Search found 430 matches
- Sun Apr 19, 2015 10:39 am
- Forum: Coding Feedback
- Topic: Gang War feedback
- Replies: 345
- Views: 76638
Re: Gang War feedback
Have you considered lowering the playercount requirements for the new version? Sounds like it could work well in lower pops with the whole territory control and team managing.
- Sat Apr 18, 2015 6:11 am
- Forum: Coding Feedback
- Topic: Proposed new gamemode: Nanopocolypse
- Replies: 12
- Views: 2649
Re: Proposed new gamemode: Nanopocolypse
I think it should convert people into NPCs instead. Or maybe only produce a borg rarely. Having to fight one syndicate borg for every single person that gets converted seems outright impossible. Even fighting regular borgs might be impossibly difficult considering how dangerous the environment becom...
- Wed Apr 15, 2015 7:52 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 953992
Re: Minor Suggestions
An option that you can enable that increases the chance that your character will be target for murder/marooning/debraining/identity theft. Doesn't give you any extra advantages.
- Tue Apr 14, 2015 10:53 am
- Forum: Coding Feedback
- Topic: Abduction [Gamemode]
- Replies: 163
- Views: 43747
Re: Abduction [Gamemode]
I played it for a bit on a local test server. It looks fun but I did come across some things I'd want to mention: Following the agent on cameras as the scientist is be a bit annoying with the usual security camera interface. It would be nice if the agent had a camera that you could follow, similar t...
- Mon Apr 13, 2015 7:09 am
- Forum: General Chat
- Topic: Traitor Ideas you wanna pull off.
- Replies: 302
- Views: 80554
Re: Traitor Ideas you wanna pull off.
Here's a few things I'll try to do: Get potency 100 kudzu, then spread it everywhere. Get hundreds of high potency killertomatoes, spread them everywhere. Turn the station into spiderstation 13 by rapidly mutating the pests in a botany tray. Win syndicate boxes(or buy them), then rig them with plasm...
- Sun Apr 12, 2015 7:44 am
- Forum: Coding Feedback
- Topic: Shadowlings (Gamemode suggestion/replacement)
- Replies: 264
- Views: 68432
Re: Shadowlings (Gamemode suggestion/replacement)
This mode is very nice, but it's sadly for 30+ players only. Have you considered adding some kind of scaling to make it playable on lower pops aswell?
- Sat Apr 11, 2015 9:14 am
- Forum: General Chat
- Topic: Simple Questions Thread
- Replies: 2095
- Views: 539466
Re: Simple Questions Thread
Apparently the defib has a function that lets you shock people, but how does it work? I tried EMPing and emagging it but it always complains about the person being in an invalid state and aborts.
- Sun Apr 05, 2015 10:14 pm
- Forum: Coding Feedback
- Topic: "Removes stunprods, cablecuffs, spears"
- Replies: 81
- Views: 16310
Re: "Removes stunprods, cablecuffs, spears"
Please don't remove cuffs. They're incredibly useful for restraining others without the need for a kill.
- Thu Apr 02, 2015 11:25 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3940
- Views: 1061175
Re: ITT: We make shitty suggestions and come up with poor id
New traitor item: Syndicate gloves Cost: 7 TC You can toggle these on or off. If they're on, you're able to punch things with a 80% lower click delay but you will take half the damage you'd cause with a punch as stamina damage. Attempting to punch/attack with items in your hand will drop them on the...
- Wed Apr 01, 2015 9:13 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 953992
Re: Minor Suggestions
Give the cargo mulebot PDA menu the option to call a mulebot to the PDA's current location. Would make the mulebots a lot more useful: You'd be able to call a mulebot to pick up crates not in the usual return zones, you could call them to custom locations to drop off their crates or make them more p...
- Wed Apr 01, 2015 4:02 am
- Forum: Ideas
- Topic: Have Kudzu grow through vents
- Replies: 22
- Views: 5088
Re: Have Kudzu grow through vents
I think Kudzu being able to grow through unwelded airlocks could work.
- Tue Mar 31, 2015 9:47 am
- Forum: Spriting and Mapping
- Topic: MetaStation Thread (v41J 11/05/2015)
- Replies: 197
- Views: 88897
Re: MetaStation (v40D 23/02) and Mapping Guide
This is big suggestion, but have you considered adding the other avaible engine types to engineering? I've see a few people interested in having a supermatter and TEG room in engineering. Not sure if the antimatter engine works but it would also be a nice addition.
- Mon Mar 30, 2015 10:51 pm
- Forum: Ideas
- Topic: Re-Add Death + Paralysis Sting to Changelings
- Replies: 18
- Views: 4030
Re: Re-Add Death + Paralysis Sting to Changelings
How about a parasting that is simply an instant neckgrab and costs 50 chemicals?
It's reliable for simple assasinations if the target is somewhere alone but trying to use this with multiple people will get you nowhere.
It's reliable for simple assasinations if the target is somewhere alone but trying to use this with multiple people will get you nowhere.
- Fri Mar 27, 2015 11:37 pm
- Forum: General Chat
- Topic: Basil: AKA, Ghost-station
- Replies: 33
- Views: 8386
Re: Basil: AKA, Ghost-station
Part of the appeal of Basil to what I'd dare say is the majority of it's regular playerbase is the low population. They enjoy the fact that rounds last eons with only 1-2 antags, and pass the time with gimmicks or projects. Personally, that's not my cup of tea, but I can respect that some people se...
- Thu Mar 26, 2015 6:57 am
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 676366
Re: Little things you learned that are game changing
Chems can have a temperature reaction while inside the body of a mob. The body heat of the mob is what will trigger the reaction.
Now, if you were to eat 12x 50u Blackpowder pills and then set yourself on fire...
Now, if you were to eat 12x 50u Blackpowder pills and then set yourself on fire...
- Wed Mar 25, 2015 9:57 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3940
- Views: 1061175
Re: ITT: We make shitty suggestions and come up with poor id
Allow fire to spread from one person/monkey to others through physical contact. Hugging, pulling, bumping into, grabbing, disarming or even punching spreads the fire. Expand 20 monkeycubes in the halls, set one monkey on fire and then watch the chaos unfold as people accidently bump into them. Or ig...
- Wed Mar 25, 2015 9:31 am
- Forum: Ideas
- Topic: Engineering rewards for high power, structures that need it
- Replies: 21
- Views: 4048
Re: Engineering rewards for high power, structures that need
Building a second engine does take quite a bit of effort though, which is what could be required to get the rewards. I do agree that simply maximizing the existing engine power output should not give rewards.Scott wrote:There is literally zero effort in maximizing power output, why should it be rewarded?
- Wed Mar 25, 2015 4:35 am
- Forum: Ideas
- Topic: Engineering rewards for high power, structures that need it
- Replies: 21
- Views: 4048
Re: Engineering rewards for high power, structures that need
It would be nice if both box and metastation had setups ready for all types of engines. The supermatter engine and TEG could see some use.
- Mon Mar 23, 2015 5:06 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 953992
Re: Minor Suggestions
I feel like the bloodtrails could use some improvement now that there is finite blood in bodies. It's very weird seeing half the corridors painted red from a single person being dragged to medbay and then it turns out that they didn't even lose enough blood to require a blood transfusion.
- Sun Mar 15, 2015 6:01 am
- Forum: General Chat
- Topic: Simple Questions Thread
- Replies: 2095
- Views: 539466
Re: Simple Questions Thread
How does a supermatter engine look like? What machines and what kind of room do you need to have a working engine? What are the dangers?
- Thu Mar 12, 2015 5:29 pm
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13902
Re: Cooking Overhaul (PR #7572) feedback
I have been enjoying this overhaul. I used to dislike the previous, unnaturally colored custom foods, but having the resulting item display different, matching colors for the added ingredients is a really good solution. Now there's finally a reason to grow things like cabbage or whitebeet.
- Thu Mar 12, 2015 5:04 pm
- Forum: Coding Feedback
- Topic: The Experimentor
- Replies: 43
- Views: 15873
Re: The Experimentor
I really, really love this addition.
Maybe you could have the Experimentor produce a waste item that inherits the original item's research levels and raises one of them by one or rarely two levels if the experiment was a success? That would be a very nice alternative way to max out research levels.
Maybe you could have the Experimentor produce a waste item that inherits the original item's research levels and raises one of them by one or rarely two levels if the experiment was a success? That would be a very nice alternative way to max out research levels.
- Mon Sep 29, 2014 12:15 pm
- Forum: NTStation Feedback
- Topic: ;_;7
- Replies: 33
- Views: 25360
Re: ;_;7
The whole drama associated with this was a real shame. Rip NT.
But more importantly: Rip Basil.
But more importantly: Rip Basil.
- Wed Sep 10, 2014 2:17 am
- Forum: NTStation Ideas
- Topic: Baycode
- Replies: 9
- Views: 5681
Re: Baycode
Branching NT off from baycode should have happened in the first place as /tg/ is intended for large populations like Sybil and bay works better with smaller populations like Artyom (rip)...
That said, I'd port over all my stuff and probably some more if that somehow revived the server.
That said, I'd port over all my stuff and probably some more if that somehow revived the server.
- Sun Aug 31, 2014 1:01 pm
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 915012
Re: Screenshots General
5 person crew. Captain: "Let's set up the singulo at the bridge!" http://i.imgur.com/b0kIQtH.png http://i.imgur.com/lNc29G9.png Surprisingly, it actually worked. Even singulo inspector Pun Pun was fine (and with fine I mean dead because someone killed him early on but he never got eaten by...
- Wed Aug 27, 2014 1:46 am
- Forum: General Chat
- Topic: Reignite the Artyom Fire
- Replies: 54
- Views: 15505
Re: Reignite the Artyom Fire
I miss Basil. It had the perfect population in my opinion, especially right before the Artyom split happened. Not too many and not too few.
- Sun Aug 24, 2014 2:34 am
- Forum: General Chat
- Topic: [POLL] Baycode
- Replies: 102
- Views: 30260
Re: Baycode
You could still run it for a week on baycode, no? You know, just for fun.
- Sat Aug 23, 2014 11:27 am
- Forum: Spriting and Mapping
- Topic: Linemap development thread (i finally finished the map)
- Replies: 192
- Views: 51399
Re: Sandra BullockMap development thread
I love it very much.
There's two things that bother me though:
First, virology has 3 maint doors leading to it. You should probably only leave the one connecting to the backroom.
Second, the medbay counter looks really cramped, maybe move it out like box has it?
There's two things that bother me though:
First, virology has 3 maint doors leading to it. You should probably only leave the one connecting to the backroom.
Second, the medbay counter looks really cramped, maybe move it out like box has it?
- Wed Aug 20, 2014 11:43 pm
- Forum: General Chat
- Topic: Why is Artyom dying?
- Replies: 200
- Views: 59809
Re: Why is Artyom dying?
I actually liked the slower speed better. I think half of the Artyom users even voted for the slower speed, I am not really sure why we went back to the super fast one. The slower runspeed also made melee combat a possibility. Not easy but certainly doable. Right now melee is only possible if your t...
- Wed Aug 20, 2014 3:21 am
- Forum: General Chat
- Topic: Pet Peeves Thread - Little things that REALLY annoy you
- Replies: 2282
- Views: 622660
Re: Pet Peeves Thread - Little things that REALLY annoy you
I love it when people do that. Gives me reason as a detective to do work.Kot wrote:People who kill themselves and make it look like someone else did it, like That One Guy who ran into chemistry and pumped himself full with Lexorin just for lelz.
- Tue Aug 19, 2014 11:51 pm
- Forum: General Chat
- Topic: Why is Artyom dying?
- Replies: 200
- Views: 59809
Re: Why is Artyom dying?
Is this just regarding code quality or are maintainers free to deny anything they don't like personally?Hornygranny wrote:The code has to meet our standards, which are not unfair by any means.
- Tue Aug 19, 2014 12:33 am
- Forum: General Chat
- Topic: Why is Artyom dying?
- Replies: 200
- Views: 59809
Re: Why is Artyom dying?
Well I do hope that stuff actually gets merged. So far, a lot of stuff that has been attempted to port over to /tg/ was denied.
- Mon Aug 18, 2014 11:31 pm
- Forum: NTStation Coding
- Topic: [Poll] nuclear emergency changes for lowpop
- Replies: 0
- Views: 3322
[Poll] nuclear emergency changes for lowpop
https://github.com/NTStation/NTstation13/pull/960 Nuclear operative teams now have 3-5 teammembers based on ready count to make the gamemode less overwhelming for the crewmembers on lower pop stations. 20-24 readies = 3 operatives 25-29 readies = 4 operatives 30+ readies = 5 operatives The ops in sm...
- Mon Aug 18, 2014 11:29 pm
- Forum: NTStation Coding
- Topic: [Poll] blob changes for lowpop
- Replies: 1
- Views: 3570
[Poll] blob changes for lowpop
https://github.com/NTStation/NTstation13/pull/959 This enables blob mode with 17 or more players. The blobs resource rate is also changed depending on the amount of players. With 17, it is about 2.1 instead of the usual 3. At 29, it's 3 again. Blobs also have to expand a bit more to win now. This sh...
- Mon Aug 18, 2014 11:20 pm
- Forum: NTStation Coding
- Topic: [Poll] cult changes for lowpop
- Replies: 0
- Views: 3437
[Poll] cult changes for lowpop
https://github.com/NTStation/NTstation13/pull/958 This enables cult for 15+ player games. 15-19 readied players will result in 3 starting cultists. The conversion rune also only requires 2 cultists now. I think that this is enough to force coorperation between cultists and at the same time does not ...
- Mon Aug 18, 2014 11:05 am
- Forum: NTStation Ideas
- Topic: balancing gamemodes for low-midpop
- Replies: 6
- Views: 4703
Re: balancing gamemodes for low-midpop
I've tried and made a few changes to some of the gamemodes to make them nicer for lower pop:
Cult changes: https://github.com/NTStation/NTstation13/pull/958
Blob changes: https://github.com/NTStation/NTstation13/pull/959
Nuke Op changes: https://github.com/NTStation/NTstation13/pull/960
Cult changes: https://github.com/NTStation/NTstation13/pull/958
Blob changes: https://github.com/NTStation/NTstation13/pull/959
Nuke Op changes: https://github.com/NTStation/NTstation13/pull/960
- Mon Aug 18, 2014 5:18 am
- Forum: General Chat
- Topic: Why is Artyom dying?
- Replies: 200
- Views: 59809
Re: Why is Artyom dying?
While I think tg is still somewhat slow and less open to getting shit merged, at this point, we should just merge as much good shit as we can, and go back to a single codebase. The amount of cross merging already makes it pretty dumb, and low pop is quite literally cancer to a server. I don't think...
- Fri Aug 15, 2014 8:59 am
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 272755
Re: Sprite Requests
Can anyone sprite me a stronger, more dangerous looking walking mushroom? Animated if possible. Cap and the body should also be separate like the original so I can keep their randomly generated cap color stuffs. A dead version of the sprite would also be nice if you feel like it but is not necessary.
- Thu Aug 14, 2014 2:41 am
- Forum: NTStation Feedback
- Topic: protected jobs and traitor status priority swap
- Replies: 2
- Views: 3978
protected jobs and traitor status priority swap
Currently, the job selection takes priority over the antag status. So if have a protected job set to high, you will never have a chance to become a traitor sadly! What if this priority was switched? So that if you are selected to become a traitor the game will simply select a non protected job for y...
- Thu Aug 14, 2014 12:37 am
- Forum: NTStation Ideas
- Topic: Long Range Acoustic Device
- Replies: 3
- Views: 3986
Re: Long Range Acoustic Device
Sounds fun.
- Tue Aug 12, 2014 2:30 am
- Forum: NTStation Ideas
- Topic: Minor Suggestions Mk. III; Artyom Edition
- Replies: 221
- Views: 75205
Re: Minor Suggestions Mk. III; Artyom Edition
A new engine that requires you to solve sokoban puzzles every 15 minutes to generate power.
- Mon Aug 11, 2014 6:05 am
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 915012
Re: Screenshots General
SS13 Sokoban http://i.imgur.com/KfmdcXX.png Goal: Push all displaced wall girders onto the red circles. Rules: You may only push the displaced wall girders, no pulling. You may not push them out of the room. You also may not open maint doors. http://i.imgur.com/CscJ4RN.png http://i.imgur.com/amvEfNT...
- Thu Aug 07, 2014 1:23 pm
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 915012
- Wed Aug 06, 2014 7:57 am
- Forum: NTStation Feedback
- Topic: chem expansion feedback?
- Replies: 1
- Views: 3666
chem expansion feedback?
I have been working on quite a few chem based features for a while. Some of them are already on the server, some of them are functional but not quite ready yet. I haven't received a lot of feedback on them yet so I'd like to ask for some more! Links to the PRs with descriptions: https://github.com/N...
- Mon Aug 04, 2014 10:44 pm
- Forum: Spriting and Mapping
- Topic: Linemap development thread (i finally finished the map)
- Replies: 192
- Views: 51399
Re: gripstation development thread
I like that last layout a lot. Please don't scrap that one.
E: And by that I mean the one you posted two posts above.
E: And by that I mean the one you posted two posts above.
- Mon Aug 04, 2014 6:43 am
- Forum: NTStation Ideas
- Topic: Minor Suggestions Mk. III; Artyom Edition
- Replies: 221
- Views: 75205
Re: Minor Suggestions Mk. III; Artyom Edition
Cannibalism in this game does creep me out, though that's more in the way it's presented. The easiest way to get more meat is to grind human beings. And there is no real penalty for eating human meat. In fact, there's human meat only recipes. As if eating humans is a normal thing! Gross! Turning int...
- Mon Aug 04, 2014 5:54 am
- Forum: NTStation Ideas
- Topic: Minor Suggestions Mk. III; Artyom Edition
- Replies: 221
- Views: 75205
Re: Minor Suggestions Mk. III; Artyom Edition
Encouraging cannibalism is worse than encouraging ERP! On that note, how about having human meat have a small chance to cause a disease that slowly kills you unless you keep eating human meat? Could also give you a special action for neck grabs that allows you to bite off limbs off your victim or ge...
- Sat Aug 02, 2014 11:48 am
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 915012
- Thu Jul 31, 2014 7:54 am
- Forum: NTStation Ideas
- Topic: balancing gamemodes for low-midpop
- Replies: 6
- Views: 4703
balancing gamemodes for low-midpop
This should not be NTstation exclusive but I will post it here since Basil is dead (for now atleast) and Sybil is highpop. Almost all gamemodes in the game are balanced for highpop. If you played on Basil or play on Artyom, you probably know that this causes problems on low-midpop. Some gamemodes ar...
- Thu Jul 31, 2014 5:54 am
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 915012
Re: Screenshots General
Really slow round. Reese found out a way to get technically unlimited cargopoints with a bit of work and clever use of chemicals. What do we do with all the points? Order monkeys, mulebots and have a race of course! http://i.imgur.com/oAG0wX0.png http://i.imgur.com/ZLe9e6C.png http://i.imgur.com/PW4...