Search found 996 matches

by Cik
Sun Jun 21, 2015 8:25 am
Forum: Ideas
Topic: MMI/posibrain mech QOL improvements
Replies: 15
Views: 3829

Re: MMI/posibrain mech QOL improvements

nah binary isn't necessary, just easier to use controls, thanks amigo edit: now that the cat is out the bag so to speak i think giving ripleys normal AI-esque door controls is perfectly fine; it doesn't really make sense that an MMI or posibrain, which don't have to go through a sophisticated proces...
by Cik
Sun Jun 21, 2015 3:42 am
Forum: Ideas
Topic: MMI/posibrain mech QOL improvements
Replies: 15
Views: 3829

Re: MMI/posibrain mech QOL improvements

Its rare that people play for a hour and a half as a posi-brain/MMI in a mech. Mechs with door access, the ability to use consoles, quick access icons, ect ect, would essentially be the down fall of the station, because robotics would ONLY build mechs, disregarding cyborgs/RnD/other people. i don't...
by Cik
Sun Jun 21, 2015 2:35 am
Forum: Ideas
Topic: MMI/posibrain mech QOL improvements
Replies: 15
Views: 3829

MMI/posibrain mech QOL improvements

hi, i just played an extended round as a ripley for probably at least an hour and half, and while it was fun to run around as a mech fulltime it desperately needs some improvements just to general usability; they were obviously designed to be a human augment rather than a full time thing and it's ev...
by Cik
Sat Jun 20, 2015 10:01 pm
Forum: Coding Feedback
Topic: Operatives and teleport boards.
Replies: 34
Views: 7734

Re: Operatives and teleport boards.

like saegrimr said, just remove ability to go to the derelict, it's too easy. if the op team wants to spend 20 minutes fucking around to find the derelict while R&D puts together high research levels and take the risk of having high level guns deployed against them, that's their business but it'...
by Cik
Sat Jun 20, 2015 9:51 pm
Forum: Ideas
Topic: Syndicate Factions - Credits to Lichling
Replies: 18
Views: 3927

Re: Syndicate Factions - Credits to Lichling

access to an incredible wealth of nice technology, intelligence and support from a wide variety of techbases. transport on the big corp ships, the fact that they are all anti-NT?

seems ok to me anyway
by Cik
Sat Jun 20, 2015 9:46 pm
Forum: Coding
Topic: Dismemberment & Organs
Replies: 162
Views: 42838

Re: Dismemberment & Organs

you can still cuff a one armed man, and if they chop off both arms to escape sec more power to them i guess considering they won't be able to hold or manipulate anything
by Cik
Sat Jun 20, 2015 8:29 am
Forum: Coding Feedback
Topic: Armour Nerfs
Replies: 234
Views: 42651

Re: Armour Nerfs

why not just simply remove the sec cams and / or lock them behind a relatively low R&D barrier or something

i mean what is the suggestion here, removing the AI's ability to see through cameras

i don't get it
by Cik
Sat Jun 20, 2015 7:22 am
Forum: Ideas
Topic: Syndicate Factions - Credits to Lichling
Replies: 18
Views: 3927

Re: Syndicate Factions - Credits to Lichling

i'd really like to see this used in whole or part. i could think up some more 'specialist' faction only equipment if ideas are needed to flesh this thing out. in particular it would be incredibly easy to specialize for SELF, gorlex and cybersun, who are the most flavorful in my opinion. i'll think o...
by Cik
Fri Jun 19, 2015 6:09 pm
Forum: Ideas
Topic: An increase in traitor TC
Replies: 18
Views: 4312

Re: An increase in traitor TC

as it is if you don't spawn with high access you basically have to get a crypto A screwdriver, multitool and crowbar won't have you executed for possessing, leave much less evidence, and work quite well too. and i frequently use them, but they aren't a real substitute if you're in a time-sensitive ...
by Cik
Fri Jun 19, 2015 5:57 pm
Forum: Ideas
Topic: An increase in traitor TC
Replies: 18
Views: 4312

Re: An increase in traitor TC

i'd support that. as it is if you don't spawn with high access you basically have to get a crypto, and then if you want to defend yourself even in a minor way you need a stech or sword, and then your only real choice is overt hand to hand combat against whoever you're supposed to kill. i think a cer...
by Cik
Fri Jun 19, 2015 5:36 pm
Forum: Coding Feedback
Topic: Slowspace
Replies: 20
Views: 4723

Re: Slowspace

yeah jetpacks esp. are far slower than they used to be, i'm not kidding when i say they used to be twice as fast i don't know if mrperson was just a sneaky devil and hid some other speed nerf somewhere but if you're sure you reverted it something's up the whole change was really strange honestly, no...
by Cik
Fri Jun 19, 2015 8:06 am
Forum: General Chat
Topic: Screenshots General
Replies: 2758
Views: 923457

Re: Screenshots General

invisty wrote:Average cargo round.

Image
god this was the fucking worst. i was the AI and there were like 4 singulos running by the end, which had probably about 30-40% of my cameras constantly being fucking EMPed

what a clusterfuck
by Cik
Fri Jun 19, 2015 7:33 am
Forum: Ideas
Topic: Give sec hardsuit a build in jetpack
Replies: 29
Views: 6208

Re: Give sec hardsuit a build in jetpack

Sec hardsuits have far more armor than engineering hardsuits do. They don't need the extra mobility if built in jetpacks. Armor is almost completely worthless compared to Mobility in our robust combat system. Want proof? Go pick a fight with literately anyone not wearing a hardsuit when you are. Us...
by Cik
Fri Jun 19, 2015 7:29 am
Forum: Ideas
Topic: Combat Overhaul Documentation
Replies: 34
Views: 5847

Re: Combat Overhaul Documentation

well the stun overhaul wasn't so bad. it did improve combat i think still please do a few things if you're going to vary combat write it up so that people actually know how it functions, goofchem was a mess for this because until about a week or two after no one knew what anything fucking did or how...
by Cik
Fri Jun 19, 2015 6:55 am
Forum: Coding Feedback
Topic: mediborg
Replies: 22
Views: 6304

Re: mediborg

Spoiler:
spoilered shameful bump for hopeful coder attention
by Cik
Fri Jun 19, 2015 6:38 am
Forum: Coding Feedback
Topic: Slowspace
Replies: 20
Views: 4723

Re: Slowspace

jetpacks especially are nowhere even close to what they used to be

or at least, i'm 99% on that. jetpacks used to be probably at least double the speed

maybe

now you have me doubting myself
by Cik
Fri Jun 19, 2015 6:34 am
Forum: Ideas
Topic: Combat Overhaul Documentation
Replies: 34
Views: 5847

Re: Combat Overhaul Documentation

i'm not against a combat overhaul but it needs to be rolled out in stages and WELL TESTED

let's not have a repeat of goofchem ok? this could be the next megashitstorm if done wrong
by Cik
Fri Jun 19, 2015 3:09 am
Forum: Ideas
Topic: Augmentations
Replies: 53
Views: 12009

Re: Augmentations

i'm just waiting for the baleful eye implant

any day now

edit: also where are my fucking mechadendrites isn't this /tg/station seriously
by Cik
Fri Jun 19, 2015 2:01 am
Forum: Coding Feedback
Topic: Traitor objectives, and how to fix them
Replies: 18
Views: 4446

Re: Traitor objectives, and how to fix them

i don't know if it's possible but it might be necessary to have some of these be only in certain population #, once the population hits 40+ RND is a thing that happens almost every round. in 20pop though it's less certain.
by Cik
Fri Jun 19, 2015 12:12 am
Forum: Ideas
Topic: Make Changeling Not Terrible
Replies: 20
Views: 3738

Re: Make Changeling Not Terrible

none of them achieve what the thing is actually supposed to be able to do though

all of them are direct, overt combat abilities, the other ones that are supposed to achieve stealth are all trash
by Cik
Thu Jun 18, 2015 9:01 pm
Forum: Coding Feedback
Topic: Traitor objectives, and how to fix them
Replies: 18
Views: 4446

Re: Traitor objectives, and how to fix them

i think a neat thing to do would have a 'computer bug' objective, and even an item that would allow you to remote control terminals/download things from them. the ninja objective of downloading or erasing R&D research could easily become a general traitor objective. say you have to bug the RD's ...
by Cik
Thu Jun 18, 2015 8:51 pm
Forum: Ideas
Topic: Make Changeling Not Terrible
Replies: 20
Views: 3738

Re: Make Changeling Not Terrible

b-but the thing couldn't replicate metal in the movie :S it doesn't have to replicate it, it just has to rip it out and then fleshmorph it inside of itself, something that shouldn't be too hard for something that doesn't seem to care about morphing it's own body in ridiculous fast ridiculous diffic...
by Cik
Thu Jun 18, 2015 8:33 pm
Forum: Ideas
Topic: Make Changeling Not Terrible
Replies: 20
Views: 3738

Re: Make Changeling Not Terrible

Lings have no gas defense at all, and are as reliant on O2 canisters as everyone else, which should not be the case, adrenal sacs and panacea do nothing whatsoever to knockout gasses. this is very true. i think they should be able to have an internal air supply, make it a power and then put it in t...
by Cik
Thu Jun 18, 2015 5:37 pm
Forum: Ideas
Topic: Make Changeling Not Terrible
Replies: 20
Views: 3738

Re: Make Changeling Not Terrible

in fact, i got a few concrete suggestions for improving changelings stealth ability thermoptic camouflage: like the alien hunter cloak, perhaps it turns them the color of the tile they are currently standing on? mite b cool cost ??? gravesting: renamed cryo/mute sting, but together so they are easie...
by Cik
Thu Jun 18, 2015 5:15 pm
Forum: Ideas
Topic: Make Changeling Not Terrible
Replies: 20
Views: 3738

Re: Make Changeling Not Terrible

Changeling has been through so many iterations that no one actually has any clear idea of how exactly the Changeling should play I suggest everyone here go back and watch John Carpenter's 1982 movie The Thing to understand what it was intended to be in the first place. It's a good movie. But that's...
by Cik
Thu Jun 18, 2015 5:06 pm
Forum: Ideas
Topic: Make Changeling Not Terrible
Replies: 20
Views: 3738

Re: Make Changeling Not Terrible

changelings core problem in my opinion is that it's very very difficult to stealthily "take someone's place" that is, in order to take their place they have to be thoroughly out of commission, that usually means killing them. are changelings good at killing? yes of course they are, however...
by Cik
Thu Jun 18, 2015 3:38 am
Forum: Coding Feedback
Topic: Traitor objectives, and how to fix them
Replies: 18
Views: 4446

Re: Traitor objectives, and how to fix them

the factions aren't a bad idea and have a lore precedent, it might be better if you can pick which one you are though; it would kind of suck to get shafted with a faction you don't enjoy after waiting weeks for antag. even if you made it chooseable i'd still bet on seeing a pretty decent spread betw...
by Cik
Thu Jun 18, 2015 3:01 am
Forum: Ideas
Topic: Give sec hardsuit a build in jetpack
Replies: 29
Views: 6208

Re: Give sec hardsuit a build in jetpack

engineers don't have built in jetpacks unless i've been missing something or i'm dumb

i really wish they did though with slowspace wiring the solars is fucking S L O W
by Cik
Wed Jun 17, 2015 10:14 pm
Forum: General Chat
Topic: How did you find out about SS13?
Replies: 44
Views: 12799

Re: How did you find out about SS13?

/tg/
by Cik
Wed Jun 17, 2015 3:47 pm
Forum: Spriting and Mapping
Topic: DiscStation Thread: Out of Rotation for Maintence
Replies: 162
Views: 54261

Re: DiscStation Thread

i really like how it's asymmetrical

mite b neato
by Cik
Wed Jun 17, 2015 4:08 am
Forum: Admin Feedback
Topic: NikNakFlak
Replies: 233
Views: 85224

Re: NikNakFlak

gave me nice advice about how to apprentice as a first-timer (well, as a wizard/apprentice anyway) advice was helpful, pertinent and voluminous

i fucked it up anyway and died early on lynched by 20 people after mindswapping captain but it was fun anyway :^)
by Cik
Tue Jun 16, 2015 7:54 am
Forum: Admin Complaints
Topic: Admin Complaints about Events
Replies: 71
Views: 40450

Re: Admin Complaints about Events

i am detecting precisely no ulterior motive whatsoever here
Spoiler:
oh wait there might be one :^)
by Cik
Sun Jun 14, 2015 7:11 am
Forum: Video Games
Topic: The Joy Of Flight
Replies: 176
Views: 44388

Re: The Joy Of Flight

to be fair even the eagle became a bomb truck after awhile just because america never had to deal with the cold war air war over germany that it was building all these fighters for, anyway. though the >muh eagle was strongly against boyd i'm sure anyway falcon still very acceptable as a dogfighter, ...
by Cik
Sat Jun 13, 2015 12:40 am
Forum: Coding
Topic: Dismemberment & Organs
Replies: 162
Views: 42838

Re: Dismemberment & Organs

waiting for godot.exe
by Cik
Sat Jun 13, 2015 12:35 am
Forum: Closed Policy Discussion
Topic: Releasing N2O as an Asimov Silicon
Replies: 36
Views: 8304

Re: Releasing N2O as an Asimov Silicon

oh, yeah i was speaking strictly from canisters. obviously trying to solve a fistfight by inundating the station in knockout gas is a little much edit: and cleanup is alot easier now with fastmos, just a single room shouldn't take that long to clean. imo there's no real reason to flood from vents as...
by Cik
Sat Jun 13, 2015 12:33 am
Forum: Coding Feedback
Topic: AI Feedback: Constructive Edition
Replies: 224
Views: 52032

Re: AI Feedback: Constructive Edition

well gee gun hog i know that ya dummy :^)
by Cik
Fri Jun 12, 2015 11:33 pm
Forum: Coding Feedback
Topic: AI Feedback: Constructive Edition
Replies: 224
Views: 52032

Re: AI Feedback: Constructive Edition

not really considering it just clutters the chat. it's very likely that in most cases an AI will see a blacked out region long before the EMP alarm shows up anyway. it'd be better if it was just removed. that or do the sane thing and just make it so it triggers when the EMP does.. you know consideri...
by Cik
Fri Jun 12, 2015 11:16 pm
Forum: Coding Feedback
Topic: AI Feedback: Constructive Edition
Replies: 224
Views: 52032

Re: AI Feedback: Constructive Edition

how about game reason

"what is point of alarm if it doesn't trigger when the thing actually happen"

either make the alarm useful or just remove it, it's certainly not useful now "oh i have alarm it tell me emp went off over a minute ago"

seems useful

y/n

thx
by Cik
Fri Jun 12, 2015 9:33 pm
Forum: Closed Policy Discussion
Topic: Releasing N2O as an Asimov Silicon
Replies: 36
Views: 8304

Re: Releasing N2O as an Asimov Silicon

as long as it serves a law one purpose you are OK. source: i have done it as an engineering cyborg (no way to nonharmfully disable besides n20) several times during rev before and not banned rule one applies of course don't do it at the start of the round dummy because while it's technically valid u...
by Cik
Fri Jun 12, 2015 9:08 pm
Forum: Coding Feedback
Topic: AI Feedback: Constructive Edition
Replies: 224
Views: 52032

Re: AI Feedback: Constructive Edition

the camera alarm on restart doesn't even make any sense who designs a camera alarm that triggers when it turns back on? i mean wat da fuc an alarm that's designed to tell you when a camera is out should trigger on loss of signal from the camera but instead it triggers on return of signal? how does t...
by Cik
Fri Jun 12, 2015 9:06 pm
Forum: Coding Feedback
Topic: mediborg
Replies: 22
Views: 6304

Re: mediborg

aren't trekchems worse at healing though? tbh the whole problem could be fixed simply but doubling the amount of direct brute/burn healing chems in the hypo and then making it dispense 10 instead of 5, that way you would be able to quickly dose people and heal more than one person at once that and t...
by Cik
Thu Jun 11, 2015 9:30 pm
Forum: Ideas
Topic: Timelock/Whitelist Nuke Ops Leader
Replies: 23
Views: 5819

Re: Timelock/Whitelist Nuke Ops Leader

Ezel wrote:Or we cannot better code a new button or shit

Is it so hard to lead somoene else lead?
yes however this usually leads to mass confusion / a powerstruggle / a delay
by Cik
Thu Jun 11, 2015 7:11 pm
Forum: Ideas
Topic: Timelock/Whitelist Nuke Ops Leader
Replies: 23
Views: 5819

Re: Timelock/Whitelist Nuke Ops Leader

two prong solution one: make a seperate antag on/off button (on character role selection screen) for nuke op team leader two: timelock nukeop team leader much higher than nukeop team member i've done a few OP raids with a decent success rate however it seems like every time i RNG nukeops i am team l...
by Cik
Thu Jun 11, 2015 1:58 am
Forum: Coding Feedback
Topic: How lethal should SS13 be?
Replies: 151
Views: 34533

Re: How lethal should SS13 be?

i support giving more TC to traitors but 40 might be a bit far unless it's segmented, or some of the costs are changed. 40 TC as it currently is means that one or two traitors could effectively bomb the station into a crater. a 14tc syndibomb takes several engineers a while to fix, and in many round...
by Cik
Thu Jun 11, 2015 1:48 am
Forum: Coding Feedback
Topic: AI Feedback: Constructive Edition
Replies: 224
Views: 52032

Re: AI Feedback: Constructive Edition

yeah seems gud, so who's coding it?

would fix all ai problems imo along with some other changes in thread

t. ai
by Cik
Thu Jun 11, 2015 1:36 am
Forum: Off Topic
Topic: Texas Pool Party
Replies: 104
Views: 22898

Re: Texas Pool Party

personally i think they dindu nuffin

in fact nobody did anything

rowdy people were rowdy and the cop did nothing besides have his gun unholstered for like 5 seconds

yep dindu nuffin
by Cik
Wed Jun 10, 2015 2:17 pm
Forum: Off Topic
Topic: Anti-shitstirrers General: Stop Bitching 2015
Replies: 19
Views: 3747

Re: Anti-shitstirrers General: Stop Bitching 2015

is there anything to this other than "don't have opinions i don't like"
?

this is a stupid thread i shouldn't be bumping it but whatever
by Cik
Tue Jun 09, 2015 6:08 pm
Forum: Coding
Topic: XHUIS' SUMMER THAW EVENT (ended)
Replies: 146
Views: 35746

Re: XHUIS' SUMMER THAW EVENT

i agree, of course if it's 4500~ kpa plasma it should throw you across the room and mash your bones to power, but it's worth it. right now you can effectively ruin atmos by replacing plasma ---> mix with a single straight pipe LOL ETERNAL PRESSURE GAIN it's effectively unfixable which is just ridicu...
by Cik
Mon Jun 08, 2015 11:00 pm
Forum: Coding Feedback
Topic: AI Feedback: Constructive Edition
Replies: 224
Views: 52032

Re: AI Feedback: Constructive Edition

i like the idea of having data hubs that influence AI control level as it really does make sense and seems like a fairly organic way to be able to deal with the AI partially instead of the nuclear operation of trying to bomb your way into the core and kill it, which is not only nearly impossible but...
by Cik
Mon Jun 08, 2015 7:19 pm
Forum: Closed Policy Discussion
Topic: Paladin-Lawset Thread 303921399585
Replies: 25
Views: 8674

Re: Paladin-Lawset Thread 303921399585

paladin is incredibly nebulous by design. the two real questions in the lawset are what is evil what is legitimate authority keep in mind it defines neither; the only real limit on your actions are rule 1. you could actually execute people on your own initiative, even if the captain tells you not to...