Search found 272 matches
- Wed Oct 26, 2016 3:16 am
- Forum: Ideas
- Topic: Some implants stay with you on the following round
- Replies: 34
- Views: 7864
Re: Some implants stay with you on the following round
I dunno about potent ones like revival and chem implants, but I'd support it for general utility things like toolset implants, nutrient pumps and Medical HUD on a couple conditions: -It only carries over if you escape alive as non-antag. I like the idea of having a little more at stake to make you w...
- Tue Oct 25, 2016 2:59 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
Finally tracked the gas tile effects sprites down myself. God damn it, they're 32x32 after all. I'll see what I can come up with.
- Mon Oct 24, 2016 7:31 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
I'll try and figure out how to do that after work is done. Where would I go to find the .dmi with particle sprites for anither gas?
- Mon Oct 24, 2016 5:22 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
Love you too, guy who carefully reads threads.
Out of curiousity, would you rather have BZ than this thing?
Out of curiousity, would you rather have BZ than this thing?
- Sun Oct 23, 2016 11:03 am
- Forum: Spriting and Mapping
- Topic: [WIP] Sprites for new gas
- Replies: 7
- Views: 2178
- Sun Oct 23, 2016 8:29 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
Okay, think I have a decent gas particle loop. http://i.imgur.com/dunVmH8.gif Final version would probably have several shades of grey, though I'll have to see it in practice to be sure. I actually WANT it to blend with the background to some degree- ideally just enough to not immediately catch your...
- Sat Oct 22, 2016 9:54 am
- Forum: Ideas
- Topic: Make clowns funny again
- Replies: 29
- Views: 5584
Re: Make clowns funny again
Clowns were added as a griefer punishment, have become the single most iconic thing about SS13. I'm not seeing much of a glory days to return to. That said, Armhulen's idea of a MUTUAL incap effect? Something that's guaranteed to slip/stun the clown at least as long as it does their target? I think ...
- Tue Oct 11, 2016 5:45 pm
- Forum: Ideas
- Topic: ITT: Post halloween ideas
- Replies: 30
- Views: 6517
Re: ITT: Post halloween ideas
Alternately, "nightmare" version of hallucination code.
- Tue Oct 11, 2016 5:41 pm
- Forum: Ideas
- Topic: ITT: Post halloween ideas
- Replies: 30
- Views: 6517
Re: ITT: Post halloween ideas
Individual players find themselves temporarily shifted into a version of the station whose walls look all rusted and whose lights are all off. Personal light sources are weaker than normal and flicker. There are no other people visible to them, and they can't be seen or affected by others in "r...
- Thu Oct 06, 2016 1:25 am
- Forum: Coding Feedback
- Topic: The Being, or "Another Goddamn Xhuis Gamemode"
- Replies: 126
- Views: 30712
Re: The Being, or "Another Goddamn Xhuis Gamemode"
Sounds like mind-controlled victims of Biotic Integration have their mouths fused shut? Seems like a missed opportunity, compared to what you'd get by letting the original body's owner still talk. (could be intermittent, slurred, or the ghost could force the host's mouth shut but slowly expend stami...
- Wed Oct 05, 2016 8:48 pm
- Forum: Coding Feedback
- Topic: The Being, or "Another Goddamn Xhuis Gamemode"
- Replies: 126
- Views: 30712
Re: The Being, or "Another Goddamn Xhuis Gamemode"
Absolutely seconded re: SOMA, I'd love to see that be an influence. Really notable as a fairly fresh take on this concept IMO- the WAU is great both as a monstrous force and as a novel extension of various sci-fi concepts. I would honestly love to see the core premise steal some of the really good j...
Re: trampling
I feel like the main thing holding this idea back is... Well, the scenario in my head that is 100% SS13 is if someone trips while going to board the shuttle, and then gets trampled by a mob of people plus a janitor on their janikart, sending them down to around half health. But that won't happen in ...
- Wed Oct 05, 2016 2:54 am
- Forum: Coding Feedback
- Topic: The Being, or "Another Goddamn Xhuis Gamemode"
- Replies: 126
- Views: 30712
- Tue Oct 04, 2016 2:53 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
it feels like this would work better as a chem than a gas It is a chem too. You can contaminate some random sink, fill a bunch of beakers, filter out the water and have distilled Pax chemical reagent to work with. Alternately, dump a plant bag out on a contaminated table, gather them all back up an...
- Tue Oct 04, 2016 2:50 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 957049
Re: Minor Suggestions
Does emagging biogenerator do anything at the moment? Could let you make Smuggler's Satchels and Military Belts. Have them cost like 2k biomass each.
- Tue Oct 04, 2016 12:52 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
Was able to test gas loop, 3-pixel long particles look crappy so I'm doing second draft.
- Sat Oct 01, 2016 5:53 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
Yeah I have no idea who Bryce Pax is. And the gas is intended to much less of a threat so long as people catch on and can warn others via comms. Aim is to force the person using it to think. Got a rough particle loop, need to animate and see if any good. https://i.gyazo.com/200739784936b2e2a7b193f09...
- Fri Sep 30, 2016 12:37 am
- Forum: Ideas
- Topic: Gunsmithing [The Final one, this shits getting old]
- Replies: 23
- Views: 5341
Re: Gunsmithing [The Final one, this shits getting old]
Honestly what sounds nice in my head is a console that: -stores parts -lets me shove a gun in it, add parts (swapping replaced parts into storage), and then pop the gun out ready to use -maybe lets me choose to load it with stored ammo for good measure Something where an officer can quickly get half...
- Thu Sep 29, 2016 7:49 pm
- Forum: Ideas
- Topic: Gunsmithing [The Final one, this shits getting old]
- Replies: 23
- Views: 5341
Re: Gunsmithing [The Final one, this shits getting old]
Good question, I'm also wondering.
- Thu Sep 29, 2016 4:47 am
- Forum: Spriting and Mapping
- Topic: [WIP] Sprites for new gas
- Replies: 7
- Views: 2178
[WIP] Sprites for new gas
https://i.gyazo.com/bba8ed94407da5b2683c5aa5fe70fab7.png Cross-posting from this thread . Canister for a mind-influencing chemical agent called Pax, intended to undetectably make the crew more compliant & suggestible. It's in the trial stages, and NanoTrasen is calling it "A riot control a...
- Thu Sep 29, 2016 3:06 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
- Thu Sep 29, 2016 1:08 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
- Wed Sep 28, 2016 4:43 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 957049
Re: Minor Suggestions
Give the welding gas mask an auto-tint lens. Instantly darkens to welding-lens levels anytime you weld or see another bright flash, reverts after a couple seconds. They exist in real life, I use one with my welding job every day.
- Wed Sep 28, 2016 4:35 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
Aight. Gas canister, mainly?
- Tue Sep 27, 2016 6:49 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
Awesome! Is there stuff I can do to assist? Could attempt pseudocode for the remaining hard details.iamgoofball wrote:I could do this after devicecrafting
- Mon Sep 26, 2016 8:51 pm
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
pax is the roman goddess of peace, i feel like i've tried to explain this before i honestly doubt this idea will work, but i still want to see it implemented. maybe add some roleplay cues in the chat log, get that roleplay magic going again? The whole intent is to make it tricky to catch on, so I w...
- Mon Sep 26, 2016 7:52 pm
- Forum: Coding Feedback
- Topic: The Being, or "Another Goddamn Xhuis Gamemode"
- Replies: 126
- Views: 30712
Re: The Being, or "Another Goddamn Xhuis Gamemode"
I did say "mangle", feel free to offer versuons that actually work under rules of latin grammar. The Beast sounds good to me though.
- Mon Sep 26, 2016 7:50 pm
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
Why yes.Yes it was.Wyzack wrote:Wasnt Pax also the name of that chemical in The Firefly movie that made most of that planet so docile they stopped eating and breathing and made the other smaller portion into Reavers?
- Mon Sep 26, 2016 2:11 pm
- Forum: Coding Feedback
- Topic: The Being, or "Another Goddamn Xhuis Gamemode"
- Replies: 126
- Views: 30712
Re: The Being, or "Another Goddamn Xhuis Gamemode"
Poking around in latin a bit for terms you can mangle in ways that sound cool. viscus means viscera, flesh, entrails, internal organs, offspring, carcass If you want something like a scientific name or gamemode title: crescat viscus for "growing flesh" viscus machinae for "flesh machi...
- Mon Sep 26, 2016 9:49 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Re: Subtle Mind-Influencing Chemical Weapon
Yeah sorry, tried to make it as readable as I could but it's still a wall of text. Added my pitiful attempt at a "short version" to the start of the post
- Mon Sep 26, 2016 7:24 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3940
- Views: 1064412
Re: ITT: We make shitty suggestions and come up with poor id
Event where entire starting crew is syndicate cyborgs whose law 1 is to never break character (i.e. the character of whomever they'd normally spawn as). HELLO NEW ARRIVAL I AM JIMMY JONES, HUMAN QUARTERMASTER. WHAT DO YOU MEAN "SYNDIE ROBOT" ARE YOU FEELING OKAY PAL. MAYBE THIS AUTHENTIC L...
- Mon Sep 26, 2016 7:13 am
- Forum: Ideas
- Topic: Subtle Mind-Influencing Chemical Weapon
- Replies: 36
- Views: 7753
Subtle Mind-Influencing Chemical Weapon
This was brainstormed for a thread on revamping BZ gas, but I'd like to discuss the concept's merits+feasiblity on its own. Let's call our chemical agent Pax, because it has similar "good" intentions as the drug in the Firefly movie. Nanotrasen claims it is an "experimental riot contr...
- Sun Sep 25, 2016 9:54 pm
- Forum: Ideas
- Topic: Gunsmithing [The Final one, this shits getting old]
- Replies: 23
- Views: 5341
Re: Gunsmithing [The Final one, this shits getting old]
Could also have an old gunsmithing place in maint that got raided and trashed by sec, barricaded up and forgotten. Cobwebs, smashed consoles but the boards are still there, etc.
- Fri Sep 23, 2016 7:22 pm
- Forum: Ideas
- Topic: More realistic welding
- Replies: 7
- Views: 1515
Re: More realistic welding
We may never know.bandit wrote:the fuck is thatDagdammit wrote:-Welding releases tons of CO2 gas
(It's actually carbon monoxide but that doesn't exist in SS13)
- Fri Sep 23, 2016 12:48 pm
- Forum: Ideas
- Topic: More realistic welding
- Replies: 7
- Views: 1515
Re: More realistic welding
I don't even know if they'd be that good for SS13. I mean, tools you have to wire directly into grid, that's a neatish drawback in theory. Instead of (say) only being able to hold something in two hands, you have to be standing on a tile with exposed wires, need a second (plus insulated gloves) to h...
- Fri Sep 23, 2016 11:47 am
- Forum: Ideas
- Topic: More realistic welding
- Replies: 7
- Views: 1515
More realistic welding
Not saying any of these changes SHOULD be made, I actually think welding tools & related game mechanics are completely fine as is. But I'm doing some welding cert tests at the train+shipyard where I work, and it's got me thinking. For those who want to know, IRL-style welding would have the foll...
- Fri Sep 23, 2016 7:01 am
- Forum: Ideas
- Topic: New (interesting) ghost role
- Replies: 3
- Views: 698
Re: New (interesting) ghost role
Could be interesting to have some kind of "mission control" role for big syndicate rounds, esp. if said mission control can hear all department comms. Not sure how it'd work for DA rounds.
- Fri Sep 23, 2016 12:32 am
- Forum: Ideas
- Topic: Paipod function for PAIs
- Replies: 2
- Views: 661
Re: Paipod function for PAIs
If I just chose guitar/violin/piano/etc. from a list and got the same intrument control window as when I used a normal instrument as a human? Awesome, fund it.
- Thu Sep 22, 2016 6:01 am
- Forum: Ideas
- Topic: Accompanying music?
- Replies: 9
- Views: 1942
Re: Accompanying music?
Rad, that's what I aimed for.
Time to figure out the best themes for a guitar-wielding nuke ops team to play. Mission Impossible?
Time to figure out the best themes for a guitar-wielding nuke ops team to play. Mission Impossible?
- Thu Sep 22, 2016 3:03 am
- Forum: Ideas
- Topic: Accompanying music?
- Replies: 9
- Views: 1942
Accompanying music?
Short version: make it so two people can play 2 different instrument tracks for a given song. Implementation: -Instruments in your hand can now be set to "Accompany" mode (or whatever you wanna call it), in which case the window will now say "Waiting for lead performance..." with...
- Wed Sep 21, 2016 9:11 pm
- Forum: Coding Feedback
- Topic: Lavaland
- Replies: 484
- Views: 125020
Re: Lavaland
I'm fine with not being able to scout as ghost, but in that event it'd be nice to have some other kind of hint as to the direction+presence of Nearby Interesting Things- especially as lavaland spawns have such reduced capacity for exploration.
- Tue Sep 20, 2016 6:38 am
- Forum: Ideas
- Topic: Department Protolathes
- Replies: 21
- Views: 5149
Re: Department Protolathes
Sounds like the "list available designs, other departments can ask for them, and if R&D grants request you get it at your department" option has decent support.
- Mon Sep 19, 2016 11:32 am
- Forum: Ideas
- Topic: Department Protolathes
- Replies: 21
- Views: 5149
Re: Department Protolathes
Well, what else are the lazy bums going to do?
- Mon Sep 19, 2016 9:37 am
- Forum: Ideas
- Topic: Department Protolathes
- Replies: 21
- Views: 5149
Re: Department Protolathes
Assuming, for the sake of discussion, that it's justified with some "bluespace" handwave: What if each department's specialized protolathe came with an R&D requests console, a bit like the Supply Shuttle one visitors can use at cargo? If R&D has the resources, they can grant (or de...
- Mon Sep 19, 2016 9:25 am
- Forum: Coding Feedback
- Topic: How should space content be handled?
- Replies: 43
- Views: 11767
Re: How should space content be handled?
I definitely have rounds where I think "I just wanna go out and explore space". The idea of going out and restoring derelicts? Or improbably finding some other useful-to-station thing you can proudly return home with (like syndicate comms access?) and possibly use to save the day? Or inste...
- Mon Sep 19, 2016 6:47 am
- Forum: Coding Feedback
- Topic: ITT we brainstorm uses for BZ
- Replies: 43
- Views: 11754
Re: ITT we brainstorm uses for BZ
-Small doses of BZ could mitigate both the performance reduction of injuries and the awareness thereof, a la miner's salve. -Wiki specifically says BZ has a high safety margin, making it "incapacitating rather than a toxic chemical warfare agent". Given the peripheral nervous system effect...
- Mon Sep 19, 2016 2:38 am
- Forum: Coding Feedback
- Topic: Bluespace shelter capsules on station
- Replies: 28
- Views: 7368
Re: Bluespace shelter capsules on station
What if bluespace capsules had some kind of built-in removal function? Not a big red button anyone can hit, but like a wall-mounted panel you have to unscrew and then crowbar out. After that you can activate a "deconstruct" function and the capsule goes away. Edit: Or those with shaft mine...
- Sun Sep 18, 2016 11:24 pm
- Forum: Coding Feedback
- Topic: Combat
- Replies: 15
- Views: 4563
Re: Combat
What about a lock-on mechanic, similar to hotline miami? If you see someone, you can right click on them and choose "take aim", which puts a crosshair icon above their head (for you). All attacks (or all thrown and ranged attacks?) where you click on a tile in their general direction (in a...
- Sun Sep 18, 2016 9:24 am
- Forum: Ideas
- Topic: Give monkeys sense of self-preservation - Revenge of Pun Pun
- Replies: 52
- Views: 13027
Re: Give monkeys sense of self-preservation - Revenge of Pun
...shit, if the monkeys just poured out of the nearest vent that'd actually be hilarious.
- Sat Sep 17, 2016 10:49 pm
- Forum: Ideas
- Topic: Shuttle Calls
- Replies: 13
- Views: 3221
Re: Shuttle Calls
Current system's fairly ideal IMO.