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Kryson last won the day on February 26

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  1. I do think Alffd and Necaladun's explanation of the policy make sense. As long as the admin online does I do this agree with this type on sentiment though If a lone person catches me in maint murdering, as a traitor or changeling, i am going to try to kill them, there are both good roleplay and game reasons why. A wizard, vampire or mindslave might have more RP justifications for letting them go. Walking in on a murder should be a scary thing, and there is little reason a professional syndicate assassin would let the only witness live.
  2. Comparisons with an intellectually disabled person is a common form of insult in the English language. Recently a player was permabanned for amongst other things; using the word "mongoloid" to insult a coworker. The banning admin thought this was a slur directed towards Vietnamese people, but the insult most likely was used in the meaning "a person afflicted with mongolism, mongolian idiocy" an archaic term for Down's syndrome, a term used by Dr. Down himself for the chromosomal disorder. Which of the following insults derived from intellectual disabilities are okay respectively not okay on paradise station? Cretin - an archaic medical term referring to sufferer of cretinism, a form of congenital hypothyroidism. Retard - a somewhat archaic medical term for an intellectually disabled person. Moron - archaic medical term referring to an intellectually disabled person with an IQ of 51–70. Imbecile - archaic medical term referring to an intellectually disabled person with an IQ of 26–50. Idiot - archaic medical term referring to an intellectually disabled person with an IQ > 26. Downie - an informal slang term referring to a sufferer of Down's syndrome. I look forward to productive and respectful discussion regarding this matter.
  3. In light of a recent ruling. How many witnesses are you allowed to eliminate before you are duty bound to retreat? Isn't it both unrealistic and against the games sprit or paranoia for players to know they are largely antag proof by virtue of the rules as long as a few other players are in sight? With how overcrowded box is you can expect there is going to be witnesses, and with it being a MRP server you can also expect witnesses to try to hinder you in some way such as alerting security. Eliminating those witnesses is distinctly different from murderboning and even if both type of scenarios result in multiple death the vast differences should be recognised. I look forward to your thoughts on this topic.
  4. I like this objective in theory a lot, but isn't credits almost totally useless on paradise still? It is been a while since i played para. When i play mafiatide gimmick on TG i make it our objective to obtain as much money as possible, but credits are actually very useful on TG and people can withdraw money from their IDs an extension of this mechanic is that heads can access their department funds through their departmental budget cards. On tg you can just stick up some science nerd, shoot him with rubbershot if he runs, cuff and empty his ID. Since credits seems both worthless and hard to access on para this objective might not currently have the mechanics to support it properly.
  5. I think an objective that is worded a something like "Collect 3 scalps" would serve the purpose of making traitor a bit of a bigger threat while still disallowing rampant murderboning / releasing the engine / maxcapping the entire station cuban pete style. It could been seen a sort of "hijack lite" but instead of "kill everyone" the objective tells you to "kill a few people". It also gives you an excuse to make a sandwich out of that annoying greytider that keeps breaking into your department.
  6. I think it is partly because of irrational furry hatred, but i also think there are real issues with paradise. Here is my personal thought on what paradise does well and not so well as compared to TG terry / sybil. + Somewhat higher levels of RP + More interesting alien races + Baymed makes medical roles more interesting and injuries feel more significant. + Paradise atmos makes breaches more dangerous and impactful + Vampire is a fun mode - Stale code base, the last time i compared merged PR for a given week paradise had about half as many as TG, and many of those were minor changes or ports from other codebases. - Boring antagonists, due to the heavy restrictions placed on them they are rarely a real threat to the station. The balance of power is also shifted too much towards security. - Heavy restrictions on IC language leads to a sanitized PG-13 experience, the world is not going to end because Urist McGreytide calls the janitor lizard a "l*gger" or the chef calls you a rectum lapper for disliking his deep fried appendix burger. - In the admin team there are those who carry themselves like some kind of duke or Gulf state prince, this is probably why you see so much groveling in paradise ban appeals. On TG the admins feel like fellow players. - Boxstation all day, its too small, i hope you've added more maps to rotation since i left. You will probably not agree with me on all these points but i think this is how many players outside of paradise see it, at least tg players. In short people dislike paradise because of three factors, furries, over-moderation and staleness.
  7. I would trade for plasma vessel + acid gland You could also offer people xeno tongue and resin spinner. I don't think there is a harm in offering something like the medibeam gun, i stole Runtime and traded her for a medibeam gun on /tg/ during their analogous medship fargo event and it did not feel overpowered. Are you going restrict who can purchase which item? It doesn't hurt being a little more permissible during a rare event, misusing an item is going to get them permabanned anyway before they can say bwoink. This is a great idea, just don't be afraid make thing interesting and not an anemic decaff soy version of /tg/ medship fargo.
  8. The upside of zipties, as stated by the guy on TG who coded them IS that they break on removal so you can leave them on the prisoner and not give them a free set of cuffs. I would not mind making them stackable though. I would also kinda like if they were craftable using plastic sheets, i was actually going to suggest that on the TG forums. If think letting you apply them faster would be a neat idea but security does not really need more buffs on paradise where traitors get stomped round after round.
  9. Low energy. It needs a slip module, a vandalism module for quickly breaking windows, a theft sack and pickpocket gloves. 1. Engage slip subroutine 2. Engage zipties 3. Empty backpack into sack 4. ??? 5. YEET
  10. This works well, but i have stopped doing because it feels like powergaming and pretty much make the chef obsolete. One or two sips takes you from starving to well fed! Being able to essentially opt out of the entire hunger system should not be so easy on a medium RP server in my opinion and it is something the coders should take a look at.
  11. Just let us put atropine in the medical hypo, great for the paramedic and still usable in an offensive manner without being that deadly. I always put atropine in my CMO hypo. Or make a new chem master like machine that lets you create single use epipens full of choice drugs.
  12. The absolute state of paradise admins. I agree that slowing you down to walking speed is excessive but some slow down would really help both immersion and gameplay. If an armed madman is murdering your coworker you should not be able to carry them away at lightning speed.
  13. I agree that some kind of buff to the poison bottles are needed. 2 tc for a poison bottle is a ridiculous cost given how overcrowded the map is. Poisons are often not worth using outside a few select ones, clever mixes and the really cheesy ones(nanites). I think a poison kit that includes amantin is interesting, because it at least it prevents the victim from being able to run to medbay and get cured the instant they start feeling sick. Not so sure about the other inclusions, i have not tested formaldehyde much but sulfanol and cyanide are very slow and underwhelming on their own.
  14. I have been playing on tg everyday for a week now, and while their economy does NOT seem to be persistent even their shoddily implemented half baked economy rework is still vastly superior to the paradise system, this is best illustrated by the fact that despite tg terry being a very low RP server, people actually sell items and pay each other for services rendered far more often than on paradise! One of the most important features is easing transactions by allowing players to withdraw credit holochips from their ID by alt clicking it. Even their barebones implementation would be be a great addition to paradise. Thoughts on persistence: I agree that there are issues with a permanent economy. i suggest instead option for a semipermanent economy that resets after x(10,20 30) days. This would mitigate a lot of the issues such as inflation, extreme wealth imbalances and getting robbed or going broke is not as big of a deal. The IC justification for this could be that NT reserves the right to manage your savings and end up losing it all due to risky investments. This would still reward more active player and players of higher paid roles. This is a good thing in my opinion as this social stratification can foster RP. Of course in my ideal implementation, the player would be able to set two withdrawal limits one for their card and one for the ATM, this way theft would be limited but still possible. A player who mains assistants and does not regularly play might not be able to buy a full set of tools at roundstart but instead have to choose only the most essential ones, ask cargo or scavenge maint. Is that really so horrible? That incentivises them to actually take jobs assisting other departments and its actually matters to them if they are caught misbehaving and as a result have their tools confiscated. Poor player wont be able to empty the chemfridge but instead have to rely on doctors to treat them, is that so bad? SS13 is not an E-sport its a RPG, its okay if not all players start the round on a completely equal footing if it fosters RP. PS: While i personally would like to see this kind of semi persistent system implemented i think paradise staff are too conservative to attempt to any kind persistent economy as it would have a decent risk of failure i do however believe that some kind of tg style(nonpersistent) rework could feasibly become reality.
  15. You can justify anything if you set your mind to it. Allowing the use of the advanced pinpointer would made even more IC sense. The traitor antagonist type is weak as it is, when was the last time it received a buff? The server rules state that "you must work towards your objectives, not general mayhem." Given how limited antag freedom is on paradise, being able to actually have a shot at completing your objectives matters a lot. This change does nothing to the solo antagonist who uses the key to spy on the sec and command channels all it does it prevent traitor teamplay. That is not new or interesting in anyway.