Search found 1616 matches

by Scones
Wed Aug 26, 2015 10:31 pm
Forum: Ideas
Topic: Human cosmetics with Ricotez's mutant parts system
Replies: 8
Views: 1885

Human cosmetics with Ricotez's mutant parts system

It's what it was intended for, actually - Things like tattoos, easily expandable to watches, earrings, all kinds of fun small cosmetics

I just need people to make a list of these things because they're not that hard to sprite. I'm just not big on ideas.
by Scones
Wed Aug 26, 2015 7:25 pm
Forum: Ideas
Topic: Gving the AI and sec something to do to reduce validhunting
Replies: 68
Views: 11710

Re: Gving the AI and sec something to do to reduce validhunt

Zilenan91 wrote:
Tornadium wrote:Why not just remove AI from round start positions and require the AI to be built? (Requiring research).

Then you can keep the AI and give the bridge commander and crew a purpose.

This would remove Malf mode
Nothing of value lost
by Scones
Wed Aug 26, 2015 7:23 pm
Forum: Coding Feedback
Topic: Gang Mode
Replies: 46
Views: 9732

Re: Gang Mode

Lemme throw this out there: At a certain point (yet to be determined) in a gang round, an automated centcom announcement is made stating that they've made a deal with the $GangThatControlsTheLeastTerritory gang and that any remaining implanted crew should help the losing gang defeat the currently w...
by Scones
Tue Aug 25, 2015 8:46 pm
Forum: Coding Feedback
Topic: Shadowlings
Replies: 99
Views: 24673

Re: Shadowlings

Allow pre-hatch enthralling up to 3. The current number of shadowlings is a buffer to account for shitty players - Usually at least 2 will die to being slobbering mongoloids who can't be asked to read up on the role they are playing. I don't think they need to be more numerous - As time goes on and ...
by Scones
Tue Aug 25, 2015 8:34 pm
Forum: Closed Policy Discussion
Topic: New changeling objectives in regards to required teamplay.
Replies: 60
Views: 15263

Re: New changeling objectives in regards to required teampla

I was always operating on the assumption they are solo antags with no obligations to the team - Just, a lot of rewards for actually caring to work together

I don't think the code changes should cause a policy change in regards to antag behavior but ehhh those are def. team objectives
by Scones
Tue Aug 25, 2015 5:12 am
Forum: Coding Feedback
Topic: Security Roundstart Population
Replies: 64
Views: 13461

Re: Security Roundstart Population

I think a lot of perceived issues with security come from people who are new players/not english speakers playing it, both of which happens a LOT I make an effort to make sure timers are adjusted suitingly, and I swear to god when someone does wrong it gets fixed and the culprit is 9/10 times one of...
by Scones
Mon Aug 24, 2015 10:27 pm
Forum: Ideas
Topic: Potential rework to certain antagonist roles
Replies: 13
Views: 2717

Re: Potential rework to certain antagonist roles

Wizard lends itself to lasting less time than any other gamemode because it can fuck the station up faster than any other gamemode, to be fair

And it's about one main antag and perhaps the side antags he spawned. It can only be so long.
by Scones
Mon Aug 24, 2015 9:52 pm
Forum: Coding Feedback
Topic: Nuke Op Shuttle Turrets
Replies: 19
Views: 2506

Re: Nuke Op Shuttle Turrets

They don't even work 90% of the time
by Scones
Mon Aug 24, 2015 7:22 am
Forum: General Chat
Topic: Favourite Roundtype
Replies: 18
Views: 4507

Re: Favourite Roundtype

Nuke quality varies on the current build, sometimes its unplayable bullshit (See the nodrop bioterror era), sometimes it's pretty fun (current, old swat helmet)
by Scones
Mon Aug 24, 2015 2:46 am
Forum: Ideas
Topic: Default Lethal Weapons for Security
Replies: 255
Views: 47720

Re: Default Lethal Weapons for Security

"i-its for mining!!!!"

what a crock of shit i have nearly 5k connections and i've seen bombs in mining given from science ONCE

ONCE

bombs leave toxins without a good reason -> into the trash you go
by Scones
Mon Aug 24, 2015 1:11 am
Forum: Ideas
Topic: Default Lethal Weapons for Security
Replies: 255
Views: 47720

Re: Default Lethal Weapons for Security

Sounds like a negative outlook on your part

Security is not a secondary antagonist
by Scones
Mon Aug 24, 2015 12:33 am
Forum: General Chat
Topic: AI Quirk Laws
Replies: 58
Views: 18974

Re: AI Quirk Laws

Humans are incapable of saying the words "AI" and "Door" in the same sentence. > Humans are incapable of saying the words 'AI' and 'Door' in the same sentence. > This person said 'AI' and 'Door' in the same sentence. > Ergo, this person is not a human. This could end very very b...
by Scones
Mon Aug 24, 2015 12:32 am
Forum: Ideas
Topic: Default Lethal Weapons for Security
Replies: 255
Views: 47720

Re: Default Lethal Weapons for Security

AnonymousNow wrote: But security is, and has been for some time, the secondary antagonist to most modes, and that is terrible.
can i get some examples
by Scones
Mon Aug 24, 2015 12:25 am
Forum: Coding
Topic: New & (Nearly) Finished Jobs - Bridge Crew & Commander
Replies: 25
Views: 7562

Re: New & (Nearly) Finished Jobs - Bridge Crew & Commander

Also these guys become the ultimate antag counter

Captain's bodyguard recall stopper subversion blocker
by Scones
Mon Aug 24, 2015 12:23 am
Forum: Ideas
Topic: Potential rework to certain antagonist roles
Replies: 13
Views: 2717

Re: Potential rework to certain antagonist roles

I'm not a fan of ending a round ASAP; it doesn't give you much time to celebrate. Calling the shuttle automatically, however - that might work. (It'd also prevent mulligan, I think?) Shit idea. You're tacking on artifical round time by 10-20 minutes with zero antagonists onto rounds that take 45-60...
by Scones
Sun Aug 23, 2015 5:20 pm
Forum: Coding
Topic: New & (Nearly) Finished Jobs - Bridge Crew & Commander
Replies: 25
Views: 7562

Re: New & (Nearly) Finished Jobs - Bridge Crew & Commander

Kind of extremely redundant while the HoP and Captain are both constantly on the Bridge

Not to mention the Bridge is rather small
by Scones
Sun Aug 23, 2015 5:18 pm
Forum: Ideas
Topic: Gving the AI and sec something to do to reduce validhunting
Replies: 68
Views: 11710

Re: Gving the AI and sec something to do to reduce validhunt

How about you get off your high horse about valid hunting, If you wanted to make the case against vigilantes you might be on to something, but validhunting/play2win is the best place for security, sorry, I don't give out participation trophies or pitty-wins, I will not cheapen your victory by prete...
by Scones
Sat Aug 22, 2015 6:59 am
Forum: Off Topic
Topic: Thingu
Replies: 12
Views: 3473

Re: Thingu

perfect
by Scones
Sat Aug 22, 2015 6:46 am
Forum: Roleplaying
Topic: Song of Swords
Replies: 11
Views: 4244

Re: Song of Swords

Just award grit in copious amounts for surviving the fabled slum arenas
by Scones
Sat Aug 22, 2015 2:09 am
Forum: Ideas
Topic: Default Lethal Weapons for Security
Replies: 255
Views: 47720

Re: Default Lethal Weapons for Security

"Antags haven't been buffed"

"Security gets positive changes"

This subforum is a fucking joke jesus christ
by Scones
Sat Aug 22, 2015 2:08 am
Forum: Former Admins
Topic: [No Longer Admin] Stickymayhem
Replies: 329
Views: 121659

Re: Stickymayhem

Image
by Scones
Fri Aug 21, 2015 6:04 pm
Forum: Coding Feedback
Topic: Stun overhaul/nerf
Replies: 76
Views: 14359

Re: Stun overhaul/nerf

The game is really different at higher populations

Also don't fellate oldman it enables him darnit
by Scones
Fri Aug 21, 2015 5:54 pm
Forum: Coding Feedback
Topic: Stun overhaul/nerf
Replies: 76
Views: 14359

Re: Stun overhaul/nerf

I think the connection thing is relevant because he's the host(?)/some administrative element for a downstream server that HAS made this change Also Oldman is right - The more you play this game, the more accurate data you are collecting, and the more you can respectably speak on matters of balance....
by Scones
Fri Aug 21, 2015 5:05 pm
Forum: Ideas
Topic: Make floors deconstructable?
Replies: 6
Views: 2005

Re: Make floors deconstructable?

Not with current fastmos

It's not like RCDs are unobtainable with 4 on the map + autolathe, if you need to make DOOM HOLES get one of those
by Scones
Fri Aug 21, 2015 2:55 pm
Forum: Closed Complaints
Topic: [???] Amelius - Deleting an antagonist
Replies: 17
Views: 3444

Re: [???] Amelius - Deleting an antagonist

MSO the fixed the absurd revenant spawn rate (They were more common than carp waves) last night so hopefully this won't happen again
by Scones
Fri Aug 21, 2015 2:47 pm
Forum: Resolved Appeals
Topic: [Tsaricide] HBL - Salt Revving
Replies: 8
Views: 1898

Re: [Tsaricide] HBL - Salt Revving

Tsar just does things like this to try and stir shit.
by Scones
Fri Aug 21, 2015 6:13 am
Forum: Roleplaying
Topic: Song of Swords
Replies: 11
Views: 4244

Song of Swords

It's a tabletop that I found on /tg/ You can download it here: http://www.mediafire.com/download/12xqm1p2q69m392/Song+of+Swords.rar It aims to simulate grim reality and fuel low-power-level fantasy/historical campaigns with character progression that revolves around the development of the character ...
by Scones
Fri Aug 21, 2015 12:30 am
Forum: Closed Complaints
Topic: [???] Amelius - Deleting an antagonist
Replies: 17
Views: 3444

Re: [???] Amelius - Deleting an antagonist

Are you sure you were deleted instead of just falling prey to one of the many bugs involving revenant deaths?
by Scones
Fri Aug 21, 2015 12:08 am
Forum: Ideas
Topic: SYNDIE HEADSET KEYS HOLY SHIT
Replies: 28
Views: 5257

Re: SYNDIE HEADSET KEYS HOLY SHIT

If you don't think traitors are good right now I don't know what to tell you honestly. Recent changes to items in departments (See JETPACKS among other things) have made traitors able to purchase items to compliment what they already have from their job instead of the other way around. They're good,...
by Scones
Fri Aug 21, 2015 12:06 am
Forum: Resolved Requests
Topic: Melvin Harrow - Griefing the clown
Replies: 1
Views: 1157

Re: Melvin Harrow - Griefing the clown

I actually thought you would be exaggerating when you said "ad infinitum" but that's seriously the best way to describe this. Saylogs just show him spewing retarded shit. Maybe he thought it was okay to disarm you 1983219475821617236127846127361 times because Skyrim belongs to the Imperial...
by Scones
Thu Aug 20, 2015 11:42 pm
Forum: Ideas
Topic: Deputies
Replies: 10
Views: 2720

Re: Deputies

He already has all those things

Including regular headsets, in fact.
by Scones
Thu Aug 20, 2015 11:14 pm
Forum: Coding Feedback
Topic: Stun overhaul/nerf
Replies: 76
Views: 14359

Re: Stun overhaul/nerf

"Neurotoxin is an alien only stun" Keep telling yourself that. It takes ten seconds in the Bar with a bottle of morphine. What do you suggest Security do if not issued a reliable lethal weapon? This might be a good idea, but not a good idea for /tg/ considering the culture and history surr...
by Scones
Thu Aug 20, 2015 11:06 pm
Forum: Coding Feedback
Topic: Stun overhaul/nerf
Replies: 76
Views: 14359

Re: Stun overhaul/nerf

Massive inconvenice for everyone and just prolongs fights with annoying yakkity saxing around while you try to load respectable damage into someone. Maybe this works well for your "hardcore" 20 person station, but it just sounds like a pain in the ass for any population where you have to d...
by Scones
Thu Aug 20, 2015 9:59 pm
Forum: Coding Feedback
Topic: Splash Memes and Slipping
Replies: 13
Views: 3351

Re: Splash Memes and Slipping

I think spray was changed so it couldn't be used to replicate the effect of patches on corpses?
by Scones
Thu Aug 20, 2015 7:41 pm
Forum: Resolved Appeals
Topic: [ahammer18] Jerbbb - CID randomizer appeal
Replies: 15
Views: 4056

Re: [ahammer18] Jerbbb - CID randomizer appeal

You still didn't answer my question.
by Scones
Thu Aug 20, 2015 7:39 pm
Forum: Ideas
Topic: Making bombs more useful/required for miners
Replies: 23
Views: 6271

Re: Making bombs more useful/required for miners

gives toxins apologists an excuse
by Scones
Thu Aug 20, 2015 5:37 pm
Forum: Ideas
Topic: SYNDIE HEADSET KEYS HOLY SHIT
Replies: 28
Views: 5257

Re: SYNDIE HEADSET KEYS HOLY SHIT

Keys have really just pushed the fact that traitors are actually not that bad (WHOA) into the spotlight I played a traitor round the other day and a gang of us roamed around killing people. Wasn't hard, objectives were completed for everyone. At this point I tailor my buys AROUND getting a key becau...
by Scones
Thu Aug 20, 2015 5:26 pm
Forum: Coding Feedback
Topic: Security Roundstart Population
Replies: 64
Views: 13461

Re: Security Roundstart Population

It was pretty bad honestly, I helped him test the current version that PR is at on a private server with him and some other coderfriend The execution was verb-based and made your next unarmed attack meme on people and it was mad easy for me to chainstun someone and kill them. Prep a head elbow and i...
by Scones
Thu Aug 20, 2015 3:22 pm
Forum: Coding Feedback
Topic: Security Roundstart Population
Replies: 64
Views: 13461

Re: Security Roundstart Population

Because a lot of Security regulars got tired of a feedback forum and codebase that hates them so much while having such a warped perception that the opposition has been cranked up in power again and again without the slightest compensatory buff.

Antag Internet Defense Force killed it
by Scones
Thu Aug 20, 2015 2:18 am
Forum: Ideas
Topic: Default Lethal Weapons for Security
Replies: 255
Views: 47720

Re: Default Lethal Weapons for Security

If you give them a weapon that can't kill people it's useless
by Scones
Thu Aug 20, 2015 1:08 am
Forum: Ideas
Topic: SYNDIE HEADSET KEYS HOLY SHIT
Replies: 28
Views: 5257

Re: SYNDIE HEADSET KEYS HOLY SHIT

I don't see why not
by Scones
Thu Aug 20, 2015 12:45 am
Forum: Ideas
Topic: Default Lethal Weapons for Security
Replies: 255
Views: 47720

Re: Default Lethal Weapons for Security

Default sidearms are a very good option Fuck people who want cuck-tier handguns, you want lethality? You're playing against a Security force who is pitted against instant uncounterable stuns, stun immunes, stam regens, and two shot weapons, all while wearing armor that is a THIRD of what it used to ...
by Scones
Wed Aug 19, 2015 8:24 pm
Forum: Coding Feedback
Topic: Gang Mode
Replies: 46
Views: 9732

Re: Gang Mode

Security is mainly involved because gangs threaten the station with the dominator.

If this was about ACTUAL GANG CONFLICT, yes, security would probably sit on the sidelines a bit more.
by Scones
Wed Aug 19, 2015 6:17 pm
Forum: Coding Feedback
Topic: Too-drunk weapons
Replies: 4
Views: 1317

Re: Two-shot weapons

How long have I been saying that the free weapon is retarded when it's a magazine-based duplex revolver?

Give them buckshot again if they're going to be default, we've established that free slugs giving you a DOOM RIFLE is really shitty.
by Scones
Wed Aug 19, 2015 6:10 pm
Forum: Coding Feedback
Topic: Gang Mode
Replies: 46
Views: 9732

Re: Gang Mode

We still don't have a thumbs up emote but that's not a bad game plan Might want to ensure the Warden cleans out the sec gear lockers just to be sure channel is kept secure in the event someone eventually gets Brig access It really is sad that for Security to WIN a conversion mode, we've been reduced...
by Scones
Wed Aug 19, 2015 4:46 pm
Forum: Ideas
Topic: Better Traitor objectives
Replies: 23
Views: 5473

Re: Better Traitor objectives

Cross round stat tracking isn't bad
by Scones
Wed Aug 19, 2015 3:34 pm
Forum: Coding Feedback
Topic: Space Wind, Fastmos, ZASlite, whatever feedback.
Replies: 49
Views: 11302

Re: Space Wind, Fastmos, ZASlite, whatever feedback.

Spacewind feels like you're dying to a bug/poorly balanced mechanic

Not like a hard game.

Jerking in an out of a window is not more fun for an extra minute while you die

And not being able to ENTER THE FUCKING STATION sure as hell isn't lethality
by Scones
Wed Aug 19, 2015 3:23 pm
Forum: Coding Feedback
Topic: Space Wind, Fastmos, ZASlite, whatever feedback.
Replies: 49
Views: 11302

Re: Space Wind, Fastmos, ZASlite, whatever feedback.

It can be so annoying to even re-enter the station that this needs to be turned down or all hardsuits need them integrated.
by Scones
Wed Aug 19, 2015 3:09 am
Forum: Coding Feedback
Topic: Blob Cores need to be bomb immune again
Replies: 21
Views: 5411

Re: Blob Cores need to be bomb immune again

WHOA TOXINS RUINS ANOTHER GAMEMODE?!!!
by Scones
Wed Aug 19, 2015 1:40 am
Forum: Resolved Appeals
Topic: [ahammer18] Jerbbb - CID randomizer appeal
Replies: 15
Views: 4056

Re: [ahammer18] Jerbbb - CID randomizer appeal

JoshB wrote: I don't think my actions on other servers should affect here
How are we expected to believe that with such a colorful history, you will not repeat your behavior here?