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Re: >conversion modes

Posted: Thu May 25, 2017 6:30 pm
by D&B

Bottom post of the previous page:

Dr_bee wrote:there is an easy counter-play that you could have done instead of murdering an entire department worth of people.

You could have just confiscated things you dimwit.

It is hard to make bombs with no TTVs, it is REALLY hard to make guns with no firing pins.

Borgs can be very easily destroyed if you steal the robotics console from the RD's office, and you can also use it to tell if they are rat-var'd or not.

For shits sake, ROLEPLAY A COP A LITTLE. Nanotrasan security are supposed to be elite law enforcers not god-damned mass murderers for hire.

the "they might have been antags" excuse is shit and you know it. This server used to actually hold security to some kind of standard.
>Consficate slimes, TTVs, The RnD boards and mech fabricators, and gas canisters so they don't superheat them and release near the brig

Or

>Follow my orders and make sure the department is secured until we can safely clone, deconvert and implant

:?:

Re: >conversion modes

Posted: Thu May 25, 2017 6:54 pm
by Atlanta-Ned
D&B wrote: >Follow my orders and make sure the department is secured until we can safely clone, deconvert and implant
Only works if you actually clone them you shithead

Re: >conversion modes

Posted: Thu May 25, 2017 7:03 pm
by Dr_bee
D&B wrote:
Dr_bee wrote:there is an easy counter-play that you could have done instead of murdering an entire department worth of people.

You could have just confiscated things you dimwit.

It is hard to make bombs with no TTVs, it is REALLY hard to make guns with no firing pins.

Borgs can be very easily destroyed if you steal the robotics console from the RD's office, and you can also use it to tell if they are rat-var'd or not.

For shits sake, ROLEPLAY A COP A LITTLE. Nanotrasan security are supposed to be elite law enforcers not god-damned mass murderers for hire.

the "they might have been antags" excuse is shit and you know it. This server used to actually hold security to some kind of standard.
>Consficate slimes, TTVs, The RnD boards and mech fabricators, and gas canisters so they don't superheat them and release near the brig

Or

>Follow my orders and make sure the department is secured until we can safely clone, deconvert and implant

:?:
Or go in with god damn officers and act like cops. for shits sake. maybe you need to stop playing security for awhile.

you dont get good stories by being a murderous asshole, and "kill and clone" is still murdering people who you dont know are guilty or not, and is something a fucking psychopath would no, not a self respecting police officer.

Maybe you need to not play security for a bit.

Re: >conversion modes

Posted: Thu May 25, 2017 7:09 pm
by captain sawrge
Dr_bee wrote:
D&B wrote:
Dr_bee wrote:there is an easy counter-play that you could have done instead of murdering an entire department worth of people.

You could have just confiscated things you dimwit.

It is hard to make bombs with no TTVs, it is REALLY hard to make guns with no firing pins.

Borgs can be very easily destroyed if you steal the robotics console from the RD's office, and you can also use it to tell if they are rat-var'd or not.

For shits sake, ROLEPLAY A COP A LITTLE. Nanotrasan security are supposed to be elite law enforcers not god-damned mass murderers for hire.

the "they might have been antags" excuse is shit and you know it. This server used to actually hold security to some kind of standard.
>Consficate slimes, TTVs, The RnD boards and mech fabricators, and gas canisters so they don't superheat them and release near the brig

Or

>Follow my orders and make sure the department is secured until we can safely clone, deconvert and implant

:?:
Or go in with god damn officers and act like cops. for shits sake. maybe you need to stop playing security for awhile.

you dont get good stories by being a murderous asshole, and "kill and clone" is still murdering people who you dont know are guilty or not, and is something a fucking psychopath would no, not a self respecting police officer.

Maybe you need to not play security for a bit.
you have no idea what you're talking about

Re: >conversion modes

Posted: Thu May 25, 2017 7:12 pm
by D&B
Atlanta-Ned wrote:
D&B wrote: >Follow my orders and make sure the department is secured until we can safely clone, deconvert and implant
Only works if you actually clone them you shithead
"Don't move from the brig until everything is cleared up"

"Drop the guard on the bridge and go clone them even though you have ic order and reason to stay in the bridge and defend"

So what the fuck do you actually want me to do. You order me to stay in the brig and then when everything is tits up I'm supposed to drop everything and fuck everyone over just to do your bidding?

Just fucking ghost me and take over my character then

Re: >conversion modes

Posted: Thu May 25, 2017 10:27 pm
by TheColdTurtle
Say it with me everyone, TG station 13!

Re: >conversion modes

Posted: Thu May 25, 2017 10:58 pm
by John_Oxford
if your against removing conversion modes you are actually worse than me

Re: >conversion modes

Posted: Thu May 25, 2017 11:08 pm
by Slignerd
Dr_bee wrote:[snip]
Stop posting

Re: >conversion modes

Posted: Fri May 26, 2017 12:49 am
by Dr_bee
Sligneris wrote:
Dr_bee wrote:[snip]
Stop posting
well I tried to frame it from a roleplaying perspective but I forgot none of you do that on this server, because muh TDM.

To put it in another perspective, The line of thinking that is being displayed it basically taken verbatim from the Shitcurity section of the wiki.

https://tgstation13.org/wiki/Shitcurity

namely "When in doubt, whoever you may be dealing with is a traitor. Execute him. "

Now I know the wiki isnt exactly binding but if these behaviors are disliked enough to have an entire section on what NOT to do, maybe you should think twice about doing them.

there is being gestapo sec, and then there is being WORSE than cultists. A cult will at least have the decency to brainwash you and let you keep playing.

Re: >conversion modes

Posted: Fri May 26, 2017 12:50 am
by Haevacht
Dr_bee wrote:
Sligneris wrote:
Dr_bee wrote:[snip]
Stop posting
A cult will at least have the decency to brainwash you and let you keep playing.
lie of the century

Re: >conversion modes

Posted: Fri May 26, 2017 7:05 am
by Not-Dorsidarf
I mean its cult. Cult is complete horseshit and while he didnt need to kill them why shouldn't he?
cults are literally the "If you suspect someone is a cultist and you dont have implants, beat them in the head to death or deconversion (Is that even still possible for cultists?)" gamemodes because once they get their memeball rolling thats literally the only way to contain them without a fully-armed, full-sized, co-ordinated sec team. (b e y o n d t h e i m p o s s i b l e)

Re: >conversion modes

Posted: Fri May 26, 2017 7:18 am
by Kel
everyone could be cults, why dont we just activate the nuke at the first sign of cult activity and kill them all?

Re: >conversion modes

Posted: Fri May 26, 2017 7:30 am
by Steelpoint
Its far easier to just kill them all and let god sort them out.

More accurately its easier to just arrest the entire department, drag them to the brig, and then take anything not nailed down to the brig as well.

E: Also the only way to deconvert a cultist is to get them drunk on holy water. Better hope the Chaplain is alive or you have cargo access or else that sec body count is going to rise hard.

Re: >conversion modes

Posted: Fri May 26, 2017 10:56 am
by Slignerd
Steelpoint wrote:More accurately its easier to just arrest the entire department, drag them to the brig, and then take anything not nailed down to the brig as well.
Except that you can only arrest so many people at a time. Arresting an entire department is not feasible, because once you get one or two, you'll have to repeatedly come to the brig and back to look for the others.

Re: >conversion modes

Posted: Fri May 26, 2017 11:30 am
by onleavedontatme
Kel wrote:everyone could be cults, why dont we just activate the nuke at the first sign of cult activity and kill them all?
That is basically what the 22 minute red alert shuttle is.

Re: >conversion modes

Posted: Fri May 26, 2017 4:56 pm
by XDTM
Is it acceptable policy-wise to just barricade up/fight back against sec if they go full nazi? So if they act like shit they just end up making noncultists enemies as well.

Re: >conversion modes

Posted: Fri May 26, 2017 5:00 pm
by Nabski
The most annoying part of some conversion modes is when you know the rest of your department are all turned, but you're still not.

Guys. Hurry up and invite me to the fun. I know you keep letting those random people in then going into maint. I don't care enough to fight you about it but if you don't hurry up I'll end up having to call security.

Re: >conversion modes

Posted: Fri May 26, 2017 5:47 pm
by BeeSting12
XDTM wrote:Is it acceptable policy-wise to just barricade up/fight back against sec if they go full nazi? So if they act like shit they just end up making noncultists enemies as well.
I would think it's an IC issue. Just don't ahelp when I treat you like space law says I may treat enemies of the corporation, which is a summary execution and a burden off my mind as that's one less person I have to worry about being a cultist or not.

Re: >conversion modes

Posted: Fri May 26, 2017 6:06 pm
by ShadowDimentio
John_Oxford wrote:if your against removing conversion modes you are actually worse than me
Ok

Real talk how can people actually believe gouging half the modes we have just because sometimes people get dunked and they get mad would improve the game? You have to be fucking retarded if you don't believe that conversion modes offer some much needed variety into the incredibly stale dynamics of regular modes.

Clockcuck is the only mode that really needs to go, not because it's conversion but because it's a complete overcomplicated mess with the worst feature bloat of any mode we've ever had. Everything else is, love it or hate it, pretty fairly balanced. Revs have no special gear except fast conversion, cult is only effective in melee and in their own bases, and gang is weird and undergoing big changes so no comment.

Re: >conversion modes

Posted: Fri May 26, 2017 6:09 pm
by nsos
rev is the only good game mode in this game

Re: >conversion modes

Posted: Fri May 26, 2017 6:17 pm
by ShadowDimentio
Cult is good too don't you shit-talk Narssy

Re: >conversion modes

Posted: Fri May 26, 2017 7:26 pm
by BeeSting12
ShadowDimentio wrote:
John_Oxford wrote:if your against removing conversion modes you are actually worse than me
Ok

Real talk how can people actually believe gouging half the modes we have just because sometimes people get dunked and they get mad would improve the game? You have to be fucking retarded if you don't believe that conversion modes offer some much needed variety into the incredibly stale dynamics of regular modes.

Clockcuck is the only mode that really needs to go, not because it's conversion but because it's a complete overcomplicated mess with the worst feature bloat of any mode we've ever had. Everything else is, love it or hate it, pretty fairly balanced. Revs have no special gear except fast conversion, cult is only effective in melee and in their own bases, and gang is weird and undergoing big changes so no comment.
for once shadow has a point

Re: >conversion modes

Posted: Tue May 30, 2017 10:53 pm
by oranges
ShadowDimentio wrote:
John_Oxford wrote:if your against removing conversion modes you are actually worse than me
Ok

Real talk how can people actually believe gouging half the modes we have just because sometimes people get dunked and they get mad would improve the game? You have to be fucking retarded if you don't believe that conversion modes offer some much needed variety into the incredibly stale dynamics of regular modes.

Clockcuck is the only mode that really needs to go, not because it's conversion but because it's a complete overcomplicated mess with the worst feature bloat of any mode we've ever had. Everything else is, love it or hate it, pretty fairly balanced. Revs have no special gear except fast conversion, cult is only effective in melee and in their own bases, and gang is weird and undergoing big changes so no comment.
gang and clockcult need to go

rev and cult need to have their quota cut a bit, but otherwise are still fun to break up the traitor mechanics every now and again.


we need some more antags that can fit in a traitor round, so we can do more than just traitorchan

Re: >conversion modes

Posted: Tue May 30, 2017 10:59 pm
by captain sawrge
Wasn't someone working on heists and stuff to work as more challenging traitor objectives? It would be fun to see more stuff like that.

Re: >conversion modes

Posted: Tue May 30, 2017 11:13 pm
by BeeSting12
captain sawrge wrote:Wasn't someone working on heists and stuff to work as more challenging traitor objectives? It would be fun to see more stuff like that.
robustin was and that shit looked fun

Re: >conversion modes

Posted: Wed May 31, 2017 8:41 pm
by Armhulen
Shadowling shill post

Re: >conversion modes

Posted: Wed May 31, 2017 8:47 pm
by nsos
shadowling should be put back in the game take clockcult back out even buggy broken sling is preferable and sometimes it was fun in a goofy way

steal heist from bay/polaris too

Re: >conversion modes

Posted: Wed May 31, 2017 8:52 pm
by Oldman Robustin
>OP posts a textbook example of how bad our Sec policy has become
>Tries to blame the mode for it

Hmmm.

Nothing about what you posted is unique to to any mode. Everything outside of extended can have multiple antags in the same department and replay the exact scenario you described. It even less excusable for cult because you can quickly make an assessment as to whether someone is a cultist whereas traitors/lings/revs can be almost indistinguishable.

Re: >conversion modes

Posted: Wed May 31, 2017 8:55 pm
by Nilons
Dr_bee wrote:
D&B wrote:
Dr_bee wrote:there is an easy counter-play that you could have done instead of murdering an entire department worth of people.

You could have just confiscated things you dimwit.

It is hard to make bombs with no TTVs, it is REALLY hard to make guns with no firing pins.

Borgs can be very easily destroyed if you steal the robotics console from the RD's office, and you can also use it to tell if they are rat-var'd or not.

For shits sake, ROLEPLAY A COP A LITTLE. Nanotrasan security are supposed to be elite law enforcers not god-damned mass murderers for hire.

the "they might have been antags" excuse is shit and you know it. This server used to actually hold security to some kind of standard.
>Consficate slimes, TTVs, The RnD boards and mech fabricators, and gas canisters so they don't superheat them and release near the brig

Or

>Follow my orders and make sure the department is secured until we can safely clone, deconvert and implant

:?:
Or go in with god damn officers and act like cops. for shits sake. maybe you need to stop playing security for awhile.

you dont get good stories by being a murderous asshole, and "kill and clone" is still murdering people who you dont know are guilty or not, and is something a fucking psychopath would no, not a self respecting police officer.

Maybe you need to not play security for a bit.
it takes being within 1 tile of a single cultist who isnt completely fucking retarded to die when youre a lone officer, red paper fits everywhere and is instant. The problem isnt that sec isnt capable of dealing with a cult nonlethally, its that theyre often undermanned or picked off.

Re: >conversion modes

Posted: Wed May 31, 2017 9:04 pm
by Kraso
Oldman Robustin wrote:>OP posts a textbook example of how bad our Sec policy has become
>Tries to blame the mode for it

Hmmm.

Nothing about what you posted is unique to to any mode. Everything outside of extended can have multiple antags in the same department and replay the exact scenario you described. It even less excusable for cult because you can quickly make an assessment as to whether someone is a cultist whereas traitors/lings/revs can be almost indistinguishable.
at least he didn't try to remove the entire sec department for one gamemode

Re: >conversion modes

Posted: Wed May 31, 2017 9:54 pm
by oranges
Kraso wrote:
Oldman Robustin wrote:>OP posts a textbook example of how bad our Sec policy has become
>Tries to blame the mode for it

Hmmm.

Nothing about what you posted is unique to to any mode. Everything outside of extended can have multiple antags in the same department and replay the exact scenario you described. It even less excusable for cult because you can quickly make an assessment as to whether someone is a cultist whereas traitors/lings/revs can be almost indistinguishable.
at least he didn't try to remove the entire sec department for one gamemode
Stop, he's already dead

Re: >conversion modes

Posted: Thu Jun 01, 2017 11:56 pm
by Oldman Robustin
I have heists about 70% coded but it went stale after I couldn't effectively test it due to how awful our traitor objective system is. I mean it works reliably but you can't fucking touch any of that code without something breaking.

Murdering a cultist and searching a cultist are the exact same fucking setup. You stun, follow up with baton (14s stun) then you either click them for 10 seconds or turn out their bag/pockets for 5 seconds.

If you find cult shit in their pockets and bag, all you gave up was 5 seconds of murder to confirm you're not killing innocent people - only in absolute crisis mode should security be willing to take someone out of the game for 10-40+ minutes because they couldn't be bothered to search you first.

Re: >conversion modes

Posted: Fri Jun 02, 2017 5:10 pm
by bandit
Oldman Robustin wrote:I have heists about 70% coded but it went stale after I couldn't effectively test it due to how awful our traitor objective system is. I mean it works reliably but you can't fucking touch any of that code without something breaking.
if you have admin on your test server then you can manually give obejctives

Re: >conversion modes

Posted: Fri Jun 02, 2017 6:05 pm
by ShadowDimentio
oranges wrote:gang and clockcult need to go

rev and cult need to have their quota cut a bit, but otherwise are still fun to break up the traitor mechanics every now and again.

we need some more antags that can fit in a traitor round, so we can do more than just traitorchan
I'm okay with sacrificing gang and clockcuck but rev and cult are both fun and should have their odds increased not decreased, traitor is a good mode but jesus christ it's all you roll some days and it's a total snorefest to get five traitor rounds in a row with no breaks.

Traitorchan is fucking awful though, lings are stupid and need to go.

Re: >conversion modes

Posted: Fri Jun 02, 2017 6:09 pm
by Armhulen
lings r fun

killing all of sec is !fun!

killing all the heads is !!fun!!

recalling over and over and killing the entire station on lowpop is !!!fun!!!

Re: >conversion modes

Posted: Sat Jun 03, 2017 6:16 am
by Segmented
Dr_bee wrote:For shits sake, ROLEPLAY A COP A LITTLE. Nanotrasan security are supposed to be elite law enforcers not god-damned mass murderers for hire.

the "they might have been antags" excuse is shit and you know it. This server used to actually hold security to some kind of standard.
People don't wanna roleplay, they want to see 2D sprites go horizontal. Can you imagine what would happen if the admins decided to enforce Space Law?

Winning is more important than anything else. For all the memes about >greentext, a lot of people really hate seeing people "against" them get it.

Re: >conversion modes

Posted: Sat Jun 03, 2017 7:25 am
by imblyings
I'm sure there's a bit more than winning, being able to play the game, dying on your own terms, finishing a project, enjoying an impromptu experience e.g. being a miner with a close-knit mining team.

Re: >conversion modes

Posted: Sat Jun 03, 2017 7:36 am
by Nilons
Honestly I think round chances are the solution to all our problems with conversion modes