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Ralta last won the day on May 9

Ralta had the most liked content!

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About Ralta

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  • Birthday 05/23/1990

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  1. @xyd For the record, I'm not in favour of displaying individual staff votes, I mentioned ratios because I'm interested in how the staff are voting and based on what criteria. Anonymity is fine for this.
  2. There's a particular quote I've been looking for that I can't seem to locate, but this suits the purpose well enough: I fully understand hiding certain things from the users; not everything needs to be publicly accessible. However, votes and opinions on PR's as well as player notes/warnings should be far more visible. Regardless of the actual reason, to me it often looks like an intentional concealment of information due to concerns of embarrassment or public outrage.
  3. I don't know if democracy is the right approach, necessarily, but I would definitely be in favour of transparency. It should be far more clear why something is accepted versus why something is not; I'd love to know the ratio of staff votes in favour/opposed and the reasoning behind these votes as well. On a similar note, a player should be able to view their notes in-game. As above, transparency is key in my opinion.
  4. Ralta

    Assistants 2.0

    As has been mentioned, an engineer is no less capable of being 'tide with free insuls' than the proposed assistant. The difference being that the assistant would have less access to those gloves to begin with.
  5. Ralta

    Assistants 2.0

    Indeed, this is a problem that affects all jobs; there's nothing special here to make people any more or less likely to take gear and go fuck around. That said, my suggestion is to lessen their access to whatever area they are assisting. For example, an Engineering Assistant doesn't need engine room access; if they need to go in there, it should be with a qualified engineer.
  6. I'm not suggesting a trainee/trainer role gets added in addition, I'm suggesting them as alternatives to this idea, which I am against. I don't think the Sec Instructor role is a good concept, I'm sorry to say.
  7. There is far, far too much text here to read every single post, but here's my two cents. To echo what others have said, I think this job will be no different to a veteran officer who knows what they're doing and teaches other officers how to do the job. Personally, I think there are two alternate approaches that might work better: 1. Go the opposite route and create a Trainee Officer role to clearly delineate newbies. They're clearly in need of hand-holding, and I'd suggest giving them Brig access but not equipment room access. Biggest issue I see with this is antags taking advantage, but that would require some discussion, I imagine. 2. Take the concept a step further and create a role akin to Veteran Officers (call them what you will). Again, something to delineate those who know what they're doing from those who might now. Veterans can act as team leads if the HoS assigns teams, they can hand-hold newbies as needed and they can be a rallying point if the HoS and Warden are either unavailable or dead. There would be a time requirement to unlock - no karma required. A trainer role, to me, has weird lore implications (why would you send untrained staff to a station? Staff in training is more reasonable to me) and I'm not convinced it would be anything but an excuse for people to act like a drill instructor for 45 karma. I could sit here and write an essay, but I doubt anyone would read it. Suffice to say, I'm not a fan of the concept as it is.
  8. This, I would be okay with. It doesn't make them much stronger than they currently are in terms of equipment and it gives them the slightly more interesting gear that people want from a karma job. Giving them any form of martial art, regardless of how much it makes sense from a 'realism' perspective is too much of a power increase imo
  9. Out of curiosity, how much storage do the Paradise servers have? In spite of the huge amount of data being accessed, I assume there's actually a relatively small amount of storage required to keep things running and logged?
  10. I'd much rather try and entice existing players to roll antag. A lot of people are scared to try it, or get frustrated at the 'must-win' attitude that seems to permeate a lot of the out of game channels. Mind you, I personally don't roll antag very often any more because I enjoy playing a regular crewmember far more, but that's me.
  11. Although I've given my opinion on this already, I had a chat with a non-SS13 buddy of mine about this. He suggested something like this: Whether or not this might be an injectable or an ability like their charge implant I don't know (the latter would likely have balance issues) but from a lore perspective, I thought this fit rather well.
  12. I just imagine it as NT handing out basic boxes of stuff to every crew member and not really going beyond that. Trying to prevent suffocation only and help people stay out of crit until medical personnel arrive on the scene. Therefore, the only change I'd personally be willing to accept is swapping out the autoinjector to something relevant for species which have no use for epinephrine. Where suffocation is a non-issue for Plasmamen and Vox for example, the epi-pen remains useful. In the case of IPCs, neither the injector nor the oxygen are of any use outside of assisting another crew member. That said, I cannot think of any appropriate item currently in existence which would be a fair and balanced exchange. Welders, while common, have a lot of uses outside of IPC repairs. Same goes for Cable Coil. Nanopaste is rare (in terms of default placement), and rightfully so. Creating a new item to 'stabilise' a limb perhaps might be good, but I'm also not sure that this is such a big issue that it requires redressing with the addition of an entirely new item...
  13. Ooo, as ideas go this is a pretty good one! Either an esword change or uniform change would work. +1 from me