Search found 76 matches
- Sun Feb 28, 2016 9:47 pm
- Forum: Coding Feedback
- Topic: We should make Hunger more severe
- Replies: 14
- Views: 3283
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...
- Wed Feb 24, 2016 4:38 am
- Forum: Coding Feedback
- Topic: Why is every round a god damn deathmatch?
- Replies: 44
- Views: 10071
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.
> Every round is a deathmatch now!
Perhaps it's time to step back and examine what makes a game fun.
- Mon Feb 22, 2016 5:08 am
- Forum: Coding Feedback
- Topic: List your issues with oldcult
- Replies: 35
- Views: 7025
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...
- Wed Feb 10, 2016 4:08 pm
- Forum: Coding Feedback
- Topic: REVERT SHITTY WIRE CHANGE
- Replies: 21
- Views: 5228
Re: REVERT SHITTY WIRE CHANGE
Crayola wires are annoying.
- Fri Feb 05, 2016 12:56 am
- Forum: Coding Feedback
- Topic: Paranoia on a deathtrap
- Replies: 222
- Views: 45172
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...
- Thu Feb 04, 2016 6:08 pm
- Forum: Coding Feedback
- Topic: Chaplain should have theatre access
- Replies: 15
- Views: 2964
Re: Chaplain should have theatre access
Add an autodrobe to the chaplain's back room and tweak it to give chaplain's access
- Wed Feb 03, 2016 6:00 am
- Forum: Coding Feedback
- Topic: What the fuck happened to hunger?
- Replies: 65
- Views: 16440
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...
- Wed Feb 03, 2016 5:35 am
- Forum: Coding Feedback
- Topic: remove the fucking christmas trees
- Replies: 11
- Views: 2598
Re: remove the fucking christmas trees
Christmas comes very early this year.
- Sat Jan 30, 2016 12:33 pm
- Forum: Coding Feedback
- Topic: RD armor nerf
- Replies: 19
- Views: 4396
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.
- Thu Jan 28, 2016 11:11 pm
- Forum: Coding Feedback
- Topic: What the fuck happened to hunger?
- Replies: 65
- Views: 16440
Re: What the fuck happened to hunger?
Remember when vending machine food was nerfed to make chef food more appealing?
lmao
lmao
- Wed Jan 27, 2016 5:21 am
- Forum: Coding Feedback
- Topic: A lot of modes are disabled (but do they suck?)
- Replies: 49
- Views: 9284
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...
- Tue Jan 26, 2016 2:11 am
- Forum: Coding Feedback
- Topic: tgui random airlock wires
- Replies: 51
- Views: 10880
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.
- Mon Jan 25, 2016 2:37 am
- Forum: Coding Feedback
- Topic: tgui random airlock wires
- Replies: 51
- Views: 10880
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.
- Sat Jan 23, 2016 5:25 pm
- Forum: Coding Feedback
- Topic: Server seems to be boring?
- Replies: 15
- Views: 3256
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 ...
- Sun Nov 15, 2015 10:43 pm
- Forum: Coding Feedback
- Topic: Goofmed Feedback
- Replies: 40
- Views: 8242
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...
- 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: 49720
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.
- Sat Jul 18, 2015 12:50 pm
- Forum: General Chat
- Topic: Traitor Ideas you wanna pull off.
- Replies: 302
- Views: 79877
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...
- Tue Jul 14, 2015 9:34 pm
- Forum: Coding Feedback
- Topic: Blob Spores
- Replies: 20
- Views: 4974
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...
- Sat Jul 11, 2015 4:33 am
- Forum: General Chat
- Topic: Traitor Ideas you wanna pull off.
- Replies: 302
- Views: 79877
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...
- Fri Jul 10, 2015 4:39 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3938
- Views: 1048517
Re: ITT: We make shitty suggestions and come up with poor id
Monkey CrateWyzack 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
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.
- Fri Jul 10, 2015 4:30 am
- Forum: General Chat
- Topic: Traitor Ideas you wanna pull off.
- Replies: 302
- Views: 79877
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...
- Thu Jul 09, 2015 11:16 pm
- Forum: Coding Feedback
- Topic: Removing the helmet of justice
- Replies: 14
- Views: 4129
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.
- Wed Jul 08, 2015 8:37 pm
- Forum: Coding Feedback
- Topic: Eyestabbing
- Replies: 34
- Views: 9149
Re: Eyestabbing
>issue closed, not even sounds/feedback added to screwdriver attacks
Wat really
Wat really
- Sun Jul 05, 2015 10:40 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3766
- Views: 943940
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...
- Fri Jun 26, 2015 3:43 am
- Forum: Coding Feedback
- Topic: Microbombs and Macrobombs
- Replies: 110
- Views: 28387
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...
- Thu Jun 25, 2015 1:21 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3938
- Views: 1048517
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.
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.
- Tue Jun 23, 2015 11:23 pm
- Forum: Coding Feedback
- Topic: Microbombs and Macrobombs
- Replies: 110
- Views: 28387
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 ...
- Tue Jun 23, 2015 11:14 pm
- Forum: Coding Feedback
- Topic: Microbombs and Macrobombs
- Replies: 110
- Views: 28387
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...
- Tue Jun 23, 2015 11:11 pm
- Forum: Coding Feedback
- Topic: Nuke Op Hardsuits removable, explosive implants cost 4 tc
- Replies: 20
- Views: 3891
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...
- Thu Jun 11, 2015 11:15 pm
- Forum: Coding Feedback
- Topic: How lethal should SS13 be?
- Replies: 151
- Views: 33941
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.
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.
- Tue Jun 09, 2015 4:05 am
- Forum: Coding Feedback
- Topic: How lethal should SS13 be?
- Replies: 151
- Views: 33941
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...
- Mon Jun 08, 2015 11:26 am
- Forum: Ideas
- Topic: UPGRADE UPDATE: BLUESPACE BOOGALOO
- Replies: 49
- Views: 10314
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 ...
- Sun Jun 07, 2015 5:37 pm
- Forum: Coding Feedback
- Topic: Gauze
- Replies: 15
- Views: 3678
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.
- Sun Jun 07, 2015 5:10 pm
- Forum: Coding Feedback
- Topic: Gauze
- Replies: 15
- Views: 3678
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...
- Sun Jun 07, 2015 1:56 am
- Forum: Coding Feedback
- Topic: Sleepypens suck massive cock
- Replies: 34
- Views: 8693
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...
- Tue Jun 02, 2015 10:29 pm
- Forum: Coding Feedback
- Topic: BLUESHIT TOGAYTOS
- Replies: 35
- Views: 7856
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
- Tue Jun 02, 2015 12:16 am
- Forum: General Chat
- Topic: Traitor Ideas you wanna pull off.
- Replies: 302
- Views: 79877
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.
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.
- Mon Jun 01, 2015 4:29 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3938
- Views: 1048517
Re: ITT: We make shitty suggestions and come up with poor id
Traitor objective: rewire the station to be absolutely ugly but still functional.
- Wed May 20, 2015 8:21 pm
- Forum: General Chat
- Topic: Traitor Ideas you wanna pull off.
- Replies: 302
- Views: 79877
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.
- Wed May 13, 2015 3:51 pm
- Forum: Coding Feedback
- Topic: GOONCHEM FEEDBACK 2.0
- Replies: 130
- Views: 31776
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 ...
- Tue May 12, 2015 3:11 am
- Forum: General Chat
- Topic: Little things you do for your fellow crewmates
- Replies: 46
- Views: 12563
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...
- Sun May 10, 2015 6:47 am
- Forum: General Chat
- Topic: Traitor Ideas you wanna pull off.
- Replies: 302
- Views: 79877
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...
- Sat May 09, 2015 3:15 pm
- Forum: Coding Feedback
- Topic: GOONCHEM FEEDBACK 2.0
- Replies: 130
- Views: 31776
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...
- Fri May 08, 2015 8:13 am
- Forum: Coding Feedback
- Topic: GOONCHEM FEEDBACK 2.0
- Replies: 130
- Views: 31776
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....
- Fri May 08, 2015 12:31 am
- Forum: Coding Feedback
- Topic: GOONCHEM FEEDBACK 2.0
- Replies: 130
- Views: 31776
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...
- Thu May 07, 2015 10:26 pm
- Forum: Coding Feedback
- Topic: GOONCHEM FEEDBACK 2.0
- Replies: 130
- Views: 31776
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
Reacting with oxygen inside of containers means that pills/patches of it are pretty worthless
- Tue May 05, 2015 12:48 am
- Forum: Coding Feedback
- Topic: Remove reagant blob until you can fucking balance properly.
- Replies: 56
- Views: 12487
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...
- Thu Apr 30, 2015 4:13 am
- Forum: Coding Feedback
- Topic: GOONCHEM FEEDBACK 2.0
- Replies: 130
- Views: 31776
Re: GOONCHEM FEEDBACK 2.0
The non-medicinal things are funner, I will say that
explosives and toxins are at their all-time deadliest
explosives and toxins are at their all-time deadliest
- Tue Apr 28, 2015 1:34 am
- Forum: Coding Feedback
- Topic: Remove reagant blob until you can fucking balance properly.
- Replies: 56
- Views: 12487
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...
- Tue Apr 28, 2015 12:44 am
- Forum: Coding Feedback
- Topic: GOONCHEM FEEDBACK 2.0
- Replies: 130
- Views: 31776
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.
Now here we are trying to import a fuckton of useless goon memes.
Why.