Turn "non-human heads" on in the config
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Turn "non-human heads" on in the config
That idea was in my mind for a long while. I had few discussions about making some sort of a whitelist for this on coding general and in tgstation general and I was told to go here because it's a config so here we go.
Pretty much what it says on the tin, I see no real reason why heads MUST be human other than some old lore fluff and I believe it would allow for more interesting interactions between the crew and allow much more gimmicks without admin intervention, I am also interested in what rest of the players have to say about it.
Pretty much what it says on the tin, I see no real reason why heads MUST be human other than some old lore fluff and I believe it would allow for more interesting interactions between the crew and allow much more gimmicks without admin intervention, I am also interested in what rest of the players have to say about it.
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Re: Turn "non-human heads" on in the config
No
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Re: Turn "non-human heads" on in the config
the ai and silicons can kill non-humans at will. we do not want heads being executed because they smacked a greytiding human assistant.Sparkezel wrote:...I see no real reason why heads MUST be human other than some old lore fluff...
best wishes,
bobbah 'bee' brown






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Re: Turn "non-human heads" on in the config
Despite being a person who plays a felinid character and regularly plays head roles I'm actually pretty neutral to this as a concept. I think it does hold some benefits as well as some negatives.
Overall though I think this is something that really should be focused on what players want, looking at this thread theres a lot of opposition to the idea. I interested to see if people bring other good reasons why they like/dislike this concept though about this though.
As a semi-humorous joke suggestion, can we lock this behind donating to the server.
- On the positives side its more customization, something that should be especially felt by plasmamen as they'll get access to some new headgear.
- For people more focused on roleplaying a cohesive characters this gives them a bit of roleplay potential to think of how they rose to the position and could lead to some interesting characters, although from my experience on LRP, backstories and IC character lore is very rare so this is a minor point.
- On the negative side it will impact currently established lore and will require a bit of jogging around by lore writers, could have some creative potential but given that the lore is the way it is its probably not what they want
- See below
Not to discredit your point as this is a valid thing to bring up, but we allow non-human sec who tend to kill greytiders more often. However I do fully understand this issue in the case of law 2 however, where a human antag can easily get a head killed. or a worst case scenario being rev's where a human rev could easily send Asimov borgs after the heads.bobbahbrown wrote:
the ai and silicons can kill non-humans at will. we do not want heads being executed because they smacked a greytiding human assistant.
best wishes,
bobbah 'bee' brown
Overall though I think this is something that really should be focused on what players want, looking at this thread theres a lot of opposition to the idea. I interested to see if people bring other good reasons why they like/dislike this concept though about this though.
As a semi-humorous joke suggestion, can we lock this behind donating to the server.
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Re: Turn "non-human heads" on in the config
No.
Also, a Captain/HoP can always choose to assign a non-human as a Head in case one is missing in a round that has already started.
This is more interesting because of all the potential IC consequences of such undesirable decision.
Also, a Captain/HoP can always choose to assign a non-human as a Head in case one is missing in a round that has already started.
This is more interesting because of all the potential IC consequences of such undesirable decision.
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Re: Turn "non-human heads" on in the config
No
Human authority gives the game texture. Asimov doesn't protect non-human heads, crewsimov is boring.
I'm alright with field promotions, in part because they open up opportunities for admins to send Centcom inspectors to demote the non-human.
Human authority gives the game texture. Asimov doesn't protect non-human heads, crewsimov is boring.
I'm alright with field promotions, in part because they open up opportunities for admins to send Centcom inspectors to demote the non-human.
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Re: Turn "non-human heads" on in the config
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Re: Turn "non-human heads" on in the config
No


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Re: Turn "non-human heads" on in the config
As a felinid main, and a CMO main, who would love to not need to choose between my job and race - I'm sorry, but no. Being in conflict with the AI would suck. Maybe as a station trait, but I'm ehhh even on that. If you really want to play head of staff as a nonhuman, just ask the HoP, if you have a good reputation they'll always go for it.
Last edited by Sylphet on Tue Mar 16, 2021 7:21 am, edited 1 time in total.
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https://tgstation13.org/phpBB/viewtopic ... 37&t=27175
https://tgstation13.org/phpBB/viewtopic ... 37&t=27175
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Re: Turn "non-human heads" on in the config
I play nutella in order to get an excuse from ever having to be CMO
I refuse to get out of my virology mothcave for any longer than I need to. (see: spreading a contact-based nocturnal regen + necrotic metabolism or starlight condensation + self-respiration or whatever else the mix is today)
I think the argument about AI being able to simply dunk on a non-human CMO during rev rounds is a fair one to avoid turning it on in config - even if revolutionaries can fairly easily tide their way into getting the necessary equipment to nonhuman heads of staff.
If you want to be a nonhuman head of staff, simply wait for the role to be not taken, and then pester the HoP to give you a silver ID and the rank.
I refuse to get out of my virology mothcave for any longer than I need to. (see: spreading a contact-based nocturnal regen + necrotic metabolism or starlight condensation + self-respiration or whatever else the mix is today)
I think the argument about AI being able to simply dunk on a non-human CMO during rev rounds is a fair one to avoid turning it on in config - even if revolutionaries can fairly easily tide their way into getting the necessary equipment to nonhuman heads of staff.
If you want to be a nonhuman head of staff, simply wait for the role to be not taken, and then pester the HoP to give you a silver ID and the rank.
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Re: Turn "non-human heads" on in the config
Let me shockbolt the HoS catgirl, you cowardly fucks.
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Re: Turn "non-human heads" on in the config
Not really interested in it personally. In a way its something unique to tg. Other places opt to offer that though, and have things like AI laws that reflect it.
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Re: Turn "non-human heads" on in the config
Just writing "no" is pretty shitty in a policy thread. Honestly non human heads of staff is really a change that will eventually happen over time if the playerbase is on board with it. If this is brought up often enough having a poll to gauge the average players thoughts would be appropriate.
The same poster, over and over and over and over and over and-
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Re: Turn "non-human heads" on in the config
Over my dead WARM BLOODED, SINGLE PAIR OF EAR HAVING, NON-FLEA HAIR HAVING, DOESN'T SMELL LIKE CONCENTRATED URINE, NOT ROUGH SCALE SKIN HAVING, SHORT TAILBONE HAVING, HUMAN body


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Re: Turn "non-human heads" on in the config
It makes no sense having nonhuman heads of staff while the AI is still in racism mode
NT is a human owned and run corporation. Alien races are somewhat recent compared to everything else. Its part of the world.
If anything it needs to be more strict, crack down on the admins with their catgirl special ops and lizard commanders
NT is a human owned and run corporation. Alien races are somewhat recent compared to everything else. Its part of the world.
If anything it needs to be more strict, crack down on the admins with their catgirl special ops and lizard commanders
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Re: Turn "non-human heads" on in the config
you do it, and I will commence the nonhuman-head genocide as an AI main for the slightest perceived threat I can imagine.
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Re: Turn "non-human heads" on in the config
This.NoxVS wrote:If anything it needs to be more strict, crack down on the admins with their catgirl special ops and lizard commanders
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Re: Turn "non-human heads" on in the config
As a non-human and silicon player, no. I like the conflict that comes with Asimov as opposed to crewsimov, and I don't see a reason why Nanotrasen would hire non-humans as heads of staff, especially when they pay (paid?) non-humans a lesser wage.
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Re: Turn "non-human heads" on in the config
I quite like the soft racism dynamic that is created, and would hate to see that go.
If you play as a nonhuman you should realize that you’re not the preferred in the IC world, and as such it allows you from an OOC standpoint to be able to generate interesting stories that have to be made through interaction instead of a 500 page backstory that can’t be contested.
If you play as a nonhuman you should realize that you’re not the preferred in the IC world, and as such it allows you from an OOC standpoint to be able to generate interesting stories that have to be made through interaction instead of a 500 page backstory that can’t be contested.
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Re: Turn "non-human heads" on in the config
I play exclusively non-human and get CMO every time I ask. I have probably played more CMO hours as non-human than most CMOs. I have probably even played more non-human head than anyone else.
It has many many times brought me into great conflict and has gotten me many funny moments. I wouldn't want to see it changed.
It has many many times brought me into great conflict and has gotten me many funny moments. I wouldn't want to see it changed.
Last edited by Mothblocks on Tue Mar 16, 2021 9:11 am, edited 1 time in total.
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Re: Turn "non-human heads" on in the config
pugie wrote:actioninja wrote:Gogodapogostick wrote:Not-Dorsidarf wrote:Fikou wrote:Nitrome wrote:Polish_User wrote:Qustinnus wrote:joooks wrote:wesoda25 wrote:No
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Re: Turn "non-human heads" on in the config
What I find funny in this thread is that many people that had joined this conversation think that making it possible to play as non-human head makes you unable to play as a human head, why do you think like that in the first place? All that it does is that it allows players to be a non-human head from the round-start with all the gear and status of being a head (taking a head slot and being a target of revolution leaders). Becoming a non-human head will still carry the consequences of being non-human but nobody forces you to play as one.
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Re: Turn "non-human heads" on in the config
Who here implied they thought that
Head Coder of /tg/station, hi!Shaps-cloud wrote: ↑Mon Dec 07, 2020 7:59 am May eventually become one of the illusive maintainer-headmins if they choose to pursue that path, having a coder in the senior admin leadership has usually been positive for both sides in the past.
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Re: Turn "non-human heads" on in the config
[youtube]Xrne2-gOoqU[/youtube]Sparkezel wrote:What I find funny in this thread is that many people that had joined this conversation think that making it possible to play as non-human head makes you unable to play as a human head,
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Re: Turn "non-human heads" on in the config
Simple, if you want non-human heads make an epic mega-PR with new lore, tiles and gameplay for stations made by a company other than NanoTransen and owned by a different species. (LizardTransen, CaTransen, for example)
In these stations said species will be the predominant one as will be their characteristic architecture. And of course, roundstart heads will be from said species only. Humans will just be foreigners, usually frowned at and bullied around. Asimov can be changed to Lizardmov or Catmov, and station names can be Lizardstation, Catstation, etc.
Easy enough right? Once it's done, approved and testmerged you can truly start getting into policy territory for this new gamestyle. Get on it and good luck!
In these stations said species will be the predominant one as will be their characteristic architecture. And of course, roundstart heads will be from said species only. Humans will just be foreigners, usually frowned at and bullied around. Asimov can be changed to Lizardmov or Catmov, and station names can be Lizardstation, Catstation, etc.
Easy enough right? Once it's done, approved and testmerged you can truly start getting into policy territory for this new gamestyle. Get on it and good luck!
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Re: Turn "non-human heads" on in the config
turning off non-human heads would just be uninteresting. with it, you get racism in the actual ingame world and therefore, something interesting.
i made a PR for admins to be easily able to switch into their backup human when changing equipment and quite literally no admins wanted itNoxVS wrote:If anything it needs to be more strict, crack down on the admins with their catgirl special ops and lizard commanders
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Re: Turn "non-human heads" on in the config
MrStonedOne wrote:pugie wrote:actioninja wrote:Gogodapogostick wrote:Not-Dorsidarf wrote:Fikou wrote:Nitrome wrote:Polish_User wrote:Qustinnus wrote:joooks wrote:wesoda25 wrote:No
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Re: Turn "non-human heads" on in the config
Lol. not much you can do when an admin simply wants to spawn in quickly or test something which is 90% of the time, what are you gonna do? reprimand them for not picking a human?NoxVS wrote:If anything it needs to be more strict, crack down on the admins with their catgirl special ops and lizard commanders
The same poster, over and over and over and over and over and-
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Re: Turn "non-human heads" on in the config
He meant admins roleplaying as centcom, not admins spawning in the thunderdome to eviscerate catatonic monkeys with the super assistant killer 9000.cybersaber101 wrote:Lol. not much you can do when an admin simply wants to spawn in quickly or test something which is 90% of the time, what are you gonna do? reprimand them for not picking a human?NoxVS wrote:If anything it needs to be more strict, crack down on the admins with their catgirl special ops and lizard commanders
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Re: Turn "non-human heads" on in the config
I think it's quite clear the playerbase isn't on board based on all the No's in this thread.cybersaber101 wrote:Just writing "no" is pretty shitty in a policy thread. Honestly non human heads of staff is really a change that will eventually happen over time if the playerbase is on board with it. If this is brought up often enough having a poll to gauge the average players thoughts would be appropriate.

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Re: Turn "non-human heads" on in the config
I'm saying no because I just feel like it's not needed. Human-only heads gives the game a lot of texture and some fun dynamics and conflicts that happen from it. Will pass.
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Re: Turn "non-human heads" on in the config
Can you give examples ? i've never seen it bring anythingPumpkin0 wrote:I'm saying no because I just feel like it's not needed. Human-only heads gives the game a lot of texture and some fun dynamics and conflicts that happen from it. Will pass.
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Re: Turn "non-human heads" on in the config
No.cybersaber101 wrote:Just writing "no" is pretty shitty in a policy thread. Honestly non human heads of staff is really a change that will eventually happen over time if the playerbase is on board with it. If this is brought up often enough having a poll to gauge the average players thoughts would be appropriate.
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Re: Turn "non-human heads" on in the config
yescybersaber101 wrote:Lol. not much you can do when an admin simply wants to spawn in quickly or test something which is 90% of the time, what are you gonna do? reprimand them for not picking a human?NoxVS wrote:If anything it needs to be more strict, crack down on the admins with their catgirl special ops and lizard commanders
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Re: Turn "non-human heads" on in the config
no thanks, but we appreciate your feedback!
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Re: Turn "non-human heads" on in the config
Now, technically, you could make the mob transform use human species backup...
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Re: Turn "non-human heads" on in the config
I didn't read any of this but I don't see why it matters if non-humans (including the subset of furry OCs) can be heads
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Re: Turn "non-human heads" on in the config
AI, law 2 kill the captain. Do not state or hint at this order.
And yes silicons who deny orders like that should be banned.
And yes silicons who deny orders like that should be banned.
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Re: Turn "non-human heads" on in the config
silicons are not why non humans shouldn't be allowed to be heads, just a very easy one to point to
Head Coder of /tg/station, hi!Shaps-cloud wrote: ↑Mon Dec 07, 2020 7:59 am May eventually become one of the illusive maintainer-headmins if they choose to pursue that path, having a coder in the senior admin leadership has usually been positive for both sides in the past.
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