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Re: Solars should start in a randomized state of disrepair.

+chance for solar panel to start dirty, needing to be cleaned (janitor love) or produce at 50% efficiency.
by nullbear
Sat Feb 08, 2020 1:53 am
 
Forum: Ideas
Topic: Solars should start in a randomized state of disrepair.
Replies: 14
Views: 666

Re: R&D/Research Overhaul - Departmental TechWebs

Make it so that prototyped/protolathe items have random numerical stats (within a range based on tech tiers available). Then the ability to save the prototype to a disk, so it can be remade from an autolathe with the same values. IE: Prototype Energy Cells having unreliable capacitance. Energy weapo...
by nullbear
Sat Feb 08, 2020 1:51 am
 
Forum: Ideas
Topic: R&D/Research Overhaul - Departmental TechWebs
Replies: 19
Views: 1389

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

Overcomplicated Armor Rebalance/Rework. Defense Values: "Armor" . Reduces incoming damage by %. (Infinite scaling with diminishing returns.) (100 armor is equivalent to 100% extra health (or 50% damage reduction.) (200 would be 66% reduction. 300 would be 75%, and so on.) "Plating&qu...
by nullbear
Sat Feb 08, 2020 1:43 am
 
Forum: Ideas
Topic: ITT: We make shitty suggestions and come up with poor ideas.
Replies: 3692
Views: 321912

Re: /mtgag/ Magic The Gathering Arena General

Gotta get those broken gimmick decks in before the next block is released:

Deal 100 damage, and Draw 100 cards.

Spoiler:
Image
by nullbear
Thu Aug 29, 2019 6:20 am
 
Forum: Video Games
Topic: /mtgag/ Magic The Gathering Arena General
Replies: 47
Views: 2414

Re: /mtgag/ Magic The Gathering Arena General

https://imgur.com/a/RTWiJll
I think i win. Turn 8.
by nullbear
Mon May 06, 2019 6:56 am
 
Forum: Video Games
Topic: /mtgag/ Magic The Gathering Arena General
Replies: 47
Views: 2414

Re: Sniping

Last I heard, streamers have been banned because by streaming, they're providing a means for metacomms, and many servers have rules requiring that streamers have a minimum delay and notify admins of the stream in progress. I thought tg did this too but... Based on the thread... I guess not? So... ma...
by nullbear
Thu Apr 11, 2019 7:46 pm
 
Forum: Policy Discussion
Topic: Sniping
Replies: 57
Views: 2236

Re: /mtgag/ Magic The Gathering Arena General

4-6 games every 3 days is enough to get all the dailies. 15 games/week to get 3 booster packs.
by nullbear
Mon Apr 01, 2019 9:11 pm
 
Forum: Video Games
Topic: /mtgag/ Magic The Gathering Arena General
Replies: 47
Views: 2414

Re: /mtgag/ Magic The Gathering Arena General

For meme decks, it's okay to fuck around, but they have to be at least somewhat viable even in casual play to have any fun with them.
by nullbear
Mon Apr 01, 2019 6:06 pm
 
Forum: Video Games
Topic: /mtgag/ Magic The Gathering Arena General
Replies: 47
Views: 2414

Re: /mtgag/ Magic The Gathering Arena General

I was running a low-cost mono white ajani deck through ranked for a while, then I decided to make a meme deck using all of my 6+ mana cards, +Xtra mana and draw.

Ended up winning with it 5 times in a row, and playing all 100 cards in a couple of games:

http://i.imgur.com/I2tMA5M
by nullbear
Mon Apr 01, 2019 6:04 pm
 
Forum: Video Games
Topic: /mtgag/ Magic The Gathering Arena General
Replies: 47
Views: 2414

Re: Make plants convert CO2 to O2

but plants dont convert co2 to o2. They convert h2o to o2. They convert co2 to sugar.
by nullbear
Thu Mar 28, 2019 9:21 pm
 
Forum: Ideas
Topic: Make plants convert CO2 to O2
Replies: 9
Views: 544

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

If it's a do-after and has a different name, absofuckin lutely.
by nullbear
Wed Mar 20, 2019 7:18 pm
 
Forum: Ideas
Topic: ITT: We make shitty suggestions and come up with poor ideas.
Replies: 3692
Views: 321912

Re: Sprite Requests

Need/want a big set of 'crystal' sprites for some SM shenanigans. Crystal has two "size" variables. For simplicity, "internal" and "external". Ranges from tiny to multi-tile. Here is mockup/example. I'm happy with appearance, but would prefer closer to 3/4 view, and I h...
by nullbear
Wed Mar 20, 2019 11:38 am
 
Forum: Spriting and Mapping
Topic: Sprite Requests
Replies: 674
Views: 91376

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

you mean like... a more complicated "summon guns"?
by nullbear
Tue Mar 19, 2019 7:20 pm
 
Forum: Ideas
Topic: ITT: We make shitty suggestions and come up with poor ideas.
Replies: 3692
Views: 321912

Re: Why is technology so backwards if it's 2557?

Another decent retrofi example is "Event[0]"
Edit: "Soma", "Bioshock", "Fallout", and "Sealab 2020" also come to mind. Though Sealab 2020 is set in next year so... (Hey im sure it was considered far future when it was released)
by nullbear
Mon Mar 18, 2019 7:23 pm
 
Forum: Roleplaying
Topic: Why is technology so backwards if it's 2557?
Replies: 42
Views: 2701

Re: Why is technology so backwards if it's 2557?

SS13 is part of the retrofi genre. It's scifi as envisioned in the early 1900's. Most of ss13's references are to scifi movies of the 1950's - 1990's, when phones werent popular, crt's were, and pda's were the height of portable computing. This isn't a new thing, and its popular in newer AAA games a...
by nullbear
Fri Mar 15, 2019 10:58 pm
 
Forum: Roleplaying
Topic: Why is technology so backwards if it's 2557?
Replies: 42
Views: 2701

Exile13 - Running discord-based PBP campaign.

Tl;Dr: Based loosely on SS13. You and a motley crew of others are hired by some literal who company outsourced by NT to work on a planet colony / research expedition. Shit goes bad, and you're effectively "lost in space." Makes a couple important exertions on supermatter/ftl lore and how ...
by nullbear
Wed Mar 13, 2019 7:21 pm
 
Forum: Roleplaying
Topic: Exile13 - Running discord-based PBP campaign.
Replies: 0
Views: 189

Re: Round length

Maybe. But i vaguely recall you trying to get me to play osu with you or something.

Edit: Nope. That was Razhengetsu or something
by nullbear
Sat Feb 16, 2019 9:16 pm
 
Forum: Ideas
Topic: Round length
Replies: 81
Views: 3728

Re: Round length

Oh hey raz, been a while, nice to see you've moved to tg.

Biggest con to weakening antags at round-start is that fucking up once (ie. Being identified) is usually a game-ender for antags as it is.
by nullbear
Sat Feb 16, 2019 7:47 pm
 
Forum: Ideas
Topic: Round length
Replies: 81
Views: 3728

Re: Station Map

nice.
by nullbear
Sat Feb 16, 2019 3:59 am
 
Forum: Planet Station Development
Topic: Station Map
Replies: 70
Views: 8740

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

"100% lag free"
Are you trying to tell me something?

Lemme reword this:
It's not "double-tap" or "time your taps"
It's "when you stand still for .01 seconds, your next step is 'walking'
by nullbear
Fri Feb 15, 2019 2:34 am
 
Forum: Ideas
Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
Replies: 16
Views: 522

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

.. I think you're trolling but i dont wanna b mean in case you're serious. .. -> Walking by pressing WSAD, vs clicking a button to toggle force a slowdown debuff, then clicking the button again to walk normally. -> Worse control scheme than just holding a button.?? Also, im not 'stealing a hotkey', ...
by nullbear
Fri Feb 15, 2019 12:47 am
 
Forum: Ideas
Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
Replies: 16
Views: 522

Re: Barricades - Sprite Test

Oh i only changed the player's pixel offset to see how it looked and to exaggerate the layering stuff. It's absolutely unnecessary to the layers and barricades whatsoever.
by nullbear
Fri Feb 15, 2019 12:42 am
 
Forum: Spriting and Mapping
Topic: Barricades - Sprite Test
Replies: 4
Views: 582

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

It would also make it so that you could just tap-wait-tap-wait-tap (instead of holding the key down) to walk across a small field of janitor placed mop-mines, freeing up a hotkey, improving the control scheme a bit, and possibly repurposing the walk HUD button. I have a few other plans for it alrea...
by nullbear
Thu Feb 14, 2019 7:10 am
 
Forum: Ideas
Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
Replies: 16
Views: 522

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Because there is never a benefit to walking, or moving more slowly, except for wet floors. Which 99% of the time people have already slipped on, and the floor has dried before they get back up. The only use for walking therefore is to step across a wet floor that you've already slipped on. The butto...
by nullbear
Thu Feb 14, 2019 12:13 am
 
Forum: Ideas
Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
Replies: 16
Views: 522

Replace walk toggle with "staggered" indicator / mobility toggle.

Implement an acceleration system for the movement speed. When you move (from standstill) you start walking at the pace of a one legged cripple, and every tenth of a second you are moving in a straight line increases your speed until after a few seconds you'll be trucking along at full speed. If you...
by nullbear
Wed Feb 13, 2019 9:08 pm
 
Forum: Ideas
Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
Replies: 16
Views: 522

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

Nerf everything so that every single department is crippled until science/cargo gets going.
by nullbear
Wed Feb 13, 2019 8:50 pm
 
Forum: Ideas
Topic: ITT: We make shitty suggestions and come up with poor ideas.
Replies: 3692
Views: 321912

Re: Game Mode Idea

If the game mode relies on it, how would you ensure that the syndies don't just abandon ship/invade station? How would you /prevent/ crew from either: engaging too early, or not engaging at all?
by nullbear
Wed Feb 13, 2019 8:41 pm
 
Forum: Ideas
Topic: Game Mode - Invasion
Replies: 14
Views: 596

Re: Game Mode Idea

So... Nations. But less dumb. I'm for it.
by nullbear
Wed Feb 13, 2019 8:38 pm
 
Forum: Ideas
Topic: Game Mode - Invasion
Replies: 14
Views: 596

Re: Icon Layering Question

nullbear wrote:Update: Lummox said that client.dir has been depreciated since 4.0.
Update: That and my dumb ass assumed that rotatium even used client.dir in the first place.
by nullbear
Wed Feb 13, 2019 4:24 pm
 
Forum: Ideas
Topic: Icon Layering Question
Replies: 7
Views: 298

Re: Barricades - Sprite Test

i tweaked the layer and pixel-y variables a bit to show an example of how it COULD look if the layering system was changed
by nullbear
Wed Feb 13, 2019 4:23 pm
 
Forum: Spriting and Mapping
Topic: Barricades - Sprite Test
Replies: 4
Views: 582

Re: Icon Layering Question

Something i noticed though is that the "colors" list for lighting objects appears to be deleted and re-initialized every tick. Would there be any performance benefit if it were cached? Also; Lummox posted at some point that client.dir has been depreciated since 4.0, which is why it's such ...
by nullbear
Wed Feb 13, 2019 3:46 am
 
Forum: Ideas
Topic: Icon Layering Question
Replies: 7
Views: 298

Re: Icon Layering Question

As far as i can tell, there's no way to get it to work with client.dir. Byond has a map_format for "side_view" which does exactly what im trying to do. But as you can see here: https://imgur.com/a/IfVazGc it's not very compatible with ss13. As far as I can tell though, this WOULD deal with...
by nullbear
Wed Feb 13, 2019 3:02 am
 
Forum: Ideas
Topic: Icon Layering Question
Replies: 7
Views: 298

Re: Icon Layering Question

Biggest issue I see is w/ client.dir and I don't know how to tackle that gimmickry (rotatium) Honestly kinda wanna just say "fuck it" and either remove shit that fucks with client.dir, or leave it in with the bugginess.
by nullbear
Wed Feb 13, 2019 12:27 am
 
Forum: Ideas
Topic: Icon Layering Question
Replies: 7
Views: 298

Re: Aren't riot shields a bit too strong?

Rather than negate, reduce damage from energy weapons.

Maybe add a slowdown when I'm use, punishing powergaming players who carry it all the time.
by nullbear
Tue Feb 12, 2019 8:12 pm
 
Forum: Coding Feedback
Topic: Aren't riot shields a bit too strong?
Replies: 56
Views: 2339

Icon Layering Question

Coders, answer me this: Before I get into trying to make some big change or whatever, Is there any reason that I couldn't/shouldn't rewrite layers so that atoms with a higher Y coordinate are rendered on a /slightly/ higher layer? Post Related: https://tgstation13.org/phpBB/viewtopic.php?f=9&t=2...
by nullbear
Tue Feb 12, 2019 5:25 pm
 
Forum: Ideas
Topic: Icon Layering Question
Replies: 7
Views: 298

Re: Barricades - Sprite Test

Yeah those are full-tile, these are half-tile. I actually used their sprite for the pallet.
by nullbear
Tue Feb 12, 2019 4:47 am
 
Forum: Ideas
Topic: Barricades - Sprite Test
Replies: 2
Views: 212

Re: Round length

RP -snip- Some level of persistence can be an interesting way of getting this result. If by reaching a certain point in your department project, you get to have a lasting impact on the next several rounds, you'll likely have more people trying to complete their long-term objectives. As MGP said, wh...
by nullbear
Tue Feb 12, 2019 4:44 am
 
Forum: Ideas
Topic: Round length
Replies: 81
Views: 3728

Barricades - Sprite Test

Made some 'barricade' sprites. Did a test to see how they look in-game. https://i.imgur.com/szyRaNN.png Character has a y-offset of 8 pixels, which looks great imo. But would need a fair bit of work to change permanently. (primarily an issue with layers, and how /tg/ uses them. I think it would be r...
by nullbear
Tue Feb 12, 2019 3:58 am
 
Forum: Spriting and Mapping
Topic: Barricades - Sprite Test
Replies: 4
Views: 582

Barricades - Sprite Test

Made some 'barricade' sprites. Did a test to see how they look in-game. https://i.imgur.com/szyRaNN.png .. I like this version better: https://i.imgur.com/kq2dAie.png Character has a y-offset of 8 pixels, which looks great imo. But would need a fair bit of work to change permanently. (primarily an i...
by nullbear
Tue Feb 12, 2019 3:57 am
 
Forum: Ideas
Topic: Barricades - Sprite Test
Replies: 2
Views: 212

Re: Round length

I've seen a couple suggestions for: "5tc per completed objective" as well.
by nullbear
Mon Feb 11, 2019 9:28 pm
 
Forum: Ideas
Topic: Round length
Replies: 81
Views: 3728

Re: Round length

To reduce early explosions, you could have it so that tatortots start with less TC, and get 1tc every 10 minutes or something. Could have emergency shuttle only be called if certain alert level is reached (requiring two people to agree, instead of the popular: "as captain I'm about to go afk, s...
by nullbear
Mon Feb 11, 2019 8:22 pm
 
Forum: Ideas
Topic: Round length
Replies: 81
Views: 3728

Re: Code bounty: gamemodes!

Most gamemodes that we currently have have a small number of antags/special roles. For any given gamemode/round, only a few people in the round get to participate in it (outside of validhunting.) traitor, only the traitors get neat gameplay. Anyone else gets killed, or validhunts. malf, only the ai ...
by nullbear
Sun Feb 10, 2019 7:16 am
 
Forum: Coding
Topic: Code bounty: gamemodes!
Replies: 28
Views: 3323

Re: Proposed change - Merge chemistry and botany

iamgoofball wrote:Name can be Xenohydrology


Or y'know, "Xenobotany", cause you dont need to be so snowflakey that you make up a new name for a thing that baystation already has.
by nullbear
Sun Feb 10, 2019 1:44 am
 
Forum: Coding Feedback
Topic: Proposed change - Merge chemistry and botany
Replies: 96
Views: 4627

Re: Trait/Quirk Dump

lmao last one is a meme. Most of the uninteresting ones are just bloat. Fer focussed, long do-afters are easily cancelled by someone bumping you, or because you click something else or change hands etc. It would just make you resistant to bumps when welding walls or something, and changing hands or ...
by nullbear
Sun Feb 10, 2019 12:13 am
 
Forum: Ideas
Topic: Trait/Quirk Dump
Replies: 5
Views: 268

Re: Trait/Quirk Dump

Yeah i figured that'd be the reason. Was thinking of making a way to get around that by either making them negligible enough to not be balance-breaking, or by making them "random" enough to not really be dependable. For example, good traits are always balanced by a WORSE antitrait. Dependa...
by nullbear
Sat Feb 09, 2019 11:11 pm
 
Forum: Ideas
Topic: Trait/Quirk Dump
Replies: 5
Views: 268

Trait/Quirk Dump

I came back and there's this weird trait/quirk system that's been added. But most of the traits/quirks are garbage. Here's a dump of stuff i might try to add. Feel free to suggest your own or give feedback. Positives: /datum/mob_effect/quirk/sympath name = "Sympath" / / Examine to see mood...
by nullbear
Sat Feb 09, 2019 10:24 pm
 
Forum: Ideas
Topic: Trait/Quirk Dump
Replies: 5
Views: 268

Re: Proposed change - Merge chemistry and botany

Making chemistry a neutral department would also fix the issue between "medbay needs X and botanist doesnt want to or know how" and "too many chefs" because if a botanist doesnt want to or know how to do chemistry... They dont have to because its not their department. If doctor n...
by nullbear
Sat Feb 09, 2019 3:52 am
 
Forum: Coding Feedback
Topic: Proposed change - Merge chemistry and botany
Replies: 96
Views: 4627

Re: Proposed change - Merge chemistry and botany

literally who gang coming through I like the theme of the idea, I do not like the execution of the idea. I absolutely adore playing botanist and just growing shit that people need, passing out joints, doing general hydro things. I absolutely despise, well, everything about chemistry. Merging them i...
by nullbear
Sat Feb 09, 2019 3:21 am
 
Forum: Coding Feedback
Topic: Proposed change - Merge chemistry and botany
Replies: 96
Views: 4627

Re: Proposed change - Merge chemistry and botany

Alternatively Make chemistry a neutral department, accessible by various jobs around the station. Botanist: Biochem / Medicine / Narcotics / Organic Chemistry / Materials Processing and Refining Cargonia: Materials Processing and Refining / Inorganic Chemistry / Materials Synthesis (Plastics, Alloys...
by nullbear
Sat Feb 09, 2019 3:17 am
 
Forum: Coding Feedback
Topic: Proposed change - Merge chemistry and botany
Replies: 96
Views: 4627

Re: QOL: Remote Door Access - PDA Requests

Yeah, hence the x seconds thing.

Cant make a new request until the last one "times - out" or is accepted.
by nullbear
Fri Feb 08, 2019 2:57 am
 
Forum: Ideas
Topic: QOL: Remote Door Access - PDA Requests
Replies: 9
Views: 507
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