: 70
- Views: 15880
Re: Hivemind is completely unfair with no redeeming qualities
Hivemind is seemingly built around abilities that kill (or allow for killing) with no possible reaction from the victim. It feels bad when you're just some random crew member and suddenly die. It would feel terrible if that happened while you're a traitor. I think keeping it confined to its own game...
- Fri Apr 05, 2019 10:31 am
- Forum: Closed Policy Discussion
- Topic: Silicon Policy Cancer Thread #416346: Mutations, Shapechanges, and other bullshit.
- Replies: 7
- Views: 2112
Re: Silicon Policy Cancer Thread #416346: Mutations, Shapechanges, and other bullshit.
I'd argue that if making a law that de-humanizes the crew is considered harmful (or at least necessary to prevent), so would be changing them into non-humans.
- Fri Apr 05, 2019 12:07 am
- Forum: Closed Policy Discussion
- Topic: Heads of Staff - Required playtime
- Replies: 47
- Views: 11098
Re: Heads of Staff - Required playtime
Not all of policy leads to, or is driven by, bans. Upping the playtime for heads is a good idea. The point is not to ensure that the heads are competent, but to promote it. It is more likely that a player with 20 hours of engineering can set up the SM than one with only an hour. While we're at it, l...
- Thu Apr 04, 2019 11:56 pm
- Forum: Closed Policy Discussion
- Topic: Hivemind is completely unfair with no redeeming qualities
- Replies: 70
- Views: 15880
Re: Hivemind is completely unfair with no redeeming qualities
Goof, the antag is not a conversion for the most part. It becomes conversion if one hivemind manages to get the victory royal against the others. The fact that it's not a conversion is a big part about why it's terrible if you ask me. Kenny tried so hard to make it a non-conversion antag that it jus...
- Sat Mar 30, 2019 5:11 am
- Forum: Ideas
- Topic: Fixing the Left Click+Drag Conflict For Borgs
- Replies: 12
- Views: 3104
Re: Fixing the Left Click+Drag Conflict For Borgs
4. Hold Ctrl to buckle, don't hold to open equipment menu. Personally I don’t think borgs should be able to buckle people onto themselves at all. It's got uses that make it handy. Sometimes a borg will want to hurry a human out of danger or get them to the shuttle quickly or something. Dragging them...
- Thu Mar 28, 2019 6:01 pm
- Forum: General Chat
- Topic: Pet Peeves Thread - Little things that REALLY annoy you
- Replies: 2282
- Views: 612314
Re: Pet Peeves Thread - Little things that REALLY annoy you
I have noticed that with the Sseth tide, it's very comon for borgs to never ever talk over, or respond to, binary chat. It gets old really quick.
- Sat Mar 23, 2019 5:51 am
- Forum: Ideas
- Topic: Glowshrooms that effect Power Cells
- Replies: 3
- Views: 991
Re: Glowshrooms that effect Power Cells
Truth be told, I'm not a huge fan of the glowshroom idea. It sorta invalidates engineering if you can just break the laws of thermodynamics and get free power across the station. The Shadowshrooms seem neat, but it's hard to think of a time that it would be useful except for traitors. Maybe as a tat...
- Fri Mar 22, 2019 5:57 pm
- Forum: Closed Policy Discussion
- Topic: Increase the Traitor and Changeling Scaling coeffient config.
- Replies: 12
- Views: 2313
Re: Increase the Traitor and Changeling Scaling coeffient config.
Just throw more math at it. Instead of Y=x/5 , we could have something closer to y=x/(5+0.05x) scaling antags.png In this way, we get a smooth curve that tapers off a bit as we reach higher player counts. The coefficient scales up with player count. Assuming the antag code rounds up (which I suspect...
- Wed Mar 20, 2019 9:44 pm
- Forum: Ideas
- Topic: Organ trauma: byond the brain!
- Replies: 7
- Views: 1995
Re: Organ trauma: byond the brain!
Would these be random-spawned trauma events? Because the random brain trauma is absolute aids and should never be looked to for ideas.
As a possible side effect to certain in-game things (like overdoses), these could be neat.
As a possible side effect to certain in-game things (like overdoses), these could be neat.
- Wed Mar 20, 2019 9:07 am
- Forum: Ideas
- Topic: Ratvar Lives! Kinda...
- Replies: 17
- Views: 4490
Re: Ratvar Lives! Kinda...
I'd be happy if someone would just make a Ratvar AI hologram. I mean, we already have one for Narsie.
- Wed Mar 20, 2019 8:59 am
- Forum: Resolved Appeals
- Topic: juliansl - Discord Ban
- Replies: 7
- Views: 2068
Re: juliansl - Discord Ban
Do you have the standalone Discord program installed? What happens if you try to add the server there?
- Wed Mar 13, 2019 10:52 pm
- Forum: General Chat
- Topic: Your first ever SS13 round.
- Replies: 28
- Views: 8595
Re: Your first ever SS13 round.
After spending a few days causally reading basically everything on the Wiki, I remember starting as a janitor, and spending a while learning how the hands and inventory work in the janitor closet. I checked out the janitor tablet that you start with, and joined the chat room but no one else ever did...
- Wed Mar 13, 2019 10:14 pm
- Forum: Ideas
- Topic: Making plasma men suffer perma death
- Replies: 13
- Views: 3330
Re: Making plasma men suffer perma death
Yeah, it does sound like it would cause even more issues with escalation. Considering you wouldn't be able to bring a plasmaman back, would any fight that involves killing a plasmaman be treated the same as if they had intentionally cremated them? It would be neat if plasmamen had alternative method...
- Wed Mar 13, 2019 5:58 pm
- Forum: Closed Policy Discussion
- Topic: Roundstart AI Lawsets
- Replies: 40
- Views: 11625
Re: Roundstart AI Lawsets
If this feature was put in place, I'd prefer if Asimov still had a higher weight by far. That way it's an occasional departure from Asimov rather than being a constant grab bag of laws.
- Tue Mar 12, 2019 4:14 am
- Forum: Closed Policy Discussion
- Topic: Roundstart AI Lawsets
- Replies: 40
- Views: 11625
Re: Roundstart AI Lawsets
And most important of all, if this were to be merged, you better either give humans a massive buff, massive nerfs to nonhumans, or straight up remove nonhumans. After all, you’re stripping humans of their single advantage over all other species: asimov protection. I don't know how much we really ca...
- Thu Mar 07, 2019 6:33 am
- Forum: Ideas
- Topic: Security levels and their effects
- Replies: 3
- Views: 1072
Re: Security levels and their effects
I should really ask why you want the alert levels to be tied to in-game mechanics. As is, it's mostly a RP thing (I've seen captains get livid when the HoS executes a tator on green alert, for example), with the sole exception that the shuttle timer is controlled by the red alert. Do we really want ...
- Wed Mar 06, 2019 5:12 pm
- Forum: Ideas
- Topic: Security levels and their effects
- Replies: 3
- Views: 1072
Re: Security levels and their effects
So what you're saying is we toggle red alert at the start of the game to give sec their gear, then lower it to blue immediately after and never touch it until the shuttle is called?
- Wed Mar 06, 2019 5:04 pm
- Forum: Ideas
- Topic: Make grabbing/pulling things and people take up a hand, and add slowdown
- Replies: 39
- Views: 7457
Re: Make grabbing/pulling things and people take up a hand, and add slowdown
Plus, maybe not resting might be seen as an act of compliance and make it less likely that the officer will just gat you for thinking you're trying to escape.
- Fri Mar 01, 2019 6:30 am
- Forum: Closed Policy Discussion
- Topic: Asimov and Manhunts
- Replies: 17
- Views: 3303
Re: Asimov and Manhunts
Unless you've given the silicons IC reason to believe the re-education chamber is a source of harm, they should have let it be. The whole reason that room exists is so that Security can do their thing without the AI getting nosy. Honestly, we should have a policy thread on that, because that ruling ...
- Thu Feb 28, 2019 5:58 pm
- Forum: Closed Policy Discussion
- Topic: Asimov and Manhunts
- Replies: 17
- Views: 3303
Re: Asimov and Manhunts
I probably wouldn't even bolt him down. I might tell sec their lizard died.Lumbermancer wrote: You have a confirmed traitor, who just murdered a sec officer. Sec officer was non-human. You bolt down the traitor. Traitor tells you to release him. What do you do?
- Wed Feb 27, 2019 8:11 am
- Forum: Coding Feedback
- Topic: Untelegraphed attacks
- Replies: 12
- Views: 3492
Re: Untelegraphed attacks
Which are the current offenders? Hiveminds can assimilate people with zero tells except if you notice them not moving, and the only real way to stop it is by avoiding everyone . Meanwhile, mind control can be used on vesels once the Hivemind has enough. This lead to the "Airlock Walkies" ...
- Wed Feb 27, 2019 7:06 am
- Forum: Closed Policy Discussion
- Topic: disconnecting to avoid conversion to revolutionaries(or broader combat disconnecting situations)
- Replies: 19
- Views: 3737
Re: disconnecting to avoid conversion to revolutionaries(or broader combat disconnecting situations)
Probably depends on what you want the outcome to be. If the person came back, then a code change to make the body waiting for them be Rev would probably suffice. But there's no amount of code that can pull someone back in, and if you want to fix people just leaving and not returning, a policy of ban...
- Sat Feb 23, 2019 9:30 am
- Forum: Ideas
- Topic: Make it so you can't put C4 onto a bomb.
- Replies: 17
- Views: 4074
Re: Make it so you can't put C4 onto a bomb.
Does signaling the wires actually work? I swear I tried it once in a test server and couldn't get it to go off, concluding that some snowflake code was in place to prevent that sort of thing.
- Fri Feb 22, 2019 6:05 am
- Forum: Ideas
- Topic: bluespace market
- Replies: 20
- Views: 5088
Re: bluespace market
I still don't see this going anywhere. Paysations don't get used for a reason, and that reason is there's nothing of value to buy.
What am I supposed to spend my cash on, a funny hat?
What am I supposed to spend my cash on, a funny hat?
- Fri Feb 22, 2019 3:00 am
- Forum: Ideas
- Topic: Make borg v borg combat less lame
- Replies: 16
- Views: 3638
Re: Make borg v borg combat less lame
I'm honestly baffled as to why borg players are fine with this, it seems like a really, really shitty combat method which isn't enjoyable for either party involved. Wouldn't my suggestion at least add some amount of flavor and skill to the process of fighting other borgs? No one likes inconsistenci...
- Thu Feb 21, 2019 5:54 pm
- Forum: Ideas
- Topic: Change the Destructiveness of the Singularity and Tesla
- Replies: 19
- Views: 4807
Re: Change the Destructiveness of the Singularity and Tesla
I mean, it's not exactly rare for there to be no security team.
- Thu Feb 21, 2019 5:51 pm
- Forum: Ideas
- Topic: Make borg v borg combat less lame
- Replies: 16
- Views: 3638
Re: Make borg v borg combat less lame
Just remove flashes stunning borgs :\/ It's a consequence of flashes being the main anti-borg tool. Making the flashes even more gimmicky than you're already doing is just going to lead to confusion. Borg v borg combat does suck, but it's generally rare enough that I wouldn't want to add a new layer...
- Thu Feb 21, 2019 10:05 am
- Forum: Resolved Appeals
- Topic: [i don't know] Biluzao12345 - Chemist/CMO Jobban
- Replies: 12
- Views: 2168
Re: [i don't know] Biluzao12345 - Chemist/CMO Jobban
I vaguely recall a PR shortly after crawling was added that made people lying down get hit by shots, because there was a meta for a short time where people would just lie down during gunfights to dodge all shots that weren't direct clicks. Positioning isn't really specified, but if the chap was in f...
- Thu Feb 21, 2019 8:30 am
- Forum: Ideas
- Topic: Suggested Shapechange Changes
- Replies: 3
- Views: 774
Re: Suggested Shapechange Changes
The only thing I could see it breaking is admin-spawned ED-209 units if the admin intends it to act normal. Still, admins can always change the variable values on the ED, so it's only a problem if the admin in question doesn't know about the setting. Also, when you define the variable on the ED-209'...
- Thu Feb 21, 2019 2:16 am
- Forum: Ideas
- Topic: Suggested Shapechange Changes
- Replies: 3
- Views: 774
Re: Suggested Shapechange Changes
For 1, a method less hacky would probably having the flag set to true by default, and is set to false during the final construction step. That way any non-standard ED-209 would have the flag set to true.
- Sun Feb 17, 2019 3:43 am
- Forum: Ideas
- Topic: Complete Mining Overhaul
- Replies: 46
- Views: 13553
Re: Complete Mining Overhaul
Operating the drill sounds wildly unfun. You have to trial-and-error a meaningless number (old old genetics), bang it with a tool you spawn with (old botany), and feed it resources you have an abundance of (manual xenobio, filling engineering's collectors, wiring the solars, etc). Oh and you're sur...
- Fri Feb 15, 2019 9:11 am
- Forum: Ideas
- Topic: Event: Lavaland Evacuation
- Replies: 4
- Views: 1221
Re: Event: Lavaland Evacuation
What if we made entire maps with one special game mode in mind? Like, instead of Metastation, you would be on Lavaland_Evac as the map, fully telling players before round start what the mode will be. This would let people who don't like the game mode at least skip it via observing or server-hopping....
- Thu Feb 14, 2019 7:52 pm
- Forum: Ideas
- Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
- Replies: 16
- Views: 3768
Re: Replace walk toggle with "staggered" indicator / mobility toggle.
It would also make it so that you could just tap-wait-tap-wait-tap (instead of holding the key down) to walk across a small field of janitor placed mop-mines, freeing up a hotkey, improving the control scheme a bit, and possibly repurposing the walk HUD button. I have a few other plans for it alrea...
- Thu Feb 14, 2019 1:27 am
- Forum: Ideas
- Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
- Replies: 16
- Views: 3768
Re: Replace walk toggle with "staggered" indicator / mobility toggle.
It would also make it so that you could just tap-wait-tap-wait-tap (instead of holding the key down) to walk across a small field of janitor placed mop-mines, freeing up a hotkey, improving the control scheme a bit, and possibly repurposing the walk HUD button. I have a few other plans for it alrea...
- Wed Feb 13, 2019 6:23 pm
- Forum: Coding Feedback
- Topic: Proposed change - Merge chemistry and botany
- Replies: 96
- Views: 24263
Re: Proposed change - Merge chemistry and botany
I was under the impression chemists and botanists would be merged, not kept separate but occupying the same workspace. Keeping them seperate makes no sense, especially compared to scientists who are all together in a much larger area. Are you going to call security if a chemist starts growing plant...
- Wed Feb 13, 2019 12:58 am
- Forum: Closed Policy Discussion
- Topic: People not doing their jobs consistently should be job banned
- Replies: 88
- Views: 22883
Re: People not doing their jobs consistently should be job banned
Though it's more a code issue, perhaps nerfing assistants isn't the smartest idea?
- Wed Feb 13, 2019 12:10 am
- Forum: Closed Policy Discussion
- Topic: Straight up just remove free golems
- Replies: 8
- Views: 2492
Re: Straight up just remove free golems
How about making players unable to take more than one golem spawn? Seems like it would at least be a step towards preventing mass respawning grief without impacting most golem players.
- Tue Feb 12, 2019 11:45 pm
- Forum: Coding Feedback
- Topic: Proposed change - Merge chemistry and botany
- Replies: 96
- Views: 24263
Re: Proposed change - Merge chemistry and botany
Also, what would the resulting job be called, habitatists? Most jobs basically have the department name in the job name (engineer:engineering, geneticist:genetics, cargo technician:cargo, etc). Most departments have one job that shares the department name, but it's not necessarily the other way aro...
- Tue Feb 12, 2019 10:14 pm
- Forum: Coding Feedback
- Topic: Proposed change - Merge chemistry and botany
- Replies: 96
- Views: 24263
Re: Proposed change - Merge chemistry and botany
There may be repercussions to the QM being a head during Rev rounds. Whether it's good or bad, I have no idea. Not sure I like the name XenoBotany. It seems a bit forced, I suppose. What about Habitation Support, or just Habitation? The idea is that the department produces things mostly geared aroun...
- Tue Feb 12, 2019 6:07 am
- Forum: Ideas
- Topic: Petition To Bring Back Drones
- Replies: 21
- Views: 5032
Re: Petition To Bring Back Drones
I remember two distinct issues with drones; • Drones were allowed to fix the SM except if it was sabotaged. Sabotage and incompetence is not always easily distinguishable. It seems like we could totallt just add an item, built with common parts though the hand-craft system, that would disable nearby...
- Tue Feb 12, 2019 12:33 am
- Forum: General Chat
- Topic: why is readding Gang so taboo?
- Replies: 74
- Views: 21041
Re: why is readding Gang so taboo?
The same could be said about Clock Cult too, to an extent. Wanting it back isn't as much of a meme as wanting gangs back, but it would be easier to re-enable since most of the content is still in.PKPenguin321 wrote:(although that's only on the forums/discord, a notable amount of people in OOC want gang back)
- Mon Feb 11, 2019 7:10 pm
- Forum: Ideas
- Topic: Trait/Quirk Dump
- Replies: 5
- Views: 1450
Re: Trait/Quirk Dump
You're killing me, Smalls.nullbear wrote: /datum/mob_effect/quirk/firstammendment
name = "First Ammendment" // Start with a small firearm unless you already would (sec/cap/etc.)
desc = "You keep a personal firearm handy. Even though its illegal."
value = 3
- Sun Feb 10, 2019 8:21 pm
- Forum: Coding
- Topic: Code bounty: gamemodes!
- Replies: 28
- Views: 10315
Re: Code bounty: gamemodes!
I would pay a bounty to anyone that gets Clock Cult back in (and stays in).