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Problem Sleuth
Apr 12, 2011

WELCOME TO THE NEW FUTURE
Security is already basically a group of mediocre rent-a-cops, so it would make sense that they would protect the interests of the highest bidder (so probably not NanoTrasen).

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Dr. Cogwerks
Oct 28, 2006

all I need is a grant and Project :roboluv: is go
Generally the only time I see much admin scrutiny for security is when we get an influx of new players or /tg/ - noxstation - etc servers are down and all their players come over. That tends to dramatically increase the number of incidents of guards beating people to death in a back corridor because 'he took tools from tool storage!!!' or guards deciding it's martial law time because a traitor is loose somewhere.

People constantly adminhelp about getting arrested for poo poo they've started, usually we just laugh at them. It does help though to tell them why they are being arrested - I see quite a few people, especially captains and HoP's but also many guards, who will arrest and strip or demote other players and not say a word the whole time. Usually they have a good reason for it when they respond to an admin PM, but if they never say a single word to the person they are arresting, it seems like they are just being dicks.

weak wrists big dick
Dec 18, 2012

good job. you are getting legitametly upset because I won't confrom to your secret internet cliques gross social standards. Sorry I don't like anime. Sorry I don't like being gross on the internet. Sorry that you are getting caremad.


your stupid shit internet argument is also only half true once I get probated, so checkmate anyways but nice try.

]
In the remake I want to see some method to force players to interact with eachother.
People NEVER use Mail chutes/communicate between departments and it is very rare that when I play as a botanist I am able to communicate with the Chef, which is just a minor example. People all around pretty much don't care much for anything besides their own objectives and departments.

Attack on Princess
Dec 15, 2008

To yolo rolls! The cause and solution to all problems!

Noose Induce posted:

In the remake I want to see some method to force players to interact with eachother.
People NEVER use Mail chutes/communicate between departments and it is very rare that when I play as a botanist I am able to communicate with the Chef, which is just a minor example. People all around pretty much don't care much for anything besides their own objectives and departments.

Maybe a wall mounted, camera-phone could get that job done? Stand in-front of a screen and yell about tomatos, the rant comes out on the other end and you can be seen on their screen from across the room. It would be neat on the regular station too in a perfect world where it wouldn't make Byond explode.

Mice Everywhere
Sep 7, 2007

I love animal porn! So F* you if you don't accept that!
The old mirror code could probably be used to make a TV phone system somehow, though mirrors probably aren't around anymore for a reason :v:

Kinetica
Aug 16, 2011
Crap. In a attempt to cut down on the murder sprees I was going to subtle gimmicks and pick off people that way, but I saw after I had bought my stuff my goal was to escape alone :suicide:

primelaw
Apr 4, 2012

The most southern dandy robot judge
I probably should play more often so I can be fun times HoS since I enjoy Security (abusing it)

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Noose Induce posted:

In the remake I want to see some method to force players to interact with eachother.
People NEVER use Mail chutes/communicate between departments and it is very rare that when I play as a botanist I am able to communicate with the Chef, which is just a minor example. People all around pretty much don't care much for anything besides their own objectives and departments.

I think the problem is that it's too easy to do most jobs without outside help. If the Chef started with just the bare essentials, and to make the really cool recipes he needed the Botanist to grow the ingredients, that'd make the game that much more interesting for both departments.

Ditto the Botanist's "don't grow any weed" goal. If that were in the hands of, say, the Chaplain it'd make for a more entertaining game as the Chaplain has to sneak into Botany and sabotage their grow operation, rather than the Botanist just choosing not to do their job.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Whybird posted:

I think the problem is that it's too easy to do most jobs without outside help. If the Chef started with just the bare essentials, and to make the really cool recipes he needed the Botanist to grow the ingredients, that'd make the game that much more interesting for both departments.

Ditto the Botanist's "don't grow any weed" goal. If that were in the hands of, say, the Chaplain it'd make for a more entertaining game as the Chaplain has to sneak into Botany and sabotage their grow operation, rather than the Botanist just choosing not to do their job.

Not really. If you make departments absolutely dependent on others, it becomes fun for neither because it will inevitably end in nagging and harassment - "I need rainbow melons for a thing!" "Too bad, we're growing Omega Weed!"

A better way to balance it is to make it doable on your own, but easier via another department's assistance. For example; Chemists can take a few minutes to make things like antihistamine (if they know the recipe), but they can also ask the medbay to toss a bottle of the stuff over. Hell, the Quartermaster's job is basically built off this.

Forer
Jan 18, 2010

"How do I get rid of these nasty roaches?!"

Easy, just burn your house down.

Whybird posted:

I think the problem is that it's too easy to do most jobs without outside help. If the Chef started with just the bare essentials, and to make the really cool recipes he needed the Botanist to grow the ingredients, that'd make the game that much more interesting for both departments.

Noooooooooooooooooooooooooo

It's hard to quite put down why I detest this idea but the root of the issue is this. There's one big thing that is consistent about space station 13.

People are selfish

I'm not trying to bust out a loving philosophy argument here but people play ss13 because it's a fun game, but people do the roles they want because they find them fun, some people just love trying to get that number on the engine as high as possible and it COINCIDENTLY happens to power the entire rest of the station, This is a good example of how a department is necessary. It's fun for the person and it lets the other jobs have fun.

The BAD example of how a department is necessary would be chemistry and medbay. Saying "Well if medbay started out with less things and relied on chemistry to give them more fancy heart pills or antitoxin then that's good for both of them" because chemistry isn't fun because you make heart pills. It's fun because you get to make crazy concoctions that cover the station in cheese smoke or get to be immortal because you make potions that make you invincible or turn people into icecubes or whatnot, and people play medbay because they like saving people or bringing them back from the near death and being that crazy loving doctor running into the explosion and pulling out five people. Chemistry would keep on doing it's own thing like it usually does because that's fun and keep on doin' its own thing while doctors would have to jump through hoops or start breaking into chemistry to make sure they can keep pullin' people out of explosions.

When a person loads up before they even get into the game I would wager most of them know exactly what they want to do that round and every time a botanist runs to find a multitool that's the best example I can give. Some guys just want to sponge and help other people make whatever they want which is cool. Other times you get the botanist that wants to get a grow op' started in the AI core, the engineer wanting to break his old record, the robotics dude wants to borg 3 people at least, the bartender wants to serve out suicider, chemistry wants to make cheese foam and whatever other examples you want. These goals change when you get in the game and go "wow botany exploded I better go hunt down the dude who did it" but that's more reactive than proactive.

If a person has a goal to be a traitor in ss13 and they aren't then well time to suicide or afk the round and hop into the other server. That's why being a traitor works out as a reactive goal because it's the "take off the gloves and go crazy with WHATEVER goal you want". There's other minor poo poo like how quartermasters don't get anything to other roles because there's no reason to when they can just set up their own grow op or some people play engineer not for the job but just because it comes with insulated gloves and a mechanical toolbox but that big core is everybody is playing for themselves, and if you have the chef's big goals of making the monster crippled because botany isn't making wheat then he's just going to take the chefknife and stick it in the botanist until they make wheat or whine to the captain who won't care.

and holy poo poo this is a lot of words that neddy summarized a lot better.

cock hero flux
Apr 17, 2011



Forer posted:

The BAD example of how a department is necessary would be chemistry and medbay. Saying "Well if medbay started out with less things and relied on chemistry to give them more fancy heart pills or antitoxin then that's good for both of them" because chemistry isn't fun because you make heart pills. It's fun because you get to make crazy concoctions that cover the station in cheese smoke or get to be immortal because you make potions that make you invincible or turn people into icecubes or whatnot, and people play medbay because they like saving people or bringing them back from the near death and being that crazy loving doctor running into the explosion and pulling out five people. Chemistry would keep on doing it's own thing like it usually does because that's fun and keep on doin' its own thing while doctors would have to jump through hoops or start breaking into chemistry to make sure they can keep pullin' people out of explosions.


Well, the situation with this now is that Chem and Medbay are in different departments and are manned by scientists and doctors respectively in theory. But in practice, chem is separated from medbay by a single table and 90% of the time if you go to chem you will find that table gone and see scientists and doctors coming and going freely to get what they need from both chemistry and medbay's stockpiles. Now, doctors will be making medicine and scientists will be experimenting with chemicals but for the most part they won't bother each other(the other 10% of the time a scientist will try something new and half of chem will explode).

ScouSin
Jul 7, 2013
People being selfish isn't such a bad thing though. Space Station 13 is a sandbox game (and a drat good one at that), more specifically it is a sandbox game that tells you to throw sand in other peoples' eyes, then build a literal wall around their unconscious body for when they wake up. It is a competitive game in that sense too, where your objective is not necessarily to stop the traitor, but to see who can achieve what zany goal they dream up. Yes that Roboticist will borg 3 people, but those 3 people don't always know they will get borged. It is part of your mission to not only wear the captain's butt for a hat, but also to avoid getting a microchip in your skull. And if that microchip says you have to kill the clown, then that's not such a bad alternative because most people know to have fun with doing that too.

On the departments note, it's a challenge not only with keeping jobs separately accessible, but also making it reasonable. If you were designing a space station, would you think it's a priority to keep science and medical far apart? Probably, but I think you get my point :v:

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy
Random thought re Science vs Medical, is there a reason why there's a Scientist job that covers all areas of science, but three different Medical jobs with their own access? A scientist can choose if he wants to work in any of the areas but if there are no Roboticists or Geneticists around/alive (and no living competent HoP) any living Med Doc has to either bash down a wall/find hacking tools/constantly bug the AI to get into those for their needs. It's not like there's anything stopping a Med Doc (or anyone else) from cloning/robutting other than those doors and know-how anyway.

Roboticist seems like the most specialized job on the station, even, in terms of what you can/are intended to do and where you can/are intended to go: sit in robot lab, make people into cyborgs. At least Geneticist can grant super powers sometimes. Bartender might be more limited, I dunno, it seems like a silly gimmick job.

Black Pants fucked around with this message at 11:28 on Jul 18, 2013

atomicthumbs
Dec 26, 2010


We're in the business of extending man's senses.
here is a seldom-seen video from early in Nanotrasen's development of the AI

https://www.youtube.com/watch?v=SPMFhcC4SvQ

Captain Bravo
Feb 16, 2011

An Emergency Shitpost
has been deployed...

...but experts warn it is
just a drop in the ocean.

Whybird posted:

Ditto the Botanist's "don't grow any weed" goal. If that were in the hands of, say, the Chaplain it'd make for a more entertaining game as the Chaplain has to sneak into Botany and sabotage their grow operation, rather than the Botanist just choosing not to do their job.

The Botanist's special objective isn't "Don't grow any weed", it's "Make sure there are no cannabis products on the station." Besides how utterly, utterly impossible it is to make all the other botanists not grow weed, there's also the fact that the RD starts off with a single pot leaf in his office, which he never takes out of his locker. In practice, I have never, not one single time seen someone fulfill this objective. I think it's actually impossible.

Kernel Monsoon
Jul 18, 2006

Forer posted:

and holy poo poo this is a lot of words that neddy summarized a lot better.

You could make the co-operation passive though. Like chemistry creating chemicals and experimenting could increase the station's research level, which then unlocks the ability to get better medicine from the medbay vending machine. You'd still have Research funds that you can pump into different departments, but you'd also have another way of increasing research.

That's just an example, but you could use people doing and enjoying their jobs to benefit the station passively. It's always been a bit weird how little fleshed out the actual 'research' part of the game is considering the setting.

Captain Bravo
Feb 16, 2011

An Emergency Shitpost
has been deployed...

...but experts warn it is
just a drop in the ocean.
This is already kind of a thing! Chemistry, Medical, Engineering, Telescience, QM, Mining, and many other jobs have been given passive ways to help out themselves, other departments, and the station as a whole. Just for example, the pill maker was moved out of chemistry, and into medical, along with a plant reagent extractor. This enhances chemistry and medical's reliance on one another, making it easier to move medication back and forth. Chemistry doesn't lose a whole lot if they don't want to play along, Medical has had it's stores boosted, so they can get by without needing chemistry, if either breaks down the table both benefit, and of course it becomes easier for Botany to ship herbs and poo poo down to medical since the doctors can extract stuff themselves. (With a side benefit of making it easier for chemistry to get their hands on watering cans.

A few small changes that encourage people to work together, without totally ruining things for anyone who can't or won't.

Demiurge4
Aug 10, 2011

Botany could start out with a supply of wheat and other things that the Chef needs, and reduce the chef's starting stores so he has to scoot over to botany to get more than a few burgers done. This would have the benefit of making sure that the chef and Botany at least interact at one point during the round and while the Chef is getting his stuff he can ask them if they're going to grow anything he can use. Enhance this by giving the chef something Botany wants (maybe he can make fertilizer from uneaten foods or spare vegetables).

cock hero flux
Apr 17, 2011



Demiurge4 posted:

Botany could start out with a supply of wheat and other things that the Chef needs, and reduce the chef's starting stores so he has to scoot over to botany to get more than a few burgers done. This would have the benefit of making sure that the chef and Botany at least interact at one point during the round and while the Chef is getting his stuff he can ask them if they're going to grow anything he can use. Enhance this by giving the chef something Botany wants (maybe he can make fertilizer from uneaten foods or spare vegetables).

Every suggestion like this has the same flaw: What's the Chef supposed to do if the Botanists are AFK or don't care enough to help him? He's got no ingredients because you've arbitrarily given them to someone else who has to bring them to him and who likely won't because they have their own poo poo to do.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
What you want to do is give the the ability to craft something that can potentially help another department. Using the Chef/Botany example, Botany might be able to make something that can be used to brew a sauce of pure drug-fuelled insanity if the Chef got ahold of it. If Botany can cajole The Monster from a Chef, it might be used to fertilize a plant tray to an insane degree/over an extended period of time (my knowledge of the Botany department is rather woeful, so bear with that). Or you might be able to get the Mechanics to build a supercharged power cell for Telescience in exchange for a chance to scan the Teleporter. Hell, you could have Botany send some weed/produce to QM for selling and get some exotic seeds they bought from a trader as thanks. A good rule of thumb should be that none of these negatively affect the other department with their absence.

Demiurge4
Aug 10, 2011

Dauntasa posted:

Every suggestion like this has the same flaw: What's the Chef supposed to do if the Botanists are AFK or don't care enough to help him? He's got no ingredients because you've arbitrarily given them to someone else who has to bring them to him and who likely won't because they have their own poo poo to do.

Yeah that's a good point, I suppose you could ask the HoP for access but half the time he's in his office for 5-10 minutes then disappears the rest of the round.

It'll be interesting to see how the remake shapes up though, I like the RP and I would love a game like this where a round could last over a week with a high player count on a station with lots of things to do.

Captain Bravo
Feb 16, 2011

An Emergency Shitpost
has been deployed...

...but experts warn it is
just a drop in the ocean.

Neddy Seagoon posted:

What you want to do is give the the ability to craft something that can potentially help another department. Using the Chef/Botany example, Botany might be able to make something that can be used to brew a sauce of pure drug-fuelled insanity if the Chef got ahold of it. If Botany can cajole The Monster from a Chef, it might be used to fertilize a plant tray to an insane degree/over an extended period of time (my knowledge of the Botany department is rather woeful, so bear with that). Or you might be able to get the Mechanics to build a supercharged power cell for Telescience in exchange for a chance to scan the Teleporter. Hell, you could have Botany send some weed/produce to QM for selling and get some exotic seeds they bought from a trader as thanks. A good rule of thumb should be that none of these negatively affect the other department with their absence.

Seriously, have you people even played the game? A list of things that Botany can make which the chef does not start off with:

Tomatos
Chilis
Peanuts
Soybeans
A whole bunch of other poo poo.

Mining can make super-charged power cells for robotics/telescience/whoever else needs it, with the added bonus that they blow up under certain conditions. :iia:

Most, if not every, department already had or has been given lots of neat things they can do that benefit other people and/or themselves. The problem isn't that this stuff isn't there, it's that most people simply do not give a poo poo. There's nothing wrong with trying to find new ways, but the majority of people are still going to refuse to give a poo poo. This is clearly evidenced by the fact that every couple of days, somebody suggests something that's already in the game, but that nobody gives enough of a poo poo about to find/create/remember.

Dr. Cogwerks
Oct 28, 2006

all I need is a grant and Project :roboluv: is go
Yeah, for the most part I've pretty much reached the point of just telling people to get hosed on the general topic of inter-department cooperation. If you want cool poo poo, work with other people. If you want to just turtle up in your workplace, you get what you start with. If that is insufficient for getting at least a few things done, let me know.

If you want more people to work together, set a precedent. There are easily enough people reading this thread to make that happen. There is a ton of poo poo that departments can do together and a lot of the cooler content depends on it, but some people will always complain about how unfair it is if they have to rely on other players for anything ever. Amusingly enough that argument has often come from the very same people who are upset that other departments don't help them, but they sure as hell don't want to have to do anything for anyone else.

If the chef wants more food and botany isn't providing it, there are four different crates of materials they can purchase through QM for not terribly much dosh.
If the medics need refills of medicine and the chemists are being dicks, QM can supply crates full of medkits and reserve beakers. Botany can also provide many of those things. Three sources right there.
Sure, that puts some reliance on the QMs actually doing their jobs, but for quite awhile QMs had almost nothing to do and the only job to ever ask for anything was Robotics.

If you're worried about the QMs blowing their budget on dumb poo poo? Go order a crate immediately. I often see orders for botany crates get filled if they're placed quickly enough before QM gets blown off the map or whatever.

Captain Bravo
Feb 16, 2011

An Emergency Shitpost
has been deployed...

...but experts warn it is
just a drop in the ocean.
Yeah, in the last few weeks, every time I play as a doctor I run straight to QM and pick up a crate of spare meds. Works every time, and I've only been actually charged for it a few times. Gets me a couple extra hypos, and spare tanks of the four big medications, easy as hell.

Noreaus
May 22, 2008

HEY, WHAT'S HAPPENING? :)
I find that Botany sends QM poo poo through the conveyor system, to sell, fairly often. It seems to be one co-operation thing that actually works - Possibly because there isn't really any other way of noting how 'well' hydroponics has done other than how much money it has made.

Noreaus fucked around with this message at 16:03 on Jul 18, 2013

Forer
Jan 18, 2010

"How do I get rid of these nasty roaches?!"

Easy, just burn your house down.
One of the minor issues I have is just that to order something from QM you HAVE to be there in person. I've tried ordering from QM in so many different rounds so many different things that just get ignored until you stomp over there. Not a problem if you're engineering or medical, but if you're a botanist looking to get a honey production kit, and the QM won't listen to you over the radio, it's too much work to walk over there and possibly get robusted before you even get through the bar.

What I'm saying is I would really like if the mail chute could accept QM orders, or if there was a console nearby mail chutes that would send QM orders. Being able to stick cash into it or have it accept your card and pull money from that is a big bonus. something like "Hey I put 500 bucks into this for this honey production crate can you ship one over if you accept you get the 500 if you don't accept then it stays in the console" where a honey production crate costs like 200 or whatever.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Why not just a PDA function? Send orders to them by PDA. I guess you can already do this with the messenger but being able to directly input an order wouldn't hurt.

Dr. Cogwerks
Oct 28, 2006

all I need is a grant and Project :roboluv: is go

Forer posted:

One of the minor issues I have is just that to order something from QM you HAVE to be there in person. I've tried ordering from QM in so many different rounds so many different things that just get ignored until you stomp over there. Not a problem if you're engineering or medical, but if you're a botanist looking to get a honey production kit, and the QM won't listen to you over the radio, it's too much work to walk over there and possibly get robusted before you even get through the bar.

What I'm saying is I would really like if the mail chute could accept QM orders, or if there was a console nearby mail chutes that would send QM orders. Being able to stick cash into it or have it accept your card and pull money from that is a big bonus. something like "Hey I put 500 bucks into this for this honey production crate can you ship one over if you accept you get the 500 if you don't accept then it stays in the console" where a honey production crate costs like 200 or whatever.

Do you ever use the request console between Botany and the Kitchen? There are also request consoles at every entrance to the Belt Hell system, and one in the bridge. The request consoles ping the QM pdas with an alert saying who requested a crate and which room they sent the request from, and they also ping the QMs with an alert if you transfer credits to the shipping budget from your card.

edit: I am considering scrapping the request consoles and giving all PDAs a crate request and money transfer utility.

Dr. Cogwerks fucked around with this message at 15:40 on Jul 18, 2013

Noreaus
May 22, 2008

HEY, WHAT'S HAPPENING? :)
Belt hell system is amazing, expand it. Every room its own belt terminal :colbert:

Razage
Nov 12, 2007

I'm sorry,
I can't hear you over the sound of how HIP I am.
QM is one of my favourite jobs. I generally accept any order, although might ask for some money if I'm feeling sassy or whatever.

I find that a majority of the time I don't get anything from mining or botany which sucks. Both of those have easy ways to send things. Botany can send a few produce sachels in the mail chute and mining can teleport crates.

I'm going to make it a challenge to try and pre-emptively help other departments. Some small things that people can do to get QM on side:
- if your the captain or HoP, send your spare ID or create one with head access and ship it to QM. This may seem silly and dangerous but it allows QM to open up card locked crates which have fun stuff and if they're non traitors they'll probably do anything for you at that point. If they are traitors then they will emag the crates anyway.
- send you're stuff to QM if you're boteny or mining.
- pay for your orders if you can.
- bring materials when you come to order stuff. A crate full of linens can actually help QM make some money or space suits. Just get a crate go to a linen dispenser and pull out like 20 sheets and send it over.

Some things I'll do at the beginning of my next shift at the QM office:
-Order a hydro starter crate and send the watering can to research.
- Check for rare minerals (or equipment) from the traders and send it on to mining if there are any.
- Order a spare med crate and get it to med bay.
- order a spare chem locker and send it to research.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Transfer station is my favorite secret base. Strangely, nobody seems to ever stash bodies there or go there to suck people dry as a changeling despite it being an ideal place to do so.

Demiurge4
Aug 10, 2011

Every time I've been a productive miner sending all kinds of poo poo to QM I come to the station to find it either empty or blown up or worse.

Actually, can mining get one or two HAZARD marked crates for the radioactive ores?

Coolguye
Jul 6, 2011

Required by his programming!
It's worth noting that this is not the first time I've seen a 'more department cooperation' push mentioned, and they generally always end with one admin going 'Alright, I'll do this to help foster it'. Then, two months later, people are complaining that the departments are too tightly coupled and department X never gives a poo poo about department Y.

It's fun to talk about and all, but the reality of the situation is that anything that depends on other people is gonna be high variability in this game. My advice is to just learn how to hack doors and bust walls, so if you, as a Chef, find you need these two things to do your gimmick, you can just walk into Botany, steal the trays and a few seeds, and do it in your kitchen in the event that Botany is more interested in staring at God through a cannabis smoke cloud. If they whine, use a flash on them or something. Almost every department on the station right now is pretty insecure, possible exception of Research, so if you get a set of tools and spend 5 minutes studying the structure of the place you want to get into, you'll be in and looting in no time. I do this all the time as an Assistant to break into Engineering's storage area to supplement my tools and get gloves. I've always, always, always been seen either slicing the wall open or replacing the metal to make a hidden door. Precisely zero people have given a poo poo.

Coolguye fucked around with this message at 16:28 on Jul 18, 2013

lenin
Sep 11, 2001

dear leader

quote:

edit: I am considering scrapping the request consoles and giving all PDAs a crate request and money transfer utility.

yes please! A bit related-- I've always wondered why only the HoP/Captain has the crew manifest on their PDA? If I QM and wanted to contact Botanists I'd be more likely to get their attention if I knew their names and directly messaged them instead of calling out over the radio.

Also, the best round I had involving cooperating with a Chef I was not a botanist, but a doctor harvesting spare butts/brains/whatever from dead bodies. I contacted the Chef via PDA, struck a deal, brought a crate of... stuff over, and he handed over a gob of cash. Easy peasy!

lenin fucked around with this message at 16:46 on Jul 18, 2013

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

Demiurge4 posted:

Actually, can mining get one or two HAZARD marked crates for the radioactive ores?

I really like this idea, partly because the hazard crates have a practical and immediately obvious purpose, and partly because it would be hysterically funny to try to wrangle fermids and stun mines into one of them and then transport it to the main station. Dude you're the one who opened the crate clearly marked as containing hazardous as gently caress materials, don't blame this poo poo on me :colbert:

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

The chef/botany cooperation talk got me thinking. I don't much care about the actual cooperation part, but I do like me some neat oddball effects. What if you could fertilize plants with foods from the chef, which would then mutate the plants in hilarious and strange ways that normal fertilizer cant? For example, feeding the plant THE MONSTER would change it into a maneater themed after the original plant. Feeding the plant Chili Con Carne will make it crave meat during the grow cycle, but make the end product much bigger(Wow! These tomatoes have some real meat to 'em! :D), while feeding it Chili Con Flagration will make whatever is produced extra spicy. Feeding the plant a brain burger will make it a smart plant that grows into a talking npc with a bunch of canned dialog. eating the smart plant cures brain damage, but gives the eater a huge sense of remorse. Feeding a plant a roburger makes it into a borg-plant, which grows random robot parts and can be juiced for motor oil. There are tons of possibilities!

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
It would be a bitch to work out interactions between every type of plant and various items, but I could see specific plants having "secret" mutations if they're fertilized with certain items. Hell, you could even have goofy plants that grow when you plant particular items, like a burger tree that grows from THE MONSTER. Planting a roburger could give you a Processing Plant, which takes a while to grow but generates tinny boops and beeps and works like a food processor once matured. Unsecure that poo poo and drag the pot around to throw impromptu barbeque bashes :buddy:

edit: there should really be a money tree. Make it a rare seed from traders or a difficult-to-attain mutation or whatever. I don't even care if it just produces $1 bills, as long as examining it returns, "Huh. Turns out it does grow on trees."

Angry Diplomat fucked around with this message at 18:04 on Jul 18, 2013

Dr. Cogwerks
Oct 28, 2006

all I need is a grant and Project :roboluv: is go
Sasha Page (played by StevenRodriguez) was a traitor!
Objective #1: Take some pointers from Kim Jong Il. Go visit various departments and offer tips and demonstrations on how they should do their jobs. These demonstrations should of course be counterproductive and perhaps outright ruinous. If confronted on these cheerful acts of sabotage, get really offended that your kind deeds and advice weren't appreciated. Success
Objective #2: Escape on the shuttle alive. Failed
The traitor has failed!

Spigot The Bear (played by Admiral jimbob) was a traitor!
Objective #1: Orchestrate upsetting crime scenes and then frame innocent people for these terrible deeds. Really play it up. Success
Objective #2: Escape on the shuttle alive. Success
The traitor was successful!

Walter Poehl (played by Darkchis) was a traitor!
Objective #1: Boxing champion! Punch EVERYONE on the station. Success
Objective #2: Die a glorious death. Success
The traitor was successful!

Lez Carson (played by Redfoo) was a traitor!
Objective #1: Waste police resources and time by issuing false reports, untrue accusations, or by commiting a ton of minor crimes to make them chase you around. Try not to get outright executed! Success
Objective #2: Stay alive until the end. Success
The traitor was successful!

Robert Green (played by Convair880) was a traitor!
Objective #1: Waste medbay's resources and time. Cause lots of non-lethal injuries, burnings, or poisonings. If you manage to get inside medbay, dump the medicines all over the place. Try to pass these deeds off as hapless accidents instead of outright malice. Success
Objective #2: Escape on the shuttle alive. Success
The traitor was successful!

Kenneth Crimer (played by Waffels5000) was a traitor!
Objective #1: Live up to your name. Try to start a criminal enterprise on the station. What exactly that enterprise does is entirely up to you. Success
Objective #2: Stay alive until the end. Failed
The traitor has failed!

Ken Klepto (played by Beeatingyou) was a traitor!
Objective #1: Live up to your name. Steal EVERYTHING. Amass as much money as possible through muggings, extortion, theft, whatever. Success
Objective #2: Escape on the shuttle alive. Failed
The traitor has failed!


Highlights of the round included captain Sasha Page infuriating the chemists and engineers by loving with their setups in a really smug way, eventually being driven into hiding, only to return with a massive explosion at the escape shuttle when a hot dog cart with bomb-laden birthday cakes went off. The Mafia boss Kenneth Crimer amassed a team of henchmen by personal invitations and tryouts, his mafia kidnapped the AI and killed an undercover cop, then iced the Boxing Champion Walter Poehl who showed up mid-heist punching everyone and yelling a lot. Later the badly cloned thalidomide beast Walter returned from the grave to enact his vengeance against the mafia in a bloody and brutal fistfight in the bridge, he took all the enforcers and the mafia don out using boxing gloves and chokehold. All this occured while the crew was frantically hunting the fictitious Clown Killer whose gruesome crime scenes the detective Spigot the Bear had so carefully constructed.

Dr. Cogwerks fucked around with this message at 20:47 on Jul 18, 2013

Captain Bravo
Feb 16, 2011

An Emergency Shitpost
has been deployed...

...but experts warn it is
just a drop in the ocean.

Angry Diplomat posted:

It would be a bitch to work out interactions between every type of plant and various items, but I could see specific plants having "secret" mutations if they're fertilized with certain items. Hell, you could even have goofy plants that grow when you plant particular items, like a burger tree that grows from THE MONSTER. Planting a roburger could give you a Processing Plant, which takes a while to grow but generates tinny boops and beeps and works like a food processor once matured. Unsecure that poo poo and drag the pot around to throw impromptu barbeque bashes :buddy:

I might be mistaken, but I believe certain plants already have "secret" mutations based on adding certain items. You just have to infuse the plant with the item using a plantmaster. I'm pretty sure this is the key to unlocking several mutations that don't crop up anymore, such as White Weed, or Explosive Tomatos, but if so I haven't yet figured out the key to doing so. Maybe ask in the secrets thread to see if anyone will drop a hint?

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Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy
I don't remember anyone telling me I could send stuff to QM when I was a botanist, just that the chef and maybe chemists might want stuff.


:aaaaa:

This is so awesome. This is what SS13 was meant to be.

Black Pants fucked around with this message at 20:36 on Jul 18, 2013

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