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.
Search found 1616 matches
- Wed Aug 26, 2015 10:31 pm
- Forum: Ideas
- Topic: Human cosmetics with Ricotez's mutant parts system
- Replies: 8
- Views: 1885
- 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
Nothing of value lostZilenan91 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
- 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...
- 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 ...
- 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
I don't think the code changes should cause a policy change in regards to antag behavior but ehhh those are def. team objectives
- 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...
- 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.
And it's about one main antag and perhaps the side antags he spawned. It can only be so long.
- 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
- 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)
- 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
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
- 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
Security is not a secondary antagonist
- 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...
- 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
can i get some examplesAnonymousNow wrote: But security is, and has been for some time, the secondary antagonist to most modes, and that is terrible.
- 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
Captain's bodyguard recall stopper subversion blocker
- 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...
- 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
Not to mention the Bridge is rather small
- 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...
Re: Thingu
perfect
- 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
- 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
"Security gets positive changes"
This subforum is a fucking joke jesus christ
- Sat Aug 22, 2015 2:08 am
- Forum: Former Admins
- Topic: [No Longer Admin] Stickymayhem
- Replies: 329
- Views: 121659
- 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
Also don't fellate oldman it enables him darnit
- 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....
- 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
It's not like RCDs are unobtainable with 4 on the map + autolathe, if you need to make DOOM HOLES get one of those
- 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
- 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.
- 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 ...
- 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?
- 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,...
- 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...
Re: Deputies
He already has all those things
Including regular headsets, in fact.
Including regular headsets, in fact.
- 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...
- 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...
- 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?
- 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.
- 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
- 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...
- 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...
- 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
Antag Internet Defense Force killed it
- 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
- 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
- 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 ...
- 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.
If this was about ACTUAL GANG CONFLICT, yes, security would probably sit on the sidelines a bit more.
- 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.
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.
- 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...
- 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
- 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
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
- 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.
- 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?!!!
- 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
How are we expected to believe that with such a colorful history, you will not repeat your behavior here?JoshB wrote: I don't think my actions on other servers should affect here