08-22-2016, 03:52 AM
(08-21-2016, 07:39 PM)Mordent Wrote:(08-21-2016, 06:13 PM)Vuk Farkas Wrote: ... words ...I'm going to head this off by saying that, as a player, I have a massive issue with you. You have just as much right to play on the server as I, however, but when on the roleplay server (note, "roleplay", not "just go test stuff" server) I'm there to have interactions with the crew. Wanting all access just to scan things defeats the point of the server, especially when we have either an AI (who can be asked to let you in) or most departments are staffed. My medical director is a by-the-book stickler, so if you barge in without permission or start getting lippy she will do everything she can to make your life difficult.
I'd rather not derail the conversation into "how 2 play rp?", so back on the topic of weapons:
(08-21-2016, 06:13 PM)Vuk Farkas Wrote: (for fuck sake make the civilian pods unlocked no one will bother spending hours cracking a pod code, when ya can hack a door in one minute to steal the sec or QM pods!) Not only that any effective weapon (i aint counting flamethrower here even if it is a really good weapon and tool) is obtained via random crate find, but nearly every god damn one of them requires ya to have acess... miners sometimes run into weapon crates, QM can order some, captain has that antique (which takes horrendous ammount of time just to assemble), security has some... which forces people to steal, rather than make their own (only a few explorers in science ever bothered grabbing even the flaregun...) Not to mention it should be legit for a mechanic to scan and sell non-lethals to NT workers, and lethals with permission from sec to fill the stations coffers!
The pods take maybe two-three minutes to crack, less if you're lucky. If you're stealing sec/QM pods on LLJK1 you're playing it flat-out wrong. On LLJK2, whatever.
I think the key here is why you think weapons are needed. You've given plenty of types of weapons you'd like but not given justification.
To even the playing field against traitors? They're supposed to have the edge. Against nuke ops? Totally fair, and worth discussing. Against changelings? Flamethrowers/welding torches/etc. are your best friend, changelings are not overly tough once you've identified them properly. Against wizards? Justified, and worth discussing.
What's your use case for these being the best option? Conversely, how do you prevent every staff assistant from packing?
yea ya make my life hard in the game, i ask "can i scan yer equipment and machines" and ya outright refuse me or at best allow me to do the job partially and deny me to scan the most needed equipment handheld scanners, goggles and the upgrade! if i ask for an implant ya make sure i cant get one (not even a health implant) while ya do a full body mod for the chaplain! Reason i ask for full access is exactly that, and i'm among the rare few who combs the station from time to time for the dead!
Considerin the AI is a player also, opening a dozen doors in medbay is anoying to the player (i dont need to mention other places), radio chat is full as it is, ya dont need me to spam it with "AI open the door" every 5 seconds (litterally), and in case ya didnt know mechanics are about experiments and tinkering! Not to mention ya kicked me from medbay many times when i was let in by medical staff and ya litterally ordered them not to asist me! ya do a lot of ooc grudge... (if ya play by the book stickler i play a stubborn mechanic with a fetish for experimentation, exploration and collecting all blueprints possible!)
And also ya failed utterly to read the "alternate use of weapons" i spoke of a lot, just as the flamethrower can be a chem sprayer, most weapons mentioned here can be alternate tools especially grenades and shotguns! (hell we already have non lethal grenades but they cant be scanned or crafted, like fire extinguishing grenades)
justification of weapons is not needed, (its like justification of why are tools in game and can be used as weapons) however givin people more weapons that dont involve fuckin up the station is a good thing, and i already said those weapons are mainly go give plebs somethin for defence, especially those adventuring and exploring (also the antag could have alternatives) its the same reason i want the explosion of the zip gun nerfed (trying to shoot the .38 stun round and blowing off walls and or a hole in the station is seriously OP and plain wrong!) and most of those weapons can have alternate uses anyway!
I spoke of the civilian pods (ya somehow fail to read fully what i wrote), because the sec pods and cargo pods are always unlocked! however the civ pods are not and i didnt figure out how to unlock those (ya could teach me ya seem to know how) and i dont wanna have to hack dors or gnaw someone for acess to a pod just to do some mining or get to a vendor! (or just off station)