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About Tayswift

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  1. Imo, we should not rely on OOC factors to ensure an interesting play experience. Right now, telescience's power is only offset by the fact that it's obscure and not many people bother with it. But like with telecomms, we reduced the complexity and also its power to make it more accessible and less frustrating to deal with when someone who knows the system too well comes along. There definitely have to be IC limits for instant teleportation from anywhere. Maybe it costs resources and has a cooldown or it can't teleport alive mobs or things above a certain mass or size. Maybe only pocket size items can be teleported. Teleporting a GPS in and then using the BSA is frustrating for the AI player but it also seems kind of creative and potentially interesting, as it's using resources that aren't always available. However, teleporting in a player into a wall behind the AI is kind of boring and gamey. It might be nice to find a way to limit telescience enough so that we can get rid of the frustrating parts but keep some of the more interesting uses, if possible. Nevertheless, "improve don't remove" is not always practical, and in my opinion, as it stands right now, telescience's removal seems like a net benefit to the gameplay experience. If we can't figure out a way to make telescience a fun mechanic, then it should be removed.
  2. Looking at the wiki, it seems like if execution is the sentence, borgification can be the method or post-processing after a different method, regardless of whether the prisoner wanted to. In fact, legal SOP says that you should consider borging after any execution: It's also listed as an option for disposal of the body under the other execution options.
  3. Thanks! I'm glad that you liked what I wrote. However, it's just my personal opinion and not representative of the staff or playerbase as a whole, and we don't have a "declined suggestion" section, so I will leave it up in case more peeps want to chime in ?
  4. tg did merge a system that would give you points for playing certain roles that would "increase" your chances of being antagonist. However, that system was extremely flawed and broken and was never enabled on tg. The key issue was that it would only increase your chances by reducing other people's chances to be antag. Assuming that we solved that problem though (in some rounds, we would simply have more antags than would usually be added. In that github thread I proposed a few suggestions that would fix the issue), there's a few reasons why I don't think such a system would fit with this server. I don't think we want to overvalue antagonist status. Some people already really like being antag, other people like being either, and some portion of players just don't like being antag. Obviously, I won't blame you if you prefer playing antag over normal crew member, but imo trying to develop your non-antag experiences a little further will help make your non-antag rounds a bit more enjoyable as opposed to just playing it out to roll for the next round. I think our server atmosphere would be negatively impacted if we were to focus heavily on antag status. That's why we have a karma system rather than an antag token system. There's also a lot of implementation issues, like how to count the playtime toward increasing your chances of being antagonist. tg's system put a point value on each job. If we didn't care about jobs, then there's still the weirdness of giving you antag% by the minute. Basically, it's a lot of work for no particular reason, since as bad as rng is sometimes, over the long run, it gives everyone a fair shot at being antag. And then there's round flow issues. Assuming we're not taking other people's antag% for your antag% to increase, in some rounds, we will have more shadowlings or cultists than usually prescribed. That could throw off the flow of the round significantly. Basically, while it would be nice to smooth out rng a little bit, there's a lot of complications that make it not really worth the time and effort.
  5. Instead of being toxic and salty toward Github contributors who are volunteering their time and effort to try to improve the server, why don't you instead either file an issue, or, better yet, update the wiki with the new shortcuts.
  6. If you believe your ban was unjustified or you wish to have a second chance, you should make a ban appeal.
  7. It's also very disingenuous to categorize "retard" and "downie" with terms like "idiot" and "cretin". People generally aren't aware that the latter two words have ableist origins, and their ableist meanings are completely outdated. While "retard" probably won't get you banned because fighting the use of that word is likely a losing battle, "downie" almost certainly will because there are no doubts as to the meaning of that word. Personally, I think using "retard" just makes you sound childish. As with most other rules on the server, use common sense rather than something silly like "well, 'idiot' is allowed on this server so 'downie' must be allowed too".
  8. Prescanning being removed is great. It doesn't even make sense that the cloning machine somehow knows that you've died anyways. The "do not resuscitate" is a good UI change. Making being cloned an opt-out rather than an opt-in makes a lot more sense. If you accidentally forget to opt-out, you can always go cryo, but if you forget to opt-in, well, then you get stuck in the morgue for the rest of the round.
  9. I've seen nukies with more than 8000 hours of play time among them combined win a round in less than 30 minutes, but when we don't have any stats on the nukies teams and how often they win or lose I don't want to comment on the "balance". It seems like nukies already enjoy the challenge of declaring war. If they like the challenge, then I don't see what's wrong with it. They already get extra TC when there's more crew. If it's fun, why stress too much about balance? This isn't a competitive game and we're never going to achieve perfect balance unless we implement matchmaking. There are probably a few things we can do to make it easier for new nukies though. There's a lot of gotchas involved, like not using magboots properly or putting the jetpack in the wrong slot. Plenty of times even for stealth nukies someone doesn't figure out how to use the jetpack and blows the nukies' cover. We should think about the UI and UX of these items that many players may not be familiar with. Sometimes it just comes down to being plain unrobust (eg me). What we can also do is make the round more interesting if it's too boring due to lack of conflict. Reinforcements sounds like a good idea for this.
  10. The code changes with this stuff is kinda involved. I definitely think this strategy of just trying this out is better.
  11. Haunted houses, horror movies, running spooky events on Paradise... Spooktober is the gift that keeps on giving.
  12. I agree with Rifter here. Magistrates are supposed to be impartial arbiters of the law. They aren't really supposed to try to get stuff under control or make announcements about space law or whatever; to borrow from current political discourse, they call the balls and strikes. I've already seen too many magistrates that take their power a little too far and go around yelling at people for random things and threatening people with sentences. There's no need for that to affect the whole crew as well. Part of judicial temperament is being neutral and staying out of current affairs. Note how none of the supreme Court justices said anything about Brett Kavanaugh during his confirmation hearing, though I'm sure they had their own views. Likewise, the magistrate should be above the day to day affairs of the station.
  13. Thought you were talking about the US for a second ? But yeah, persistent economy doesn't add enough for the inconvenience and the massive effort it would take. This is an LRP system meant for an LRP server.
  14. I love this idea. They also have to hunt down baldies and give them hair ?
  15. Yup! Humanoid aliens are fine, but there's plenty of humanoid aliens that don't have to be anthropomorphic animals. We don't need to add any more new species unless that new species is especially compelling in some way. Drask, for example, were a really cool, unique concept.