Search found 76 matches

by Babin
Sun Feb 28, 2016 9:47 pm
Forum: Coding Feedback
Topic: We should make Hunger more severe
Replies: 14
Views: 3281

Re: We should make Hunger more severe

Hunger has no place in the game. It's an unnecessary chore and gets in the way of my valid hunting every round. I shouldn't have to interact with other departments, they're usually incompetent anyway. Really though, there are three departments which can feed you at trivial cost (chef, botany, chemis...
by Babin
Wed Feb 24, 2016 4:38 am
Forum: Coding Feedback
Topic: Why is every round a god damn deathmatch?
Replies: 44
Views: 10064

Re: Why is every round a god damn deathmatch?

> Stealth rounds are boring, nothing happens.
> Every round is a deathmatch now!

Perhaps it's time to step back and examine what makes a game fun.
by Babin
Mon Feb 22, 2016 5:08 am
Forum: Coding Feedback
Topic: List your issues with oldcult
Replies: 35
Views: 7009

Re: List your issues with oldcult

Cult mechanics were too obtuse/complex to learn for a central antagonist. Newbie cultists have no idea what they're doing in regards to talismans and tomes, not to mention getting involved in more complex things like runeword research. Also keep in mind that in a station full of validhunters, simply...
by Babin
Wed Feb 10, 2016 4:08 pm
Forum: Coding Feedback
Topic: REVERT SHITTY WIRE CHANGE
Replies: 21
Views: 5204

Re: REVERT SHITTY WIRE CHANGE

Crayola wires are annoying.
by Babin
Fri Feb 05, 2016 12:56 am
Forum: Coding Feedback
Topic: Paranoia on a deathtrap
Replies: 222
Views: 44552

Re: Paranoia on a deathtrap

We've had sentiments in the past against removing people from the round (and also placing ghosts back into the round), followed by the push to make the station more dangerous. This led in many ways to the flurry of rounds that we see today. Removing people from the round isn't a huge concern because...
by Babin
Thu Feb 04, 2016 6:08 pm
Forum: Coding Feedback
Topic: Chaplain should have theatre access
Replies: 15
Views: 2953

Re: Chaplain should have theatre access

Add an autodrobe to the chaplain's back room and tweak it to give chaplain's access
by Babin
Wed Feb 03, 2016 6:00 am
Forum: Coding Feedback
Topic: What the fuck happened to hunger?
Replies: 65
Views: 16299

Re: What the fuck happened to hunger?

We've seen the whole thing where we buff the chef and nerf other food sources. The entire station used to be able to survive off of 4no raisins. Then sugar was added to them, and sugar was changed to royally screw up your metabolism so you became hungry faster, which made vendor food pointless. That...
by Babin
Wed Feb 03, 2016 5:35 am
Forum: Coding Feedback
Topic: remove the fucking christmas trees
Replies: 11
Views: 2580

Re: remove the fucking christmas trees

Christmas comes very early this year.
by Babin
Sat Jan 30, 2016 12:33 pm
Forum: Coding Feedback
Topic: RD armor nerf
Replies: 19
Views: 4390

Re: RD armor nerf

Potassium Iodide does not have an overdose. You can eat twenty 50u pills of it and have radiation purged from your body at a fast rate for the next 30 minutes. That is all.
by Babin
Thu Jan 28, 2016 11:11 pm
Forum: Coding Feedback
Topic: What the fuck happened to hunger?
Replies: 65
Views: 16299

Re: What the fuck happened to hunger?

Remember when vending machine food was nerfed to make chef food more appealing?

lmao
by Babin
Wed Jan 27, 2016 5:21 am
Forum: Coding Feedback
Topic: A lot of modes are disabled (but do they suck?)
Replies: 49
Views: 9261

Re: A lot of modes are disabled (but do they suck?)

Old cult had a lot of problems, but it should've just had runes streamlined a bit to be more newbie-friendly. No need to turn it into magic ops. Pseudo-extended is fun once in a while as long as it's not super-common, and malf rounds could be pretty fun. Every once in a while you'd get a REALLY clev...
by Babin
Tue Jan 26, 2016 2:11 am
Forum: Coding Feedback
Topic: tgui random airlock wires
Replies: 51
Views: 10681

Re: tgui random airlock wires

In all seriousness, having a list of fifty different colors adds a level of annoyance without adding much else. It's pretty irritating.
by Babin
Mon Jan 25, 2016 2:37 am
Forum: Coding Feedback
Topic: tgui random airlock wires
Replies: 51
Views: 10681

Re: tgui random airlock wires

Make a big list of every single crayon color and have the game pick some from a list at the start of each round to use in wire colors, IMO.
by Babin
Sat Jan 23, 2016 5:25 pm
Forum: Coding Feedback
Topic: Server seems to be boring?
Replies: 15
Views: 3247

Re: Server seems to be boring?

It's best when you have no idea whether the next round is going to be fifteen minutes or an hour long. If every round is short, then some content is invalidated. Some of the funnest gimmicks are only able to occur in a longer game, and often you don't even need antags to do them. Long rounds should ...
by Babin
Sun Nov 15, 2015 10:43 pm
Forum: Coding Feedback
Topic: Goofmed Feedback
Replies: 40
Views: 8211

Re: Goofmed Feedback

I don't really like the change to sulfonal. It's a niche stealth knockout toxin right now (for those smart enough to experiment and figure out how to make chems stealthy), this just turns it into yet another obvious slow-damage toxin with a chance of a negative effect. Yawn. Guess I'll slip in 5u of...
by Babin
Wed Aug 05, 2015 5:34 pm
Forum: Coding Feedback
Topic: Less talk more action on Synthetics, aka FUCK THE AI thread
Replies: 219
Views: 49326

Re: Less talk more action on Synthetics, aka FUCK THE AI thr

A lot of AIs do need to realize that Asimov is not Validmov9000. Enforcement of that would help.
by Babin
Sat Jul 18, 2015 12:50 pm
Forum: General Chat
Topic: Traitor Ideas you wanna pull off.
Replies: 302
Views: 79274

Re: Traitor Ideas you wanna pull off.

Jumping off the zombie powder, I'd like to inject somebody with enough zombie powder to keep them out for a long time, and then cremate/space them alive in the chapel, public funeral and all. Unfortunately, zombie powder does minor damage and would kill them in a few minutes without intervention. C...
by Babin
Tue Jul 14, 2015 9:34 pm
Forum: Coding Feedback
Topic: Blob Spores
Replies: 20
Views: 4955

Re: Blob Spores

A factory can only have so many spores out at once (I believe it's 4), and spores only do 2-3 brute per hit. Trapping them somewhere means permanently neutralizing a factory node provided no one kills the spores in containment. This is also why factory nodes near space aren't a great idea, spores d...
by Babin
Sat Jul 11, 2015 4:33 am
Forum: General Chat
Topic: Traitor Ideas you wanna pull off.
Replies: 302
Views: 79274

Re: Traitor Ideas you wanna pull off.

Toxins. Make three bombcap bombs with timers and use a hand labeler to name them "Bomb 1" "Bomb 2" and "Bomb 4" Announce that there are four bombs aboard the station. Watch as the station finds your three bombs (either by managing to locate them, or the bomb actually ex...
by Babin
Fri Jul 10, 2015 4:39 am
Forum: Ideas
Topic: ITT: We make shitty suggestions and come up with poor ideas.
Replies: 3938
Views: 1034673

Re: ITT: We make shitty suggestions and come up with poor id

Wyzack wrote:I think we need more ways for benign player monkeys to be created so they are not insta valided on suspicion of being a ling
Monkey Crate

Like the Corgi Crate, except it has a trained (player-controlled) monkey inside. When it's opened, a random ghost with monkey enabled is chosen.
by Babin
Fri Jul 10, 2015 4:30 am
Forum: General Chat
Topic: Traitor Ideas you wanna pull off.
Replies: 302
Views: 79274

Re: Traitor Ideas you wanna pull off.

I want to do something like that, but use proximity sensors and plop them around various places in maint/low traffic areas. I could also make some with mousetraps and hide them under a shitload of items so nobody would know. Fun fact: Infrared assemblies can be configured to have an invisible laser...
by Babin
Thu Jul 09, 2015 11:16 pm
Forum: Coding Feedback
Topic: Removing the helmet of justice
Replies: 14
Views: 4117

Re: Removing the helmet of justice

Just make it harder to obtain. Bump the cost way up. Maybe give the WEEWOO a duration with a cool down, so it's used when you need it and not constantly.
by Babin
Wed Jul 08, 2015 8:37 pm
Forum: Coding Feedback
Topic: Eyestabbing
Replies: 34
Views: 9126

Re: Eyestabbing

>issue closed, not even sounds/feedback added to screwdriver attacks

Wat really
by Babin
Sun Jul 05, 2015 10:40 pm
Forum: Ideas
Topic: Minor Suggestions
Replies: 3766
Views: 931848

Re: Minor Suggestions

A random system error event which screws up a small handful of APCs, causing them to bluescreen and be locked as if a malf had hacked them. Messes with malf meta a little bit. Maybe it doesn't broadcast to the entire crew like an ion storm does -- it just generates a local message to anyone who's ne...
by Babin
Fri Jun 26, 2015 3:43 am
Forum: Coding Feedback
Topic: Microbombs and Macrobombs
Replies: 110
Views: 28247

Re: Microbombs and Macrobombs

Lets have a look at this horrible cascade of game design decisions. Original problem: Nuke ops are loot pinatas and it causes a domino effect. First fix: Give them explosive implants so they don't drop much gear New problem: The implants kill more crew than the scrubops themselves / the scrubops do...
by Babin
Thu Jun 25, 2015 1:21 am
Forum: Ideas
Topic: ITT: We make shitty suggestions and come up with poor ideas.
Replies: 3938
Views: 1034673

Re: ITT: We make shitty suggestions and come up with poor id

Emag capability for sleepers.
Emagging a sleeper will randomly scramble its buttons, making it frustrating to use. Pressing the button for morphine might inject salbutamol instead. A player can use trial and error to figure out which buttons are which.
by Babin
Tue Jun 23, 2015 11:23 pm
Forum: Coding Feedback
Topic: Microbombs and Macrobombs
Replies: 110
Views: 28247

Re: Microbombs and Macrobombs

I'm not really comfortable with ordinary traitors having macrobombs tbh. Mostly because traitor is such a common game mode, it tends to run longer than nuke, and every traitor has 20TC. Put yourself in the shoes of a shitlord. If I were a shitlord, I'd go for a macrobomb every single round and just ...
by Babin
Tue Jun 23, 2015 11:14 pm
Forum: Coding Feedback
Topic: Microbombs and Macrobombs
Replies: 110
Views: 28247

Re: Microbombs and Macrobombs

I am not really sure if I like getting instagibbed by an undetectable suicide bomber who just goes all explosive implants for them lulz. They do so at the expensive of a valuable team member (themselves, meaning they sit the rest of the round out after their little gigglebomb fit) and a hefty chunk...
by Babin
Tue Jun 23, 2015 11:11 pm
Forum: Coding Feedback
Topic: Nuke Op Hardsuits removable, explosive implants cost 4 tc
Replies: 20
Views: 3885

Re: Nuke Op Hardsuits removable, explosive implants cost 4 t

Implants in backpacks is my favorite option. Having nuke ops be so dedicated to their mission that they're willing to kill themselves for the sake of the team has always been one of my favorite flavorful things about them. This is just another thing where most everyone is crying "revert this&qu...
by Babin
Thu Jun 11, 2015 11:15 pm
Forum: Coding Feedback
Topic: How lethal should SS13 be?
Replies: 151
Views: 33816

Re: How lethal should SS13 be?

I like a mix of rounds tbh.

Sometimes I just wanna chill and mix chemicals as people come by asking for them. Sometimes I like blitz rounds which end in less than fifteen minutes.
by Babin
Tue Jun 09, 2015 4:05 am
Forum: Coding Feedback
Topic: How lethal should SS13 be?
Replies: 151
Views: 33816

Re: How lethal should SS13 be?

If they are made more lethal and therefore shorter, I'm not sure how time-gated roles such as mining/R&D/robotics/hydroponics will cope. Genetics either, but genetics is pretty high on the list of roles which need a rework anyway. I do like a lethal station, but the worst part about playing shaf...
by Babin
Mon Jun 08, 2015 11:26 am
Forum: Ideas
Topic: UPGRADE UPDATE: BLUESPACE BOOGALOO
Replies: 49
Views: 10222

Re: UPGRADE UPDATE: BLUESPACE BOOGALOO

I've already done the mass-monkey-murderfire thing before this change. The hardest thing is transporting the cubes. You need a garbage bag if you want to move the cubes in any sizeable quantity. You can also drop like 150 cubes into a slime pen, spray your fire extinguisher a few times, introduce a ...
by Babin
Sun Jun 07, 2015 5:37 pm
Forum: Coding Feedback
Topic: Gauze
Replies: 15
Views: 3670

Re: Gauze

I thought white kits had styptic kits for some reason. Bruise packs can also eliminate bleeding though. It's more tedious, but it works.
by Babin
Sun Jun 07, 2015 5:10 pm
Forum: Coding Feedback
Topic: Gauze
Replies: 15
Views: 3670

Re: Gauze

Styptic patches heal permanently and are applied instantly (to yourself), gauze stops bleeding temporarily and takes time to apply. Pretty much the biggest source of gauze is from medkits, which also contain styptic patches. Gauze is 99% superfluous and doesn't serve any real purpose in game because...
by Babin
Sun Jun 07, 2015 1:56 am
Forum: Coding Feedback
Topic: Sleepypens suck massive cock
Replies: 34
Views: 8633

Re: Sleepypens suck massive cock

Not to mention that morphine has a beneficial side-effect, allowing the target to flee the scene more easily. Sleepypen could use some work. It uses tirizine, which is apparently a stamina-damaging toxin exclusive to sleepypens? Tirizene could easily be modified and it wouldn't have any practical ef...
by Babin
Tue Jun 02, 2015 10:29 pm
Forum: Coding Feedback
Topic: BLUESHIT TOGAYTOS
Replies: 35
Views: 7825

Re: BLUESHIT TOGAYTOS

Too bad the current PR is basically turning things from "slow healing chem" to "moderately healing chem with tox damage to offset it" so that you have to grow even more different plants for charcoal (none of which are available at roundstart) just to achieve the same result
by Babin
Tue Jun 02, 2015 12:16 am
Forum: General Chat
Topic: Traitor Ideas you wanna pull off.
Replies: 302
Views: 79274

Re: Traitor Ideas you wanna pull off.

I want to escape the station while "holding" as many players as possible.

Murder people and put their brains into radio-enabled MMIs. Create enough pAIs for every ghost that wants to join in. Board the shuttle with a backpack full of chatty heads and AIs.
by Babin
Mon Jun 01, 2015 4:29 pm
Forum: Ideas
Topic: ITT: We make shitty suggestions and come up with poor ideas.
Replies: 3938
Views: 1034673

Re: ITT: We make shitty suggestions and come up with poor id

Traitor objective: rewire the station to be absolutely ugly but still functional.
by Babin
Wed May 20, 2015 8:21 pm
Forum: General Chat
Topic: Traitor Ideas you wanna pull off.
Replies: 302
Views: 79274

Re: Traitor Ideas you wanna pull off.

I wish the unfat-toxin were never changed to deal tox damage. I wanted to fill most of the station's food with it and make everyone suffer malnutrition. I guess I still could with charcoal to offset it. I'd just have to use more toxin to offset charcoal's purge effect.
by Babin
Wed May 13, 2015 3:51 pm
Forum: Coding Feedback
Topic: GOONCHEM FEEDBACK 2.0
Replies: 130
Views: 31544

Re: GOONCHEM FEEDBACK 2.0

Styptic and silversulf had a much higher depletion rate and charcoal purges other chems while healing a relatively uncommon damage type. Salbutamol is a powerful anti-crit though. When styptic/sulf were buffed back to normal depletion rate, they became strong again. Not quite as good as tricord was ...
by Babin
Tue May 12, 2015 3:11 am
Forum: General Chat
Topic: Little things you do for your fellow crewmates
Replies: 46
Views: 12528

Re: Little things you do for your fellow crewmates

As a chemist I always try to load up botany with mutagen. It makes their job so much faster. As a scientist I'll go out of my way to reach out to other departments and offer them the fruits of R&D. Hello chemistry, would you like some bluespace beakers? AI, inform your borgs that hyper cells are...
by Babin
Sun May 10, 2015 6:47 am
Forum: General Chat
Topic: Traitor Ideas you wanna pull off.
Replies: 302
Views: 79274

Re: Traitor Ideas you wanna pull off.

I want to one human an anti-mov AI, with the one human being my assassination target. The AI doesn't have any obligation to not harm everyone else, so it'll usually take the most sure route to terminating the human (Namely, flood plasma or NO2, cause stationwide inferno or mass euthanasia). One tim...
by Babin
Sat May 09, 2015 3:15 pm
Forum: Coding Feedback
Topic: GOONCHEM FEEDBACK 2.0
Replies: 130
Views: 31544

Re: GOONCHEM FEEDBACK 2.0

Cycle counts aren't even used in overdosing. They're used in a handful of reagents like chloral hydrate, sulfonal, every single alcohol, and a few others. Cycle counts are actually a fun mechanic if you experiment. For example, you can fit sulfonal and omnizine into the same patch so that sulfonal's...
by Babin
Fri May 08, 2015 8:13 am
Forum: Coding Feedback
Topic: GOONCHEM FEEDBACK 2.0
Replies: 130
Views: 31544

Re: GOONCHEM FEEDBACK 2.0

I'll refer to my previous comment. If salglu is weak, it's not worth using. It's not even at tricord's "add-to-cryo" level. It barely adds anything to cryo, and it's useless in patches because styptic/silversulf heal upfront based on volume anyway. If salglu is strong, it becomes the norm....
by Babin
Fri May 08, 2015 12:31 am
Forum: Coding Feedback
Topic: GOONCHEM FEEDBACK 2.0
Replies: 130
Views: 31544

Re: GOONCHEM FEEDBACK 2.0

Why do you have free oxygen in your patches/pills? Cryostylane will slowly consume oxygen reagent to lower the temperature of reagents in the same container. This cools down reagents in the beaker (or pill, syringe, patch, food). In a person's body it cools the person down. There doesn't seem to be...
by Babin
Thu May 07, 2015 10:26 pm
Forum: Coding Feedback
Topic: GOONCHEM FEEDBACK 2.0
Replies: 130
Views: 31544

Re: GOONCHEM FEEDBACK 2.0

Is there a point to cryostylane?

Reacting with oxygen inside of containers means that pills/patches of it are pretty worthless
by Babin
Tue May 05, 2015 12:48 am
Forum: Coding Feedback
Topic: Remove reagant blob until you can fucking balance properly.
Replies: 56
Views: 12412

Re: Remove reagant blob until you can fucking balance proper

burning is one thing because there are so many ways to deal with burning, one of which is a hard counter, but damn man i can't defend morphine Even if you overcome the knockout with chemistry, I don't think there is a way to deal with the overdosage and addiction effects. Dropping items is usually a...
by Babin
Thu Apr 30, 2015 4:13 am
Forum: Coding Feedback
Topic: GOONCHEM FEEDBACK 2.0
Replies: 130
Views: 31544

Re: GOONCHEM FEEDBACK 2.0

The non-medicinal things are funner, I will say that

explosives and toxins are at their all-time deadliest
by Babin
Tue Apr 28, 2015 1:34 am
Forum: Coding Feedback
Topic: Remove reagant blob until you can fucking balance properly.
Replies: 56
Views: 12412

Re: Remove reagant blob until you can fucking balance proper

Chemists are literally spaceworthy. With trekchem, they were. I guess maybe you could get a chemist spaceworthy with goonchem, but good luck accomplishing that before the blob's eaten most of the crew/station. As for the rest of your points, you're expecting a really high level of competency In the...
by Babin
Tue Apr 28, 2015 12:44 am
Forum: Coding Feedback
Topic: GOONCHEM FEEDBACK 2.0
Replies: 130
Views: 31544

Re: GOONCHEM FEEDBACK 2.0

I favored updating trekchem (nerfing the 1000u trick for example) over goonchem. I also really really really do not like the idea of "goonchem for the sake of goonchem" and made this one of my biggest points.

Now here we are trying to import a fuckton of useless goon memes.

Why.