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Barman genetic power - Printable Version

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Barman genetic power - Sundance - 03-06-2014

I know this has been suggested before sometime ago, but could I feel like it deserves another thread.
The barman should spawn with a genetic power in which he can understand drunk people perfectly. He still know their drunk obviously, from the getting sick and instead of says it slurs, but there's no "tttaaaallkerriinnggg liike dis"
It would make a wonderful edition to bartending, on the nice side you could help people out by translating what they said to other people, like the drunk dude in the brig, or you could be malevolent, y'know traitor rum and all.

There is no con in this. It'd be pretty easy to code, i'd imagine.


Re: Barman genetic power - Saintish - 03-07-2014

This sounds amazing - and like the OP said, it seems easy to code. It'd be another potential job for the bartender.


Re: Barman genetic power - Ag Bengip - 03-10-2014

I assume it would be an unlockable mutation for non-barmen, too? Maybe the drink tasting thing, too?


Re: Barman genetic power - Wydamn - 03-10-2014

I'd totally support this. In-game drinking is a great opportunity for socializing, but not when the drunken slurring is unreadably bad. I think I suggested something similar in the past: The bartender and other drunken people can always read drunken speech without the slurs. Making this a genetic flag would be a great way to implement this, same with the chef's swedishness and mechanic's short-sightedness (if mechanics are ever short sighted like electricians used to be sometimes?).


Re: Barman genetic power - atomic1fire - 03-10-2014

Maybe even have "Accent translation" be some kind of genetics power.

overall I say yes.


Re: Barman genetic power - Captain_Bravo - 03-11-2014

Make it a mutation called "Polyglot", and give it automatically to the Barman. It'll translate anything, slurred, slowed, stunned, swedish, etc. That way he can also act as a translator for the chef, to people who aren't familiar with space-swedish.

Maybe also give it toggleable accents? So the Barman can choose to slur, or stammer, or whatever? It would also be hilarious to make it so speaking in a certain way means you can only understand other people the same. So drunk people can hear each other perfectly fine, but everyone speaking normally to them sounds weird.


Re: Barman genetic power - poland spring - 03-11-2014

Wydamn Wrote:I'd totally support this. In-game drinking is a great opportunity for socializing, but not when the drunken slurring is unreadably bad. I think I suggested something similar in the past: The bartender and other drunken people can always read drunken speech without the slurs. Making this a genetic flag would be a great way to implement this, same with the chef's swedishness and mechanic's short-sightedness (if mechanics are ever short sighted like electricians used to be sometimes?).

This is a great, great idea, really drunk people shouldn't even KNOW they are slurring. They only had a COUPLE DRINKS, jeez officer!


Re: Barman genetic power - UrsulaMejor - 03-11-2014

Someone once flash banged me into deafness and injected me with something.

I kept calling out for help, but no one came. I kept asking the ai to open the doors to medbay, but it never did.

I finally got a deaf-assisted headset and found out that the reason why no one was listening to me was because I had every single speech impediment.

The point of this story is that not realizing you have slurred speech or a Swedish accent could be funny.