tzo

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tzo last won the day on November 24

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  1. Idea #2 might annoy sec a little, but being left in processing for 30 minutes can annoy someone a lot. Perhaps sec getting a small radio message once or twice a round would be worth it in order to not have people languishing in processing forever.
  2. Lately, I've been finding that IAAs don't really do their job a lot of the time. They're more likely to be standing around in their office than they are, say, watching sec process prisoners, making sure sec records are accurate, and so forth. Quite often, even when someone is mistreated by sec, they have to wait upwards of ten minutes to even be able to get an IAA's attention. IAAs also tend to consider faxing centcom to be the first resort, rather than a last resort. I'm wondering what could be done to change this. To provide incentives for IAAs to do more in the round. So far, I came up with these ideas: Have the IAA office right next to processing, so they can see prisoners being processed, and are more likely to overhear those conversations. Have a timer or two in processing that automatically tracks non-sec presence in processing, and posts an alert to security radio when anyone other than security spends more than 10 minutes there. Alter the way sec status changes work, such that altering someone's sec status (or simply setting someone to arrest) broadcasts a radio message to everyone on sec radio (or perhaps on a new, legal channel). Add a radio channel specifically for IAA/NTR/magistrate/HoS/Captain, the 'legal' channel for resolving disputes regarding poor security or other department conduct. Do you have anything you think would work? If so, please mention it here.
  3. This doesn't seem viable to me, for many reasons. Top three problems: - Command already has the ability to prioritize jobs, and even transfer crew between jobs, which largely fills the role of 'we need more people in job X' on the station. Why would command want to use a contractor when they can just hire a legitimate person into that role? - 200 karma is unafforably high. Even plasmaman is rarely played, and its only 100 karma. Requiring people to have 5 karma to even ask for a contract also means most players won't bother. - This would require a surprisingly large amount of dev effort. E.g. the contracts system you describe, not to mention the code to switch out their shuttle.
  4. Will investigate. No. Will investigate. Rare ingredients: you'll have to specify. Cleaning spray bottles are already included. Donor fluff items I won't include without the donor's permission. A pocket isn't really an item. Will investigate, but no promises on this one, there may be reasons they require points. Is the item literally called 'strange seeds'? If not, explain more. With regards to defense, check out the attached screenshot. I have annotated it to illustrate how I handle anti-boarding defense. Basically: Crew can freely walk through the green-Xed airlock and sit in the green area. Traders and crew both take their seats and negotiate a deal. That done, traders use the wall buttons inside their secure red area to open the orange-Xed airlocks, allowing crew to enter and drop their money/barter items there. They then leave, and the airlock closes. Traders then enter through the red airlock, take the payment, leave the things the crew bought, and return to the red area. They then use the button again to open the orange airlocks and let the crew take what they purchased. In this way, traders and crew are never in the same room together, and there is no possibility of table-hopping to try to get into the trader area. Access to the trader area requires going through special airlocks which are access-keyed to traders only, and which have level 6 security, so they are difficult to hack. In the event that the crew in the trade area start trying to break the windows, there are both flasher and privacy shutter buttons available for the traders to use. The privacy shutters seal the three front windows, as well as all external shuttle windows. The flasher button hits the entire green-boxed area. This setup's security is actually better than the HoP line's, as it uses level 6 security airlocks instead of windows, there is never a clear path from crew area to trader area, and there are both flasher and privacy lockdown options for the traders. It is still possible for the crew to break in if a cyborg opens the doors, or they RCD down the airlocks, but it is is well beyond the ability of most crew to do this. Plus, the traders do have weapons in their crates, and can use them for self-defense if threatened.
  5. Last chance to post your feedback here on the forums. I'm likely to move this to Github soon. Work in progress screenshot attached. Note that the items in this screenshot are drawn from random tables, they won't be the same every time. crates are: civ, minerals, donksoft science, medical sec, eng largeitem, vehicle, service Unfortunately medical got a bad roll and ended up with almost all pill bottles, but the rest should give you some idea of the stuff therein. Before you ask, no, the 'largeitem' spawn isn't a dance machine every time.
  6. During nuke ops, security doesn't have time to be searching crew for contraband, and if someone is walking around in a nukie hardsuit, for example, they're likely to be shot by their fellow crew. More generally, not all crimes have equal priority. Security can and should focus on the most important ones. Sometimes that means letting more minor crimes slide. Specific complaints about someone's conduct in a specific round should go to ahelp at the time, or player complaint afterwards. Not in the guides forum. SS13 is not real life, and comparisons to real life are often unhelpful. Most crew members don't get in trouble most shifts. Given that the general opinion of this guide is that it is at best unhelpful, and at worst advising people to do things that might get them in trouble, I am going to lock this thread. Feel free to create a new guide, but I advise you to discuss it a lot more with other players, perhaps on Discord, before posting it.
  7. There's a lot of stuff in this guide that seems highly questionable to me. Examples: "Merely "thinking" something is metagaming could make it so in the eyes of the staff and get you in trouble, so keep your damn mouth shut about what you always do, even if it is to rush science into replacing tiles." When a player has an opinion about whether something is metagaming or not, it is simply an opinion. When an admin does, in their official capacity, it is a judgement, and a ruling that must be followed. Encouraging people to do things they think the staff might consider metagaming, but keep quiet about it so they are not caught, tends to be read as encouraging metagaming by the staff. "This is useful for head of security, as it's hard to find someone who knows space law enough to play the role without them getting permanently banned for abusing their power" -- no, it isn't. We have plenty of HoSes that know space law well enough, and even if you don't you can look it up in many cases (e.g: sentencing times) as you play. "Security officers will sometimes try to commit mutiny against you even if they aren't antagonist" No, they probably won't. This is super-rare, and if it happens to you really at all, take a hard look at your own actions! "Department Proxy Sabotage: This requires you, the captain, to promote another crew member to have extended access, preferably with the knowledge of security, to go on a mission to infiltrate a specific department and purposely sabotage one of your own work stations." Why on earth would the Captain ever want to give someone extra access for the express purpose of sabotaging the station they are in charge of? I could go on, but I have to cut this post short for RL reasons. In summary: lots of the advice in this guide seems to be questionable, with some of it extremely questionable to the point of you probably getting bwoinked for doing it. Not the stuff you flag, though - I've never seen a captain get job banned for dropping the code below red during an emergency, but I have seen them get banned for doing other things you encourage, like deliberately trying to skirt around what admins consider to be metagaming. Overall, I think this guide needs a lot of editing.
  8. Combat shotguns: already included Bulldog shotguns: too powerful arguably, also EoC level contraband Armor: need some examples from you. Sec already has access to anti-laser (ablative), anti-bullet (bulletproof), anti-brute(riot) and spaceproof armor (hardsuit). Medical beamgun: probably adminspawn-only, since it makes a large portion of medbay redundant. R&D items: planned mineral stacks: already included anomaly cores: already included Bananium/Tranquilite: already included. Sentient pets: possible, but difficult and I'm unsure if its worth it NTsoft toy guns (all kinds): already included unique implants: probably out-of scope, but virus cultures / genetic injectors are already included monkeys: too common on station already to be valuable clothing options: promising, but I need good examples custom PDAs: too niche tribble: will look, but I doubt it'd be allowed Vehicles (e.g: clown car): will look, but limited options Space pod items: ditto Books: not valuable to crew Blanket: too much coding/spriting required to make it viable IRC brains: planned Sec: tech shells/speedloaders I need to look into, combat knives are already included, R&D guns I may, depending on other items. Medical: omnizine bottle is in the list, rezadone I need to look at, bluespace beaker maybe, aid kits yeah. Eng: RCD is in, adv magboots is a theft item and thus I lean towards no, supermatter crate is too restricted, stronger pod armor I am not sure how useful it would be. Cargo: mining tools can be printed in science - but yeah, possible. Mulebots would have issues due to way AI command works. Service: I really need help from chefs/xenobiologists/botanists to have better ideas for what I could put here. I don't realy play any of those jobs so I don't naturally know what's rare. Research: the medical crate currently contains pillboxes with random reagents, even potentially including things like frost oil. Civ: cleaner is a great idea, will add that, arcade tickets yeah maybe, toolbelts are already in, welding goggles, yeah. Command: I don't really want to include high-risk item copies as they're meant to be unique, they're theft objectives, etc. But maybe luxury items like fountain pens and zippos might work. All of those I'll have to look at. This is definitely a sol trade ship (magical traders, etc is out of scope for this PR). Also, I don't generally want to include EoC level contraband without a good reason. But weird artifacts definitely do seem like interesting options.
  9. I've been considering doing an update to the Sol Traders event, in which a small trading ship docks with the station to trade wares with crew. Unfortunately, the way this event currently works, >90% of the items they have to trade with are trash. They're things that you could easily get from an autolathe, or a few minutes in R&D. I'm thinking about updating the event so that it has fewer items, but each item is something that the crew might legitimately be interested in trading for. Preferably something that isn't already available on the station. Its okay if these items are a bit more powerful/useful than standard cargo crates, because Sol Traders is a rare event, so you won't see them in most shifts. What I'd like to do is organize the items by department, so one crate full of stuff that the civil department might want, one crate full of stuff for eng department, one crate for med, one for science, one for sec and maybe (if I can think of items) one for command. Plus maybe one or two special items that are too big to fit in crates, like a ripley or a dance machine. All of the items picked would be picked from a table, so they're different every shift, but only things that crew might legitimately want to trade for should go in the list. IE: no junk or filler items allowed. What do you think the crew would want to trade for? I really need ideas for things for each department, as well as for the crew in general.
  10. War ops have the odds stacked massively against them. Stealth ops might be a 6v6 stealth operation. War ops might be a 6v60 full combat operation where the 60 have 20 minutes' advance warning to prepare. That is gonna be some steep odds no matter what gear you have. Experienced players know that war ops generally does not win, and thus, they will push for stealth ops. The result is that war op teams tend to be dominated by newer op players, and/or op players who don't actually care about winning. This further reinforces the fact they are unlikely to win. Ultimately, the ops' ammo and weapons are finite, whereas the crew can clone, use pets, golems, etc. Further, the crew controls the location of the disk, which means the ops have to come to them, through their defenses. The longer a nuke op round lasts, the better armed and more prepared the crew, while the more of the ops' resources are depleted. So, a quick stealthy smash-and-grab is always going to be more effective than a full-on drawn out military siege. Once the nukies' comms are compromised, they can't even co-ordinate effectively. The tactics that work during stealth, or surprise ops, like having one person create a distraction, simply don't work during war ops. A lone op somewhere else can create a distraction for a few minutes, but eventually, crew will kill them. In stealth/surprise ops this does not matter since you'll hopefully have the disk by then. In war ops it means you're down a player without reducing the strength of the crew significantly. For all these reasons and more, war ops are at a BIG disadvantage, to the point that many admins (including me) outright refuse to send ERTs during nuke ops, because we reason that the ops have little chance of winning even without an ERT / etc helping the crew. I'm not sure what could be done to make war ops a fairer fight... or even if we should make it one (truly a 6v60 fight where the 6 win may not be satisfying to most players). It definitely isn't a fair fight as things stand, though. Of all the ideas I've heard to make war ops a fairer fight, perhaps the one I like best is: upon declaration of war, turn 1-3 crew into traitors with objectives to assassinate different members of Command. This way, we're discouraging the HoP/Cap from giving everyone guns and all-access, without outright prohibiting it. We're also evening the balance in the number of players on each side, a little, and ensuring that the crew doesn't have 20 minutes' hassle-free prep time. Rather than outright prohibiting anything or making it impossible, we're introducing some disincentives that curb the most problematic behavior on the crew side, and even up the fight, without making anything totally impossible.
  11. PR modified and posted to GitHub: https://github.com/ParadiseSS13/Paradise/pull/10340 If you'd like to comment, read the github version (it has some differences) and comment there. This thread will no longer be updated.
  12. Yes, a cult construct is a simple mob. Basically all mobs that aren't crew species, or silicons, are simple mobs. The prayer/favor/bless system applies to all good/neutral/evil chaplains. That's always on for any chaplain that uses prayer. Maybe you're right and I should focus the dark chaplain on something non-combat-oriented. I'm just not sure what yet. Right now I think its fine, the only ability they get is the ability to use some 'dark'/'evil'-themed nullrods that current chaplains can already use all the time. So currently, they are NOT getting any offensive bonus that existing chaplains don't get. Also, dark/evil nullrods are not necessarily better than all the rest.
  13. Functionally, the staff has a 50% block chance, like a shield, and its neutral-exclusive. Dark chaplains are tough to get right. I want to give them some kind of offensive ability, BUT I also want to limit that ability so that it doesn't encourage the chaplain to validhunt, or attack crew in general. I was thinking of giving them some sort of monster-damaging ability. But... I'm not sure yet. I could also tweak their weapons so that they do slightly more damage, and good chaplains do slightly less.
  14. Here's the PR as it stands right now: === General goals of this PR: - Refactor some of the chaplain code to be less snowflakey, e.g not doing checks like 'if (mind.assigned_role == "Chaplain")' in a bunch of places. - Fix some common annoyances from an admin point of view, like latejoin chaplains frequently not having a nullrod, and chaplains having no incentive to actually provide chaplain services. - Introduce different sub-types of chaplain, each with unique advantages and disadvantages. - Introduce mechanics that encourage chaplains to interact with crew. = Changes: = All chaplains: - Get a nullrod in their hand when they spawn. This solves the 'I am a latejoin chaplain and previous chaplain lost the nullrod' problem. - Must choose good, evil, neutral or atheist as the 'type' of their religion. - Have a 'favor' score, and can increase it by 'blessing' other players. A player must agree to be blessed, and it takes 15 seconds. A player can only be blessed once. The bless ability functions like a spell. - When praying, their favor score is shown to admins. This means chaplains who actually provide religious services are more likely to get their prayers answered than those that just spend the entire shift running around maintenance. Good chaplains: - Are themed around helping the crew, without fighting anyone directly. These are your 'helpful priest' chaplains. - Have exclusive access to the prayer beads form of the nullrod (designed to protect against dark forces). - Have the exclusive ability to 'grant favor' to another person, who can then use that favor to perform a minor self-heal when in crit. Only good chaplains can do this, and they can only grant favor to one person at once. Granting it to one person will also revoke it from anyone else that they granted it to previously. The self-heal doesn't heal a ton, but it might be enough to save someone's life. Neutral chaplains: - Are themed around physical defense. These are your armor-wearing 'DEUS VULT' chaplains, and your carp-sie worshipping chaplains. - Have exclusive access to the red/blue holy staves form of the nullrod (which has the highest melee block chance of any nullrod weapon form). - Has exclusive access to the templar armor (it spawns only in their backpack), and are the only type of chaplain which gets torso armor. Evil chaplains: - Are themed around dark practices. These are your chaplains that worship lovecraftian forces. - Have exclusive access to the dark/evil forms of the nullrod, such as the dark blade, dark energy sword, reaper scythe, dark blessing (arm blade), and unholy pitchfork. Atheist chaplains: - Are themed around mental defense. These chaplains worry about the mind, rather than the body. - Have zero supernatural abilities. Cannot pray! Cannot bless. Cannot gain favor. Cannot use bibles to heal people. Etc. - Have exclusive access to the atheist fedora, an armored hat to protect their brain from physical attack. - Have exclusive access to the mindshield, an implant to protect their brain from mental attack. This dramatically improves their relationship with security. Other characters: - Inquisitor ERTs (who have chaplain powers in most respects) are now immune to vampire powers, just like chaplains are. This always should have been the case. Other changes: - Ports the 'isholy' mind flag from TG, and eliminates lots of mind.assigned_role == "Chaplain" checks in the code in favor of "if(mind.isholy)".
  15. I don't really want to encourage the 'evil' chaplains to go after other crew. So, I was thinking that the curse would only work on monsters (NPCs/simple_animals). I don't want these mechanical changes to encourage chaplains to validhunt. Hence why, for example, the good chaplain's powers revolve around helping others. The main reason that the evil chaplain exists is that there are quite a few null rods that are clearly evil (like the dark blessing) and I don't think they'd fit anywhere else.