Syndicates with the Deafness trait - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Bug Reports (https://forum.ss13.co/forumdisplay.php?fid=9) +---- Forum: Resolved (https://forum.ss13.co/forumdisplay.php?fid=16) +---- Thread: Syndicates with the Deafness trait (/showthread.php?tid=5022) |
Syndicates with the Deafness trait - BlackPhoenix - 06-25-2015 With the deafness trait, you spawn in with an auditory headset, but are deaf without it. If you are a syndicate, this trait still applies, but your headset isn't tuned to the proper channel at start because of this. Basically, the overlord for this team of syndicates just outed them all on accident because of it. Re: Syndicates with the Deafness trait - Grayshift - 06-25-2015 Losing the extra channels on your headset is why deafness gives you a trait point. Re: Syndicates with the Deafness trait - Noah Buttes - 06-25-2015 I think syndies should spawn without traits by default. You can get crippled if you took the wrong traits. Addict, deaf, spacephobia, and klutz come to mind. Re: Syndicates with the Deafness trait - Frank_Stein - 06-25-2015 Noah Buttes Wrote:I think syndies should spawn without traits by default.I spawned once as a syndi with Career alcoholic and New Jersey accent. Luckily you don't need to talk to fire a rocket launcher Re: Syndicates with the Deafness trait - Zafhset - 06-25-2015 Yeah, hiringsomeone with spacephobia to bomb a station in SPACE probably doesn't fall under smart employment plans. Re: Syndicates with the Deafness trait - Grek - 06-26-2015 Grayshift Wrote:Losing the extra channels on your headset is why deafness gives you a trait point.Deaf Syndicates should get an auditory headset which just has the Syndie channel, not the main station channel. Re: Syndicates with the Deafness trait - Convair880 - 06-27-2015 AIBM fixed this the other day. If you spawn as a deaf operative, you'll still get the special radio channel. |