Fox McCloud

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About Fox McCloud

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  1. Zipties exist for 2 major reasons. One is because of beepsky. If he has cable-cuffs or handcuffs, then he becomes a source of handcuffs for the crew--people can abuse him to farm handcuffs, both for their own advantage and for metal+glass. This isn't just theory, either; we actively saw this happen back when beepsky used actual cuffs. Another reason why they exist is so when you remove them from someone, they can't just turn around and insta-table/push you and cuff you with your own cuffs. Not re-usable, but has an advantage. They fill their niche, and for officer use, they have their own niche advantage. They really don't need to be buffed.
  2. the normal syringe gun has one shot and that's it; it takes time to refill; likewise, it's quite obvious when someone is carrying one (and it's likely to raise an eyebrow if you're carrying one outside your workplace). Contrast this with the epipens, which are harder to see, there's far less suspicion for carrying them, are easier to deploy, and they pierce hardsuits and biosuits. refillable epipens were removed for a good reason; medical hyposprays completely remove the point of refillable epipens, anyway.
  3. This is going to be horrendous for security to deal with. If there's multiple assailants, then keeping them down and being able to get away in time is going to be very very difficult. Likewise, it's going to lead to a lot of situations where stun-cuff-dragging someone off is just going to result in said person getting caught. Also effectively kills off blocking of projectiles tactically---and uh, mining would be even more slow until you got the bluespace satchel.
  4. From experience, this is usually more annoying, since you have to contend with a window (that'll have to be close and/or moved around) and the chat, simultaneously. It's easier to scroll up/down (and faster), than it is to deal with a pop up, constantly.
  5. Game mechanic wise, or lore wise? Lore wise, science--it's a science research station; that's their focus. Game mechanics wise? Mining.
  6. It's recorded, but we haven't analyzed the data, so it's not something we have off-hand. It would be nice if we compiled it, because it could put an end to "eughh, antags are too overboard and always win!" or "security always wins!", and instead we could say "well, actually the data shows X".
  7. Just putting it out there that us going back to ZAS is firmly in the category of "never going to happen".
  8. If you walk, they're passable. Clicking on a barrier with the projector will get rid of that barrier.
  9. That's the entire point of Cluwne though. You're a gibbering overweight, brain damaged, clumsy abomination. You'red allowed to defend yourself if people get violent against you---it's just hard to actually win an engagement becuase of your many disabilities. Cluwne is about creating chaos and giving the player a litlte bit of a fighting chance (and the opportunity to be a complete dunce in their short life), versus just getting turned into gibs outright.
  10. Brig physicians role is to treat minor ailments for prisoners, not to be a fully out medbay replacement for officers.
  11. This was tried out for a time on TG. It resulted in officers essentially being unkillable in a permanent fashion without extreme measures (sudden gibbing, etc). It gave incredible power to the AI and Warden to effectively know where all their officers were at all times, and quickly know exactly where they went down. The retort was "lol just EMP them", but this just arbitrarily forces every traitor and their brother to have to buy EMPs, which generally negative effects how traitors play their side of the game. It gets even worse once it gets rolled into the meta; eventually it's realized that just giving these to any person important enough is a valid tactic for effectively keeping them safe from all but the most extreme forms of permadeath. Needless to say, as realistic as I think this would be, it's not healthy for the overall state and balance of the game, especially on Paradise, where a lot of the extreme permadeath tactics are just out and out barred from traitor use, unless you have hijack. tl; dr. It's a realistic idea, but it has a very toxic impact on the overall flow of the game, and horrifically upsets the dynamic of antag vs station.
  12. One way to make regular mages a bit more ...well, chaotic and exciting would be to make summon guns and summon magic do what they were originally designed to do; be something other than "screw the wizard over completely". Originally it was designed to basically entice the crew to kill each other, making it easier for the wizard to cause chaos. As it currently stands, summon guns/magic is pretty much just this, for the wizard:
  13. it was a relic. You find them in maintenance. What they do though has to be discovered by the EXPERIMENTOR in science. What they do, however, is random, so you're never guaranteed to get the relic that does as you describe.
  14. This is something that's probably going to be debated, endlessly, by both sides, with regards to strong/hard AI; is it really conscious, or is an approximation that only gives the impression that it is? Even if it's an approximation, is that still something worth extending the status of sentience (and therefore, right, perhaps) to? Who knows. There's no test for consciousness/sentience/sapience at the moment; we really only know that we, ourselves (as a singular individual) have it; we can't even be sure that anyone else has it (though thinking no one else has it could lead you to engage in some pretty terrible actions, and if you're incorrect, well...I think you can see where I"m going with this). There's also the technical issue. Is consciousness even able to be replicated by a computer? We have few ideas how the brain works at the moment; we can pin things down to sectors of the brain, we can correlate behaviors and quirks and abnormalities to particular sections, but once you start delving down into the nitty gritty? We don't know. What makes a particular set of neurons behave the way they do? What causes a neuron to "decide" when to fire (what causes it to react its action potential?). Is it purely based on outside influence (ie: other neurons), or does the neuron have some internal mechanism that we haven't really been able to peer into yet, because it's on the atomic level inside the neuron? We have no idea.Hell, the neuron could operate on the quantum level, according to some neurological researchers. So the simple answer is: we don't know. Hopefully we will find out some day, because it would be nice to know what is sentient/sapient/conscious, and what is just a mechanistic machine that has zero actual personal experience, even if it can output in some communicative way that it does. tl;dr. Realistically, who knows. That said, this is SS13. It doesn't have the same rules as our universe. Souls are objectively true and real, supernatural entities provably exist, farts can be weaponized, magic is real, flipping is physically easy, ghosts exist. We can just hand-wave anything and say it exists/is real precisely because it's a fictional world.
  15. You can. This has been a feature, forever. Use a multitool on the cyborg suit item.