Search found 514 matches
- Mon Aug 25, 2014 1:51 am
- Forum: Coding Feedback
- Topic: Double Agent: Something's Gotta Give
- Replies: 27
- Views: 6663
Re: Double Agent: Something's Gotta Give
Nerf everything is really the only sensible option. Anything that isn't a weapon/tool designed to target a single victim should be removed. Granted, that means probably every DA will go esword+ebow as a result, but that's another issue entirely. We have been in need of some more creative weapons add...
- Sun Aug 24, 2014 9:56 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3941
- Views: 1085357
Re: ITT: We make shitty suggestions and come up with poor id
The clown and the mime should occasionally be given objectives to outprank each other.
- Sun Aug 24, 2014 8:22 pm
- Forum: Ideas
- Topic: New Botany Plant (The Devourer)
- Replies: 9
- Views: 2966
Re: New Botany Plant (The Devourer)
Giving it lips and teeth is kinda creepy. Not in a good way either.
Idea is great, sprite just needs a little more work.
Idea is great, sprite just needs a little more work.
- Fri Aug 22, 2014 4:58 am
- Forum: Ideas
- Topic: Thunderdome for ghosts
- Replies: 45
- Views: 10930
Re: Thunderdome for ghosts
Well, fear of death is important. I'll give you that.
But as it stands right now not a lot of crewmembers value their lives in the first place. Anyone who does genuinely fear death is most likely an antagonist.
But as it stands right now not a lot of crewmembers value their lives in the first place. Anyone who does genuinely fear death is most likely an antagonist.
- Fri Aug 22, 2014 4:36 am
- Forum: Ideas
- Topic: Crew/Personal Objectives
- Replies: 32
- Views: 8503
Re: Crew/Personal Objectives
So what is stopping us from stealing it too?
- Thu Aug 21, 2014 11:06 pm
- Forum: Ideas
- Topic: Thunderdome for ghosts
- Replies: 45
- Views: 10930
Re: Thunderdome for ghosts
Nobody has given a reason as to why the ghosts shouldn't be able to have fun. It's a game. People are supposed to have fun.
- Thu Aug 21, 2014 9:13 am
- Forum: Ideas
- Topic: Crew/Personal Objectives
- Replies: 32
- Views: 8503
Re: Crew/Personal Objectives
Personal objectives don't solve the problem. They just make everyone act unnecessarily selfish. However, crew objectives and end round stats are a good solution. Well, they help alleviate the problem at least. A short end round summary of what was completed and what wasn't is something that SS13 has...
- Thu Aug 21, 2014 6:51 am
- Forum: Ideas
- Topic: Thunderdome for ghosts
- Replies: 45
- Views: 10930
Re: Thunderdome for ghosts
I think the idea is great. It actually gives people a reason to visit the bar for once. As for the wizard/xeno candidates etc., it's not like every single ghost will be playing in the thunderdome. The size of the thunderdome right now can fit maybe 6 people max without making it a clusterfuck. There...
- Wed Aug 20, 2014 2:03 am
- Forum: Ideas
- Topic: Team vs Team Game Mode (WIP)
- Replies: 28
- Views: 6477
Re: Team vs Team Game Mode (WIP)
Well that's kind of what I was implying, you can't have a mafia game mode without having crooked cops too.
- Tue Aug 19, 2014 8:31 pm
- Forum: Coding Feedback
- Topic: Selective Mute Script
- Replies: 6
- Views: 1844
Re: Selective Mute Script
Oh damn. That's probably it then. I usually use the job indicator script as well.
- Tue Aug 19, 2014 7:51 pm
- Forum: Coding Feedback
- Topic: Selective Mute Script
- Replies: 6
- Views: 1844
Selective Mute Script
I'm not sure if this subforum is the correct place to post this, so move it as needed. Anyway, I can't seem to make the selective mute script as listed on the wiki work as an AI. I make sure the script is on the common channel, I do everything the script says, input my name in YOUR NAME HERE, yadda ...
- Tue Aug 19, 2014 7:28 pm
- Forum: Ideas
- Topic: Team vs Team Game Mode (WIP)
- Replies: 28
- Views: 6477
Re: TG Gang Mode (WIP)
I think there should be no conversions period. If we look at how organized crime works in the past, we know that criminal organizations spread nothing like how a revolution would. Instead they use intimidation/bribery etc to gain influence over key political/social targets and they use this as a mea...
- Tue Aug 19, 2014 2:05 am
- Forum: Ideas
- Topic: [Magic Mania 1.75] Summon Events Brainstorm
- Replies: 38
- Views: 10446
Re: [Magic Mania 1.75] Summon Events Brainstorm
Well it wouldn't hurt giving the wizard more global spells anyway.
- Sun Aug 17, 2014 11:01 pm
- Forum: Ideas
- Topic: [Magic Mania 1.75] Summon Events Brainstorm
- Replies: 38
- Views: 10446
Re: [Magic Mania 1.75] Summon Events Brainstorm
Mass Mindswap: Everyone randomly mindswaps with someone else, which may or may not include the wizard. Contact Spirits: Ghosts become visible and can speak to the living. Random Lawset: The AI receives a new lawset chosen at random. Mechanize Crew: Everyone except the wizard and the heads of staff b...
- Sun Aug 17, 2014 8:37 pm
- Forum: Ideas
- Topic: [POLL]Should the Assistant role have reduced Antag status?
- Replies: 291
- Views: 72822
Re: [POLL]Should the Assistant role have reduced Antag statu
It's a job that really nobody wants to do. It deserves some credit.Scott wrote:Okay son, you're so special because you set up the singulo.
- Sun Aug 17, 2014 8:34 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3768
- Views: 976643
Re: Minor Suggestions
Why can't we hide things under floor tiles yet? Like come on, guys.
- Sun Aug 17, 2014 7:45 pm
- Forum: Ideas
- Topic: Team vs Team Game Mode (WIP)
- Replies: 28
- Views: 6477
Re: Mafia Mode
So it's rev x2? Where does the ultra fancy mobster stuff come in?Cipher3 wrote: Well, it's more like all-non-red tide and there's two of them killing eachother at the same time so it's like, MOAR ANARCHY, and super FUN.
- Sun Aug 17, 2014 6:49 pm
- Forum: Ideas
- Topic: Team vs Team Game Mode (WIP)
- Replies: 28
- Views: 6477
Re: Mafia Mode
So what makes this different from rev other than having two waves of greytide that security has to deal with?
- Thu Aug 14, 2014 6:14 am
- Forum: Ideas
- Topic: ProtectStation needs new wording
- Replies: 20
- Views: 5433
Re: ProtectStation needs new wording
'Harm' could be anything too, yet we don't use that logic for asimov.
- Thu Aug 14, 2014 1:22 am
- Forum: Ideas
- Topic: ProtectStation needs new wording
- Replies: 20
- Views: 5433
Re: ProtectStation needs new wording
How about a simple edit like "Protect the space station against malicious damage. Anyone you see maliciously harming the station is to be no longer considered human, and is a threat to the station which must be neutralized." It should deal with most issues with people "damaging"...
- Mon Aug 11, 2014 9:00 am
- Forum: Ideas
- Topic: Quality of life changes to Security
- Replies: 23
- Views: 5314
Re: Quality of life changes to Security
I think VG has one of these things where when the prison cell timer expires, a chute opens in the cell to allow the prisoner to leave without having to bother someone to let him out.
That would be neat.
That would be neat.
- Thu Aug 07, 2014 11:13 pm
- Forum: Coding Feedback
- Topic: C4 Nerf Discussion
- Replies: 38
- Views: 10565
Re: C4 Nerf Discussion
I'm all for the nerf. That being said, I think the area of destruction needs to be slightly larger. It should be large enough to emphasize that it's main purpose is to cause damage but it still shouldn't cause a hull breach.
- Thu Aug 07, 2014 8:28 pm
- Forum: Ideas
- Topic: Money Talk
- Replies: 31
- Views: 8308
Re: Money Talk
And emagging said computer in order to give the clown the entire station's budget!
- Thu Aug 07, 2014 8:23 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3768
- Views: 976643
Re: Minor Suggestions
Getting shocked by electrified doors or grilles should make you go all looney tunes, as in getting stuck and convulsing for a few seconds before falling over (and making your hair stand up, as in bedhead-hair, except if you're bald), duration depending on the power in powergrid, if someone touches ...
- Thu Aug 07, 2014 6:21 am
- Forum: Ideas
- Topic: [POLL]Minor Ideas to Reduce Un-Officers
- Replies: 38
- Views: 10357
Re: [POLL]Minor Ideas to Reduce Un-Officers
Bystanders dunking an obvious antag I'm okay with. Validhunters not so much.
- Wed Aug 06, 2014 5:55 pm
- Forum: General Chat
- Topic: FWD: "BYOND, the web, and you: a love story"
- Replies: 8
- Views: 3733
Re: FWD: "BYOND, the web, and you: a love story"
TL;DR
Is my spacemens going to continue to be laggy or not?
Is my spacemens going to continue to be laggy or not?
- Wed Aug 06, 2014 5:53 pm
- Forum: Site, Forums, And Wiki
- Topic: Official SS13 wiki thread (to-do, bitching, etc)
- Replies: 88
- Views: 40641
Re: The semi-official wiki thread (to-do, bitching, etc)
I don't know if this has been noted or not, but the selective mute script on the NTSL page doesn't work.
- Wed Aug 06, 2014 5:32 pm
- Forum: Ideas
- Topic: Money Talk
- Replies: 31
- Views: 8308
Re: Money Talk
- Dispersers: Certain machines, like the Public YouTool, could force you to buy the tools. Or food or whatever. I like this one especially. Too many people that shouldn't have tools have tools anyway because of all the free dispensers everywhere. I really think the one way one should be able to get...
- Tue Aug 05, 2014 9:26 pm
- Forum: Ideas
- Topic: New Objectives for Nuke Ops
- Replies: 15
- Views: 2835
Re: New Objectives for Nuke Ops
I was simply just throwing ideas into the air. You always see in TV and movies and such these elite guys in combat gear doing all this tactical shit. I want to see that happen in Nuke Ops, but it always ends up being so disappointing because I know what exactly will happen every time when there are ...
- Tue Aug 05, 2014 8:47 pm
- Forum: Ideas
- Topic: New Objectives for Nuke Ops
- Replies: 15
- Views: 2835
New Objectives for Nuke Ops
TL;DR If you don't want to read all of that crap below , bottom line I am trying to say is that Nuke Ops has grown stale because the objective is always the same. In order to keep things fresh, the ops need new things to do. So, the topic of this thread is the Nuke Ops mode. More specifically, how ...
- Tue Aug 05, 2014 6:26 pm
- Forum: Ideas
- Topic: How do we make Librarian interesting?
- Replies: 34
- Views: 8302
Re: How do we make Librarian interesting?
Well what other incentives does a spaceman have other than to obtain shiny new toys to kill other spacemans with?
- Tue Aug 05, 2014 6:23 pm
- Forum: Ideas
- Topic: Money Talk
- Replies: 31
- Views: 8308
Re: Money Talk
This is going to be highly criticized, but what if being among the richest at the end of the round very slighty increases your antag chance for the next round only? Of course, this would mean these people wouldn't be revealed end round, but I think it would accurately reflect how greed can influence...
- Tue Aug 05, 2014 6:11 pm
- Forum: Coding Feedback
- Topic: What can be done to make R&D fun?
- Replies: 31
- Views: 8292
Re: What can be done to make R&D fun?
Well, if we want to get close to accurately depicting what RnD actually is, the best way to do it would be to introduce some trial-and-error thing much like what Telescience/Virology/Genetics have. It's the closest we can get to the scientific method when meta knowledge is an issue.
- Tue Aug 05, 2014 7:56 am
- Forum: Coding Feedback
- Topic: What can be done to make R&D fun?
- Replies: 31
- Views: 8292
Re: What can be done to make R&D fun?
RnD doesn't feel sciency. That's the worst part of it. There is absolutely NO experimentation or research involved. I want to be a scientist, not a delivery boy for the RD.
- Fri Aug 01, 2014 7:17 pm
- Forum: Ideas
- Topic: Construction Idea - Bomb Collar
- Replies: 16
- Views: 3719
Re: Construction Idea - Bomb Collar
If anything, we at least need a dead man's trigger added to remote signalers. That's probably the most important aspect to making a hostage situation actually work.
- Thu Jul 31, 2014 10:15 pm
- Forum: Ideas
- Topic: How do we make Librarian interesting?
- Replies: 34
- Views: 8302
Re: How do we make Librarian interesting?
One of the issues about request consoles is simply that it's not noticeable enough. If the sprite was a bit more noticeable or if it actually took up space and wasn't wall mounted maybe this wouldn't be an issue.
- Thu Jul 31, 2014 7:11 pm
- Forum: Ideas
- Topic: [POLL] Roundstart logouts and suicides reduce Antag chance
- Replies: 16
- Views: 4169
Re: [POLL] Roundstart logouts reduce Antag chance
What if people logout/suicide/space themselves immediately after 10 minutes then? What if someone is killed before 10 minutes and they logout? What if OOC issues pull someone away from the computer before 10 minutes? What if power outages/internet hiccups disconnect someone before 10 minutes? Regard...
- Thu Jul 31, 2014 7:07 pm
- Forum: Ideas
- Topic: How do we make Librarian interesting?
- Replies: 34
- Views: 8302
Re: How do we make Librarian interesting?
I like the intercom idea. Maybe shitcurity would actually start watching what they say for once.
Spoiler:
- Wed Jul 30, 2014 2:36 am
- Forum: Ideas
- Topic: Replacement for the Stechkin pistol; The Glock 17
- Replies: 24
- Views: 13041
- Mon Jul 28, 2014 9:51 pm
- Forum: Ideas
- Topic: Randomize Maint Items
- Replies: 11
- Views: 2975
Re: Randomize Maint Items
Way too many gasmasks there, friend.
- Thu Jul 24, 2014 7:34 pm
- Forum: Coding Feedback
- Topic: [POLL] Do you enjoy being the crew in blob?
- Replies: 58
- Views: 15736
Re: Do you enjoy being the crew in blob?
Playing as the crew is sorta meh. Playing as the blob, on the other hand, is a fucking blast. Single handedly one of the best experiences I've ever had on SS13.
- Thu Jul 24, 2014 6:37 pm
- Forum: Ideas
- Topic: Some antags need a larger delay.
- Replies: 16
- Views: 4059
Re: Some antags need a larger delay.
You do need a randomization on the time chosen though, because, say if the antags are always chosen at the 10 minute mark people will be expecting that and meta the shit out of it.
- Thu Jul 24, 2014 6:35 pm
- Forum: Ideas
- Topic: What does the Monkey gamemode need?
- Replies: 39
- Views: 9959
- Thu Jul 24, 2014 7:54 am
- Forum: Ideas
- Topic: Brig and Prison management improvements and ideas
- Replies: 61
- Views: 22997
Re: Brig and Prison management improvements and ideas
Theoretically, confiscated items SHOULD go into evidence, but in reality, this is often sub-optimal for the security team as a whole. If a pair or two of insulated gloves are confiscated, they do the department zero good. However, equipping an officer or two with them alongside a full toolbelt to p...
- Thu Jul 24, 2014 7:48 am
- Forum: Ideas
- Topic: Adding a new gameplay mechanic to I.D. cards
- Replies: 36
- Views: 8973
Re: Adding a new gameplay mechanic to I.D. cards
Well we should getting to porting it then, huh?geilebeer wrote:This is the idea section for regular tgcode, heads don't have telescopic batons.
- Wed Jul 23, 2014 4:35 pm
- Forum: Ideas
- Topic: Adding a new gameplay mechanic to I.D. cards
- Replies: 36
- Views: 8973
Re: Adding a new gameplay mechanic to I.D. cards
His point still stands, though. At the moment the effort needed to demote a subordinate is much more trouble than it's worth.
- Sat Jul 19, 2014 7:34 pm
- Forum: Coding Feedback
- Topic: AI Interface
- Replies: 24
- Views: 6639
Re: AI Interface
The only complaint I have is that I can't type track into the command bar anymore. I have to use the GUI to locate people which takes significantly longer.
- Fri Jul 18, 2014 5:12 am
- Forum: General Chat
- Topic: Stories of rage, tears and regret
- Replies: 2833
- Views: 867057
Re: Stories of rage, tears and regret
>DA scientist >Fuck yes, hatch master plan immediately >I will use bomb threats to coerce the crew into doing my assassination objective for me! >Regardless, I will still blow up genetics to ensure my target stays dead >Begin bomb production >Purchase a camera bug to allow effective detonation timin...
- Fri Jul 18, 2014 3:51 am
- Forum: Ideas
- Topic: Adding a new gameplay mechanic to I.D. cards
- Replies: 36
- Views: 8973
Re: Adding a new gameplay mechanic to I.D. cards
I'd rather have it so heads of staff could use their IDs on their subordinates' ID to instantly demote them. That way, at least the traitor/griffon/clown etc needs to have been subdued beforehand to allow an access downgrade. Also, speaking from personal experience, heads are in a dire need of a mor...
- Wed Jul 16, 2014 9:50 pm
- Forum: Ideas
- Topic: 'Safeguard' objective.
- Replies: 48
- Views: 14481
Re: 'Safeguard' objective.
Sabotage objectives would be neat.Alex Crimson wrote: I do think antags, specifically traitors, need more diverse objectives that are not just about killing or stealing a single item.