Moderators: In-Game Game Master, In-Game Head Admins
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
Tlaltecuhtli wrote:cant the antag delete the superpowers from console? or roleplay as a luddite and say superpowers are against human nature and delete them yourself?
stan_albatross wrote:In regards to the guy who was talking about mutadone, there is no way to mutadone a validhunter who is observing you through walls using thermals/xray
Timberpoes wrote:... validhunters turn into quasi-Gods if they can acquire the tools of some half dozen sub-departments and ordinary crew members can have some level of superpower about them.
stan_albatross wrote:genetics speedruns and publicising mutations also makes a lot of traitor items useless such as the thermal goggles being negated by thermal vision, syndi space suits by space adaptation, etc, etc. But that's another issue entirely
Timberpoes wrote:Me and a number of admins currently take the approach of "the further away from the science lobby, the fewer gamer mutations I want to see on it" and I will actively wipe major gamer mutations off public DNA Consoles that stray too far from Science.
stan_albatross wrote:There are these things called data disks and you can save all superpowers to them for easy backups, crazy I know.
Timberpoes wrote:Putting my admin hat to one side and putting my maintainer hat back on, we expect administrators to do the jobs they volunteer their time for before code solutions to policy issues are considered. In general, the only time the coder team will step in to explicitly code on a policy issue is when either all admin enforcement options have been tried and have failed, or no enforcement options exist outside of code solutions. That is to say, code solutions to policy issues are a method of last resort because the coder team are independent from server administration.
In addition, code solutions are not going to happen while this is being brought up as an MRP specific issue. There will not be separate MRP and LRP codebases and we must all play together in our sandbox.
If it's a game balance or design issue, then policy is not the arena to discuss these matters in general either. viewforum.php?f=10 should be used instead.
Manuel is still ostensibly a /tg/ server. Geneticists entire jobs are getting mutations discovered and then spreading their mutations across the station (if they so wish, they can hoard all their powerful mutations like I used to when I played genetics) and public genetics consoles are geneticists doing their jobs. They may not be doing their jobs in a way you agree with and you may well prefer they do their jobs how you want them to do their jobs, but that is an IC issue for the RD and/or Captain to resolve.
Timberpoes wrote:And I disagree with using config entries to create separate codebases for MRP and LRP and will do everything in my power as a maintainer to block any such attempts.
separate codebases
Screemonster wrote:if the main problem is people being cucked by some rando witness with xray on the other side of a wall they had no way of knowing was there then maybe xray needs a downside
JusticeGoat wrote:Ok what happens if genetics starts filling vending machines up with power injectors? The maps do not encourage crew interaction with genetics because they are often locked away out of public view.
Domitius wrote:Secondly and perhaps more extreme would be having the genetics console deal more damage to whoever they are experimenting on so they would have to either a, take better care of their test subjects and slow down the process or b, be more pro-active in swapping out various test subjects before they run out of bodies.
Nabski wrote:The older version of genetics tried for damage balancing as more rads would kill your subject exponetially faster for minor research gains. It was a very amusing way to kill someone. I tend to see geneticists activating like 20 monkey cubes and using that for mass testing alot. If you're balancing around the ability to have monkey cubes as subjects then what happens when you have more than one geneticist working.
Cobby wrote:can you just expand this to literally anything that has 0 downside for crew so we odnt have a thread for each specific instance?
Domitius wrote:First would be pairing it with the new economy rework. Since we no longer receive paychecks perhaps science should be stocked with the necessary tools to create public vending machines that they can stock with mutations to generate revenue. Could pair this as well by adding a currency cost to printing mutations. While gating your own jobs content behind money is not desirable you can still give other crewmembers mutations by having them hop into the genetics pod and have the geneticist add them manually.
Nabski wrote:Someone said it early that a more generic "if you worked hard for it don't give it away for free" policy would cover a bunch of these stupid cases that keep showing up when a new fun meta toy shows up.
Misdoubtful wrote:As much as I like the idea of every department that provides goods having a vending machine or the like, think cargo, whats to stop people from just bypassing these machines and getting things at the source? DNA consoles having a genetics access requirement? Maybe? I don't know how that'd play out. Feels dangerous.
iamgoofball wrote:this is literally a balance thing, why is this in policy discussion?
ATHATH wrote:Well gee, maybe if we moved Genetics to somewhere that doesn't require breaking into a department to reach, people would interact with the geneticists more and they'd feel less obligated to move their workplace to somewhere that the non-tiding public can actually reach/notice.
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
Dezupher wrote:We have a rule on MRP which is, don't power game. Building consoles loaded with mutations in the main hall is just allowing people to power game and get away with it. If security or cargo left guns out front their departments with no prior threat or need for it, it'd be power gaming, so we tell them not to do that. I do not have a problem with people distributing mutations when they're necessary such as war ops or a blob being announced or there just being a massive hole in the station and people need space adaptation, or just requesting specific mutations from genetics. I have a problem with allowing everyone to power game mutations with no cause or need to distribute mutations, in perhaps the least interactive way possible.
EOBGames wrote:ATHATH wrote:Well gee, maybe if we moved Genetics to somewhere that doesn't require breaking into a department to reach, people would interact with the geneticists more and they'd feel less obligated to move their workplace to somewhere that the non-tiding public can actually reach/notice.
You say this as if genetics ever bothered to let anyone in while they were in medical.
ATHATH wrote:EOBGames wrote:ATHATH wrote:Well gee, maybe if we moved Genetics to somewhere that doesn't require breaking into a department to reach, people would interact with the geneticists more and they'd feel less obligated to move their workplace to somewhere that the non-tiding public can actually reach/notice.
You say this as if genetics ever bothered to let anyone in while they were in medical.
Their spot in Medbay wasn't as public as it should have been either.
RaveRadbury wrote:I can attest that I had far more interactions with genetics when I didn't have to knock on their door from maint to try and have any engagement with them.
ATHATH wrote:Dezupher wrote:We have a rule on MRP which is, don't power game. Building consoles loaded with mutations in the main hall is just allowing people to power game and get away with it. If security or cargo left guns out front their departments with no prior threat or need for it, it'd be power gaming, so we tell them not to do that. I do not have a problem with people distributing mutations when they're necessary such as war ops or a blob being announced or there just being a massive hole in the station and people need space adaptation, or just requesting specific mutations from genetics. I have a problem with allowing everyone to power game mutations with no cause or need to distribute mutations, in perhaps the least interactive way possible.
So if there isn't a blob or a war ops declaration... what are the geneticists supposed to do? Just sit on their asses and hope that some major threat to the station appears?
And what IC reason(s) would they have to NOT give someone thermal vision, mind reader, etc. if they're asking for it?
legality wrote:ATHATH wrote:Dezupher wrote:We have a rule on MRP which is, don't power game. Building consoles loaded with mutations in the main hall is just allowing people to power game and get away with it. If security or cargo left guns out front their departments with no prior threat or need for it, it'd be power gaming, so we tell them not to do that. I do not have a problem with people distributing mutations when they're necessary such as war ops or a blob being announced or there just being a massive hole in the station and people need space adaptation, or just requesting specific mutations from genetics. I have a problem with allowing everyone to power game mutations with no cause or need to distribute mutations, in perhaps the least interactive way possible.
So if there isn't a blob or a war ops declaration... what are the geneticists supposed to do? Just sit on their asses and hope that some major threat to the station appears?
And what IC reason(s) would they have to NOT give someone thermal vision, mind reader, etc. if they're asking for it?
That's like asking what the warden's supposed to do with the armory if there isn't a blob or war ops declaration, or what IC reasons the chemist might have to not give someone a potentially abusable chemical.
⠀technokek wrote:Cannot prove this so just belive me if when say this
oranges wrote:>admins make a bunch of stupid rules
>Now they are papering over cracks trying to fix the logical inconsistencies in their rules
why do they do it anons
imsxz wrote:I give up there’s too many furries
cacogen wrote:i asked oranges how often he plays and he deleted the post
cybersaber101 wrote:Welp, you guys let a terrymin become a headmin, thousand years of darkness.
Vekter wrote:I jerk off Nist a bit too much but he's honestly one of the best silicon players on the server. B.O.R.G.O. is also pretty good.
imsxz wrote:I give up there’s too many furries
cacogen wrote:i asked oranges how often he plays and he deleted the post
cybersaber101 wrote:Welp, you guys let a terrymin become a headmin, thousand years of darkness.
Vekter wrote:I jerk off Nist a bit too much but he's honestly one of the best silicon players on the server. B.O.R.G.O. is also pretty good.
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