Search found 68 matches
- Sun Jul 12, 2020 3:33 am
- Forum: Roleplaying
- Topic: Why is technology so backwards if it's 2557?
- Replies: 69
- Views: 30760
Re: Why is technology so backwards if it's 2557?
Necro. I'm bored. PDA's are cheap to make. Phone's would be fkn useless in space without a proper satellite network, the PDA's are designed to operate on a 'station intranet' hosted by the company, and do quite well at that. This, paired with Stationwide Radio/Intercom, further makes phones redundan...
- Sat Jul 11, 2020 7:39 am
- Forum: Ideas
- Topic: Base Addiction off Amount of Reagent Processed
- Replies: 10
- Views: 3199
Re: Base Addiction off Amount of Reagent Processed
I had an idea for a system to avoid the microdosing problem a while back which was basically to give chems a "metabolite" reagent that was exchanged for the original chemical and removed from your body at a much slower rate, so that people that avoided the OD threshold by taking a sub-OD ...
- Tue Jun 30, 2020 5:14 am
- Forum: Ideas
- Topic: Chemistry is very tedious, but it doesn't have to be
- Replies: 11
- Views: 2845
Re: Chemistry is very tedious, but it doesn't have to be
Alright, what if...? We get rid of the chemfridge instead. Or rather, merge it with the chem dispenser. Add a button to the chem dispenser that allows you to move reagents from the beaker INTO the dispenser, creating a new button for that reagent, with a limited amount of reagent. Depending on compl...
- Sat Feb 08, 2020 1:53 am
- Forum: Ideas
- Topic: Solars should start in a randomized state of disrepair.
- Replies: 14
- Views: 3521
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.
- Sat Feb 08, 2020 1:51 am
- Forum: Ideas
- Topic: R&D/Research Overhaul - Departmental TechWebs
- Replies: 21
- Views: 8339
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...
- Sat Feb 08, 2020 1:43 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3939
- Views: 1056568
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...
- Thu Aug 29, 2019 6:20 am
- Forum: Video Games
- Topic: /mtgag/ Magic The Gathering Arena General
- Replies: 65
- Views: 26524
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.
Deal 100 damage, and Draw 100 cards.
Spoiler:
- Mon May 06, 2019 6:56 am
- Forum: Video Games
- Topic: /mtgag/ Magic The Gathering Arena General
- Replies: 65
- Views: 26524
Re: /mtgag/ Magic The Gathering Arena General
https://imgur.com/a/RTWiJll
I think i win. Turn 8.
I think i win. Turn 8.
- Thu Apr 11, 2019 7:46 pm
- Forum: Closed Policy Discussion
- Topic: Sniping
- Replies: 57
- Views: 16007
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...
- Mon Apr 01, 2019 9:11 pm
- Forum: Video Games
- Topic: /mtgag/ Magic The Gathering Arena General
- Replies: 65
- Views: 26524
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.
- Mon Apr 01, 2019 6:06 pm
- Forum: Video Games
- Topic: /mtgag/ Magic The Gathering Arena General
- Replies: 65
- Views: 26524
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.
- Mon Apr 01, 2019 6:04 pm
- Forum: Video Games
- Topic: /mtgag/ Magic The Gathering Arena General
- Replies: 65
- Views: 26524
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
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
- Thu Mar 28, 2019 9:21 pm
- Forum: Ideas
- Topic: Make plants convert CO2 to O2
- Replies: 9
- Views: 2730
Re: Make plants convert CO2 to O2
but plants dont convert co2 to o2. They convert h2o to o2. They convert co2 to sugar.
- Wed Mar 20, 2019 7:18 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3939
- Views: 1056568
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.
- Wed Mar 20, 2019 11:38 am
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 271784
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...
- Tue Mar 19, 2019 7:20 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3939
- Views: 1056568
Re: ITT: We make shitty suggestions and come up with poor ideas.
you mean like... a more complicated "summon guns"?
- Mon Mar 18, 2019 7:23 pm
- Forum: Roleplaying
- Topic: Why is technology so backwards if it's 2557?
- Replies: 69
- Views: 30760
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)
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)
- Fri Mar 15, 2019 10:58 pm
- Forum: Roleplaying
- Topic: Why is technology so backwards if it's 2557?
- Replies: 69
- Views: 30760
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...
- Wed Mar 13, 2019 7:21 pm
- Forum: Roleplaying
- Topic: Exile13 - Running discord-based PBP campaign.
- Replies: 1
- Views: 3550
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 ...
- Sat Feb 16, 2019 9:16 pm
- Forum: Ideas
- Topic: Round length
- Replies: 81
- Views: 22609
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
Edit: Nope. That was Razhengetsu or something
- Sat Feb 16, 2019 7:47 pm
- Forum: Ideas
- Topic: Round length
- Replies: 81
- Views: 22609
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.
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.
- Sat Feb 16, 2019 3:59 am
- Forum: Planet Station Development
- Topic: Station Map
- Replies: 76
- Views: 38868
Re: Station Map
nice.
- Fri Feb 15, 2019 2:34 am
- Forum: Ideas
- Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
- Replies: 16
- Views: 3782
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'
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'
- Fri Feb 15, 2019 12:47 am
- Forum: Ideas
- Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
- Replies: 16
- Views: 3782
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', ...
- Fri Feb 15, 2019 12:42 am
- Forum: Spriting and Mapping
- Topic: Barricades - Sprite Test
- Replies: 4
- Views: 2679
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.
- Thu Feb 14, 2019 7:10 am
- Forum: Ideas
- Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
- Replies: 16
- Views: 3782
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...
- Thu Feb 14, 2019 12:13 am
- Forum: Ideas
- Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
- Replies: 16
- Views: 3782
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...
- Wed Feb 13, 2019 9:08 pm
- Forum: Ideas
- Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
- Replies: 16
- Views: 3782
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...
- Wed Feb 13, 2019 8:50 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3939
- Views: 1056568
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.
- Wed Feb 13, 2019 8:41 pm
- Forum: Ideas
- Topic: Game Mode - Invasion
- Replies: 15
- Views: 4643
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?
- Wed Feb 13, 2019 8:38 pm
- Forum: Ideas
- Topic: Game Mode - Invasion
- Replies: 15
- Views: 4643
Re: Game Mode Idea
So... Nations. But less dumb. I'm for it.
- Wed Feb 13, 2019 4:24 pm
- Forum: Ideas
- Topic: Icon Layering Question
- Replies: 7
- Views: 2116
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.
- Wed Feb 13, 2019 4:23 pm
- Forum: Spriting and Mapping
- Topic: Barricades - Sprite Test
- Replies: 4
- Views: 2679
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
- Wed Feb 13, 2019 3:46 am
- Forum: Ideas
- Topic: Icon Layering Question
- Replies: 7
- Views: 2116
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 ...
- Wed Feb 13, 2019 3:02 am
- Forum: Ideas
- Topic: Icon Layering Question
- Replies: 7
- Views: 2116
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...
- Wed Feb 13, 2019 12:27 am
- Forum: Ideas
- Topic: Icon Layering Question
- Replies: 7
- Views: 2116
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.
- Tue Feb 12, 2019 8:12 pm
- Forum: Coding Feedback
- Topic: Aren't riot shields a bit too strong?
- Replies: 56
- Views: 17072
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.
Maybe add a slowdown when I'm use, punishing powergaming players who carry it all the time.
- Tue Feb 12, 2019 5:25 pm
- Forum: Ideas
- Topic: Icon Layering Question
- Replies: 7
- Views: 2116
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...
- Tue Feb 12, 2019 4:47 am
- Forum: Ideas
- Topic: Barricades - Sprite Test
- Replies: 2
- Views: 1139
Re: Barricades - Sprite Test
Yeah those are full-tile, these are half-tile. I actually used their sprite for the pallet.
- Tue Feb 12, 2019 4:44 am
- Forum: Ideas
- Topic: Round length
- Replies: 81
- Views: 22609
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...
- Tue Feb 12, 2019 3:58 am
- Forum: Spriting and Mapping
- Topic: Barricades - Sprite Test
- Replies: 4
- Views: 2679
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...
- Tue Feb 12, 2019 3:57 am
- Forum: Ideas
- Topic: Barricades - Sprite Test
- Replies: 2
- Views: 1139
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...
- Mon Feb 11, 2019 9:28 pm
- Forum: Ideas
- Topic: Round length
- Replies: 81
- Views: 22609
Re: Round length
I've seen a couple suggestions for: "5tc per completed objective" as well.
- Mon Feb 11, 2019 8:22 pm
- Forum: Ideas
- Topic: Round length
- Replies: 81
- Views: 22609
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...
- Sun Feb 10, 2019 7:16 am
- Forum: Coding
- Topic: Code bounty: gamemodes!
- Replies: 28
- Views: 10578
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 ...
- Sun Feb 10, 2019 1:44 am
- Forum: Coding Feedback
- Topic: Proposed change - Merge chemistry and botany
- Replies: 96
- Views: 24660
Re: Proposed change - Merge chemistry and botany
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.iamgoofball wrote:Name can be Xenohydrology
- Sun Feb 10, 2019 12:13 am
- Forum: Ideas
- Topic: Trait/Quirk Dump
- Replies: 5
- Views: 1458
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 ...
- Sat Feb 09, 2019 11:11 pm
- Forum: Ideas
- Topic: Trait/Quirk Dump
- Replies: 5
- Views: 1458
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...
- Sat Feb 09, 2019 10:24 pm
- Forum: Ideas
- Topic: Trait/Quirk Dump
- Replies: 5
- Views: 1458
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...
- Sat Feb 09, 2019 3:52 am
- Forum: Coding Feedback
- Topic: Proposed change - Merge chemistry and botany
- Replies: 96
- Views: 24660
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...