Search found 1616 matches

by Scones
Fri Nov 21, 2014 8:54 am
Forum: General Chat
Topic: Stories of Awesome (Or something close to it.)
Replies: 2028
Views: 658396

Re: Stories of Awesome (Or something close to it.)

cedarbridge wrote: Act shifty, get shot.
My new motto.
by Scones
Fri Nov 21, 2014 12:31 am
Forum: Resolved Requests
Topic: Rick Perry, shitcurity perma
Replies: 8
Views: 2854

Re: Rick Perry, shitcurity perma

Well it was the round cult actually summoned nar-sie. I'm mostly annoyed by the fact he didn't check chat log but had the time to drag me from robotics to brig, strip me, and then put me in perma. And I was the only roboticist since the other wanted me to Borg him. Also I yelled through comms multi...
by Scones
Fri Nov 21, 2014 12:30 am
Forum: General Chat
Topic: Stories of Awesome (Or something close to it.)
Replies: 2028
Views: 658396

Re: Stories of Awesome (Or something close to it.)

To be honest, that was a pretty shitty reason to search him. Especially because you're the Detective. Your job is to investigate crimes, not to play vigilante. Yet it often is the only way to stop a cult before you get overrun. Yeah, I don't think it's normally okay to drop people who you find wand...
by Scones
Thu Nov 20, 2014 5:23 pm
Forum: General Chat
Topic: Stories of Awesome (Or something close to it.)
Replies: 2028
Views: 658396

Re: Stories of Awesome (Or something close to it.)

>detective >get my seclite from a surprisingly cooperative hos >begin making peoples lives difficult by prowling maint for ne'er-do-wells >doctor tries to slip into maint via the door i open >stare and close the door >complete patrol through all upper maint >move on to medical and science maint >sam...
by Scones
Thu Nov 20, 2014 5:05 pm
Forum: Resolved Requests
Topic: Rick Perry, shitcurity perma
Replies: 8
Views: 2854

Re: Rick Perry, shitcurity perma

I'd like to contribute here by saying this guy needs to have his Security privileges look into - I've played alongside him as assorted roles + HoS, and mother of god his poor communication skills, poor understanding of the game, and all-around thickheadedness makes me sigh a little bit every time I ...
by Scones
Wed Nov 19, 2014 12:49 am
Forum: Roleplaying
Topic: How do we make ss13 more immersive?
Replies: 38
Views: 11413

Re: How do we make ss13 more immersive?

That would be funny to hear voices of players. Or non-english players, like me. It would be pretty funny but I think everyone would grow a little hoarse from screaming 'GET THE FUCK OUT OF MY WORKPLACE' to every chucklefuck who breaks a window or two so he can hump the protolathe/particle accelerat...
by Scones
Thu Nov 13, 2014 5:02 pm
Forum: Roleplaying
Topic: How do we make ss13 more immersive?
Replies: 38
Views: 11413

Re: How do we make ss13 more immersive?

The problem is the absolute vast majority of criminal cases have no room for interpretation. There's no ambiguity or doubt on who committed the crime nor is Security held to a Government/Corporation standard to hold criminal or civil trials. One can make the assumption that a trial is held for the ...
by Scones
Thu Nov 13, 2014 4:54 pm
Forum: Coding Feedback
Topic: Oddyseus mounted sleeper
Replies: 15
Views: 4718

Re: Oddyseus mounted sleeper

More like Odysseus Mounted Kidnapper
by Scones
Thu Nov 13, 2014 4:50 pm
Forum: Roleplaying
Topic: How do we make ss13 more immersive?
Replies: 38
Views: 11413

Re: How do we make ss13 more immersive?

A removal of tense/serious moments being ruined by some ear-rape 16-bit midi track that someone thinks is "suiting". On a more serious note, there should be some incentive for Security actually prosecuting and holding trial, rather than searching someone's bag and mumbling "Mmm yeah p...
by Scones
Thu Nov 13, 2014 4:21 pm
Forum: Coding Feedback
Topic: Can we have a visual indicator for Space Lube'd floors?
Replies: 70
Views: 13255

Re: Can we have a visual indicator for Space Lube'd floors?

This falls into the same category as disposal traps into space/glass/the singlo to me. I disagree. I have a pretty healthy amount of respect for the creative Atmospheric Technician/Engineer who takes the time and planning to build an elaborate pipe ride into the afterlife without being detected. Th...
by Scones
Thu Nov 13, 2014 12:01 pm
Forum: Coding Feedback
Topic: Can we have a visual indicator for Space Lube'd floors?
Replies: 70
Views: 13255

Re: Can we have a visual indicator for Space Lube'd floors?

The main problem as has been pointed out is that the chemist is a amazingly powerful role. I remember that we once were talking about making him less able to spam power chemicals by tying him more into supply and mining and putting griefy chemicals and powerful medicines behind plasma and botany bu...
by Scones
Thu Nov 13, 2014 9:32 am
Forum: Coding Feedback
Topic: Can we have a visual indicator for Space Lube'd floors?
Replies: 70
Views: 13255

Re: Can we have a visual indicator for Space Lube'd floors?

Only in ss13 can we have a forum thread about space lube though, holy crap. I've sort of given up trying to explain the inner machinations of this game to my friends. "No, you see, it slips TOO well! People need to change it." "Wait, wait, back up. You're telling me the balance issue...
by Scones
Thu Nov 13, 2014 9:27 am
Forum: Coding Feedback
Topic: Can we have a visual indicator for Space Lube'd floors?
Replies: 70
Views: 13255

Re: Can we have a visual indicator for Space Lube'd floors?

it's literally only funny for the clown/mime using it. This. While I respect slippery death traps as an antag thing, in my personal experience, 9/10 space lube hellholes are created by a disgruntled chemist or a clown/mime equipped by the aforementioned chemist. So we have three factors: Incredibly...
by Scones
Thu Nov 13, 2014 8:15 am
Forum: Coding Feedback
Topic: Can we have a visual indicator for Space Lube'd floors?
Replies: 70
Views: 13255

Re: Can we have a visual indicator for Space Lube'd floors?

Lube should either be invisible or better at slipping, not both. Thank you for making this thread. Thank you for responding in a timely fashion. I know polytricnic may be first on the chopping block to stop the Chemist's overtuned power levels, but I wanted to slip this in while we're discussing ch...
by Scones
Thu Nov 13, 2014 6:47 am
Forum: Coding Feedback
Topic: Can we have a visual indicator for Space Lube'd floors?
Replies: 70
Views: 13255

Re: Can we have a visual indicator for Space Lube'd floors?

I thought lube's invisibility was part of the point of using it over water. Or maybe the fact that it slips for so much longer, and can send you across a room. I think that something has to change, and I don't like gimping things with specialized uses - Just make it visible yet more potent than wat...
by Scones
Thu Nov 13, 2014 5:55 am
Forum: Coding Feedback
Topic: Can we have a visual indicator for Space Lube'd floors?
Replies: 70
Views: 13255

Can we have a visual indicator for Space Lube'd floors?

In light of the Chemist being a powerhouse role with access to the death-acid (Which has it's own thread) and a couple other choice chemicals, I'd like to start discussion about the fact that Space Lube is in fact undetectable on floor tiles. Once it has been applied, unless you have seen somebody g...