Search found 272 matches
- Fri Feb 03, 2017 12:38 am
- Forum: Ideas
- Topic: lethality mechanics
- Replies: 13
- Views: 2442
Re: lethality mechanics
Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence. Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems. Cons...
- Thu Feb 02, 2017 7:53 pm
- Forum: Coding Feedback
- Topic: Umbrage: Shadowling Redux (delayed?)
- Replies: 381
- Views: 83729
Re: Umbrage: Shadowling Redux
I didn't see it like an addiction, something that you pursue out of irrational hunger- more that it's a resource, like plasma or petroleum. Something they can use to prosper and expand.
- Thu Feb 02, 2017 7:40 pm
- Forum: Ideas
- Topic: Auxiliary Mining Base Improvements
- Replies: 13
- Views: 3056
Re: Auxiliary Mining Base Improvements
Giving it walls & the like won't limit customization because that stuff's really easy to replace. This is armchair speculation, but maybe the main issue is that there's currently so little need for it? I mean, what use is it going to have for a miner that can't be served more simply through othe...
- Thu Feb 02, 2017 7:34 pm
- Forum: Ideas
- Topic: lethality mechanics
- Replies: 13
- Views: 2442
Re: lethality mechanics
If you wanna test it, make it so everyone spawns with a Death Box in their inventory containing the fitting kit for their role.
- Thu Feb 02, 2017 7:24 pm
- Forum: Ideas
- Topic: "Prepare to leave" button for those who have to go.
- Replies: 20
- Views: 4016
Re: "Prepare to leave" button for those who have to go.
I feel like I'd never use it due to fears of ghost doing something I wouldn't and people thinking it was, you know, me.
Though of course, that's already a thing in this game in several different ways- borers, lings, mindslave implants, people wearing my ID or impersonating my voice on the radio...
Though of course, that's already a thing in this game in several different ways- borers, lings, mindslave implants, people wearing my ID or impersonating my voice on the radio...
- Thu Feb 02, 2017 3:16 am
- Forum: Ideas
- Topic: Make Nar'Sie cult summon similar to Clock Cult
- Replies: 28
- Views: 6647
Re: Make Nar'Sie cult summon similar to Clock Cult
Perhaps I could just make it so that the Rune drawing scale with distance from the center of the station, so that you can weigh the risk/reward of fast summons near the bridge versus longer attempts out in space. I like this angle. Yogs just nixed the option to summon nar'sie in space (or other z-l...
- Wed Feb 01, 2017 10:07 pm
- Forum: Coding Feedback
- Topic: Umbrage: Shadowling Redux (delayed?)
- Replies: 381
- Views: 83729
Re: Umbrage: Shadowling Redux
Assuming too many conversion antag rounds are a problem: pulling an entire game mode seems like a real dumb/unnecessary solution. Decide what percentage of rounds should be conversion antag, e.g. 40%. Server decides whether gametype for next round will be conversion, then picks the game mode from wh...
- Mon Jan 23, 2017 8:01 am
- Forum: Ideas
- Topic: Break rev flash meta
- Replies: 9
- Views: 2118
Re: Break rev flash meta
Would it screw up anything to let people make flashes at hacked autolathes? Would make them more common.
- Mon Jan 23, 2017 7:03 am
- Forum: Ideas
- Topic: Alternate Rev Conversion Mechanic
- Replies: 23
- Views: 4021
Re: Alternate Rev Conversion Mechanic
Part of the reason I like this idea is that making the codewords seem natural is an interesting challenge. For example, if rev's codewords were Warden and Tomato, the best first move would be to have someone start throwing tomatoes at the warden. If one of the codewords is a name, throw a fit on the...
- Sun Jan 22, 2017 3:28 am
- Forum: Ideas
- Topic: Alternate Rev Conversion Mechanic
- Replies: 23
- Views: 4021
Re: Alternate Rev Conversion Mechanic
Your idea only works on a roleplay level. Once it happens once to you you'll instantly know what being converted is like and instantly know when its happening, this is called 'known quantity' and its the bane of roleplayers. Basically what this idea would do is let a player pick or choose to be a r...
- Fri Jan 20, 2017 2:41 pm
- Forum: Ideas
- Topic: Alternate Rev Conversion Mechanic
- Replies: 23
- Views: 4021
Re: Alternate Rev Conversion Mechanic
Yeah, but that part I'm fine with. Trying to make it sound natural seems like an interesting challenge, and I like the idea of loyalists trying to crack what the code phrases are- which becomes tricky when saying "I think the code phrases are X and Y" is a totally valid way to trigger the ...
- Fri Jan 20, 2017 1:45 pm
- Forum: Ideas
- Topic: Alternate Rev Conversion Mechanic
- Replies: 23
- Views: 4021
Re: Alternate Rev Conversion Mechanic
I like the concept, but you also have the very real issue of people who don't want to be a rev/meta-loyalists staggering towards sec during their conversion so that sec sees them collapse and likely implants them/otherwise tries to help them. Possibly conversion finalizing should have a less concre...
- Fri Jan 20, 2017 12:18 pm
- Forum: Ideas
- Topic: Alternate Rev Conversion Mechanic
- Replies: 23
- Views: 4021
Re: Alternate Rev Conversion Mechanic
From policy point of view, at what point would someone become a rev? If someone meta'd it, because it would eventually happen, would they be allowed to eat out the headrev, even though the head rev has no way of countering this? And I mean soon enough that it makes a difference, or sending a PDA me...
- Fri Jan 20, 2017 2:49 am
- Forum: Ideas
- Topic: Alternate Rev Conversion Mechanic
- Replies: 23
- Views: 4021
Re: Alternate Rev Conversion Mechanic
I do get the potential lack of post-convert guidance being a possible problem, that makes sense. Yeah Revs saving grace is it's fast-paced conversion mechanic. Revs literally having nothing going for them beyond that and a single Rev is no more difficult to deal with than a regular crewmember. Yep. ...
- Thu Jan 19, 2017 10:56 pm
- Forum: Ideas
- Topic: Alternate Rev Conversion Mechanic
- Replies: 23
- Views: 4021
Re: Alternate Rev Conversion Mechanic
Up to 4 minutes is a long conversion time, what's to stop people from calling out for help or attacking the person trying to convert them? All that has to happen is for the person to say the code phrase someplace where the target can hear them. They can walk away and it'll be at least 60 seconds be...
- Thu Jan 19, 2017 8:50 pm
- Forum: Ideas
- Topic: Alternate Rev Conversion Mechanic
- Replies: 23
- Views: 4021
Alternate Rev Conversion Mechanic
This idea has several different parts, cherry-picking specific bits is totally an option. -Tweak rev's flavor to be a third kind of Syndicate plot, with more of a Manchurian Candidate/cold war conspiracy feel. A significant portion of the crew are sleeper agents with mental conditioning, which when...
- Wed Jan 18, 2017 9:08 pm
- Forum: Ideas
- Topic: Strap knives to clean-bots/space roombas
- Replies: 41
- Views: 8271
Re: Strap knives to clean-bots/space roombas
This is going to lead to so many bloody deaths. Beepsky with a switchblade instead of a stun baton? Be very afraid.
- Wed Jan 18, 2017 9:06 pm
- Forum: Ideas
- Topic: Wheel Chairs/Crutches
- Replies: 15
- Views: 4534
Re: Wheel Chairs/Crutches
Wheelchairs, crutches and peg legs all totally fit space station 13's aesthetic and should be a thing, this sounds rad.
Re: Tackling
Or this.Jacough wrote:Add football uniforms too. I wanna run around the station as a space Seahawk tackling people and screaming at the ref security when they penalize me for pass interference by throwing me in the brig
Sounds like a great idea, I'd love to see it happen.
- Wed Jan 18, 2017 8:57 pm
- Forum: Ideas
- Topic: Steal Goon Combat
- Replies: 23
- Views: 5079
Re: Steal Goon Combat
Personally I find it a pretty compelling pitch. Would have to try goon combat out firsthand to actually have a strong opinion on subject, but it certainly sounds like an improvement.
Obviously would entail alot of effort to implement & rebalance things accordingly, though
Obviously would entail alot of effort to implement & rebalance things accordingly, though
- Wed Jan 18, 2017 8:49 pm
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 273190
Re: Sprite Requests
A fleshy tentacle "chain" texture (like the lightning or medbeam chains) to use for a potential changeling ranged grabbing skill. Do you still need this? Any guesses as to range and mechanical effect? (like, is it more long-range ensnaring tentacles or GET OVER and yanking them right back...
- Sat Jan 14, 2017 10:36 pm
- Forum: Ideas
- Topic: The Undead: WARNING SPOOKY
- Replies: 4
- Views: 1293
Re: The Undead: WARNING SPOOKY
It's heartening to see multiple threads in firm agreement that violence against skeletons should ultimately reduce them to talking heads that can continue to make terrible bone-related puns at everyone in earshot.
- Sat Jan 14, 2017 7:22 am
- Forum: Ideas
- Topic: Mind control drone.
- Replies: 17
- Views: 4347
Re: Mind control drone.
Any kind of antag drone with the same speed, size and ability to pass through doors is a horrifically bad idea.
- Fri Jan 13, 2017 7:19 am
- Forum: Ideas
- Topic: Lavaland Xenobiology
- Replies: 7
- Views: 1966
Re: Lavaland Xenobiology
Weepo: They can also bash walls real easily, watchers and goliaths can use their ranged abilities... there are options. An obedient fighting force is a useful thing.
Jacough: Which slime's extract would unlock it?
Jacough: Which slime's extract would unlock it?
- Mon Jan 09, 2017 3:25 pm
- Forum: Ideas
- Topic: Lavaland Xenobiology
- Replies: 7
- Views: 1966
Re: Lavaland Xenobiology
Should be clear: I wanna know if this is feasible as much as I wanna know if people think it sounds good. I try to design these things to minimize coding work involved but when you're messing with mobs...
- Mon Jan 09, 2017 11:12 am
- Forum: Ideas
- Topic: Lavaland Xenobiology
- Replies: 7
- Views: 1966
Lavaland Xenobiology
This works with the Lavaland Compound proposal, but doesn't require that also be implemented. Short version: One scientist does traditional Xenobio with slimes on the station while another works with miners to analyze the lavaland fauna. At the end of the round the lavaland scientist returns to the...
- Mon Jan 09, 2017 9:36 am
- Forum: Ideas
- Topic: New Mid-Round Antagonist - Slasher
- Replies: 38
- Views: 7443
Re: New Mid-Round Antagonist - Slasher
If the blood overlay was on a person's sprite, it could show a silhouette (like with drone vision) and then the blood overlay on top of it.Screemonster wrote:thermal-style vision that only shows the blood overlay would be interesting.
- Mon Jan 09, 2017 7:12 am
- Forum: Ideas
- Topic: New Mid-Round Antagonist - Slasher
- Replies: 38
- Views: 7443
Re: New Mid-Round Antagonist - Slasher
Taking damage from light seems like it'd make them too easy to counter with flares or some stupid shit like that. Also not sure if this is doable but what if instead of having x-ray and thermal they have the ability to see injured people and blood through walls and in the dark instead? Basically li...
- Sun Jan 08, 2017 7:33 am
- Forum: Ideas
- Topic: Delete Reverant
- Replies: 29
- Views: 5801
Re: Delete Reverant
It's fun to chase antags who can go through walls guys
- Sat Jan 07, 2017 1:37 pm
- Forum: Ideas
- Topic: Launching shuttles should change color
- Replies: 8
- Views: 1699
Re: Launching shuttles should change color
Emag the mining shuttle launch console.Ezel wrote:But how will i space people midflight then without them knowin?
- Sat Jan 07, 2017 1:35 pm
- Forum: Ideas
- Topic: Put the whole station on lavaland
- Replies: 51
- Views: 10995
Re: Put the whole station on lavaland
It already does that. Pretty glorious, actually.
- Sat Dec 31, 2016 4:06 pm
- Forum: Ideas
- Topic: Let pods launch 1 minute after shuttle.
- Replies: 16
- Views: 3251
Re: Let pods launch 1 minute after shuttle.
could just have emergency launch only affect the shuttle and not the pods.
- Tue Dec 27, 2016 8:20 pm
- Forum: General Chat
- Topic: Your clown name.
- Replies: 64
- Views: 21337
Re: Your clown name.
Honkmaster Supreme and Mime Time.
- Mon Dec 26, 2016 11:46 pm
- Forum: Ideas
- Topic: [POLL] reach weapons
- Replies: 58
- Views: 14483
Re: [POLL] reach weapons
What about lunging? "Reach" weapons that move you next to the target (into an adjacent open square), maybe requiring aggressive intent to occur. If there's no open square to move adjacent to them, attack doesn't happen.
- Mon Dec 26, 2016 10:33 pm
- Forum: Ideas
- Topic: Lavaland Compound (new mining outpost+mechanics)
- Replies: 80
- Views: 21102
Re: Lavaland Compound (new mining outpost+mechanics)
Wrote out the hrd design details of the xenobio rework (each xeno injector effect, plus what analysis level & color of slime you need to unlock it). I'm wondering if I should make a separate thread for that instead of posting it here.
- Mon Dec 26, 2016 10:30 pm
- Forum: Ideas
- Topic: Suggestion for a few Badass items for Traitors
- Replies: 10
- Views: 2580
Re: Suggestion for a few Badass items for Traitors
A bag full of booby-trapped Syndicate equipment. Containing: An e-sword that impales the user, a backwards-shooting revolver, an exploding stetchkin, an emag that greatly electrocutes the user when used, a minibomb that explodes immediately, syndismokes that poison the smoker and a hardsuit that do...
- Mon Dec 26, 2016 10:25 pm
- Forum: Ideas
- Topic: New Mid-Round Antagonist - Slasher
- Replies: 38
- Views: 7443
Re: New Mid-Round Antagonist - Slasher
-What if it was thermals instead of x-ray vision? -Alternately, what if they had darksight but couldn't see well in areas that were BRIGHT? So fully lit tiles appear as pure whiteness to them? -What if they could a growing field of shadow, that basically reduced the effective amount of lighting the ...
- Fri Dec 23, 2016 1:11 am
- Forum: Spriting and Mapping
- Topic: Cerestation (It's dead, Jim)
- Replies: 315
- Views: 84379
Re: Station Concept: Progress
I fucking love maint being dug-out tunnels with basic lighting. The more neglected sections of maint could have lanterns or just a flashlight on a table.
- Fri Dec 23, 2016 1:05 am
- Forum: Ideas
- Topic: Make clown/mime masks voice changers
- Replies: 20
- Views: 4578
Re: Make clown/mime masks voice changers
I kinda like the idea that John Zalack can't be Mr. Honk without his clown mask.
- Thu Dec 22, 2016 6:57 am
- Forum: Ideas
- Topic: Nuclear Operations - Individual Drop Pods
- Replies: 10
- Views: 2415
Re: Nuclear Operations - Individual Drop Pods
Should there be some kind of warning indicator at the destination, enough for those in immediate area to know syndies are coming and they have X seconds (5? 10?) to GTFO or ready weapons?
- Thu Dec 22, 2016 6:50 am
- Forum: Ideas
- Topic: New game mode: Mutiny
- Replies: 3
- Views: 1276
Re: New game mode: Mutiny
A game mode where specific job roles are sure to be antags (or at least have a greater than 50% chance of it) is probably a bad idea. There'd be bad meta behaviors in response. What happens if the Cap gets mauled by space carp 5 minutes in and the CMO becomes acting captain? Like, do the existing i...
- Fri Dec 16, 2016 12:34 am
- Forum: Spriting and Mapping
- Topic: Cerestation (It's dead, Jim)
- Replies: 315
- Views: 84379
Re: Station Concept: Progress
I like it a lot. Maybe atmos backpacks can be in atmos closets near one end of every bridge, so they can effect stopgap repairs with metal foam? Transit tuuuuubes might also be fun option to explore. How do disposals function? Atmos is one possible issue. My impression is that the main atmosia gas r...
- Thu Dec 15, 2016 4:52 am
- Forum: Ideas
- Topic: Would you play on a station that you couldn't evacuate from?
- Replies: 26
- Views: 6073
Re: Would you play on a station that you couldn't evacuate f
What do you do if you stop the antags 15 minutes in? play until a meta vote to restart?
- Thu Dec 15, 2016 4:29 am
- Forum: Ideas
- Topic: Necromancers, One Man Cults
- Replies: 27
- Views: 6403
Re: Necromancers, One Man Cults
the lich is actually very weird in power, in that he starts out weak with no minions and, if roundstart, no minions, aka corpses. A lich that is created after an explosion that kills many people means that lich will be strong, but if nobody is dying the lich basically has to prey that he will find ...
- Wed Dec 14, 2016 7:27 am
- Forum: Ideas
- Topic: Necromancers, One Man Cults
- Replies: 27
- Views: 6403
Re: Necromancers, One Man Cults
The reason I think these would work better as side antags is that they need a supply of corpses to really work, and some of them have a hard time getting started with making their own and they're a bit too vulnerable in a fight starting out to really be an immediate threat like most main antags. Co...
- Sun Dec 11, 2016 11:11 pm
- Forum: Ideas
- Topic: Some chemistry ideas
- Replies: 3
- Views: 1075
Re: Some chemistry ideas
I like the idea of more stuff reacting in unexpected ways to the presence of radiation.
- Sun Dec 11, 2016 11:05 am
- Forum: Ideas
- Topic: Dork Souls - Librarians leave notes & get upvotes
- Replies: 8
- Views: 1989
Re: Dork Souls - Librarians leave notes & get upvotes
shit books, like literally waste of time half a sentence of text books, should go no question. SOME kind of rating system is necessary. The not-shit stuff needs a way to rise to top.
- Sat Dec 10, 2016 9:17 pm
- Forum: Ideas
- Topic: Lavaland Compound (new mining outpost+mechanics)
- Replies: 80
- Views: 21102
Re: Lavaland Compound (new mining outpost+mechanics)
What Kevin said- I can pseudocode all the hard details of everything in this proposal, but I don't think I should be allowed near the actual code. Also, I think I have a solution to the issue of murdering people by crushing them under mining shuttle. Have a chain of gravitational "Push" ef...
- Sat Dec 10, 2016 8:35 pm
- Forum: Ideas
- Topic: Necromancers, One Man Cults
- Replies: 27
- Views: 6403
Re: Necromancers, One Man Cults
Agree on the jaunt if we are going to do alternate wizards easy teleporting and jaunting needs to go. Why is the wizard confined to being a squish ball? Because he can teleport! Want to diverge from wizard being made of fairy floss compared to the combined might of their enemies? Probably need to g...
- Sat Dec 10, 2016 7:53 pm
- Forum: Ideas
- Topic: New tacticool gear for security! (R6 siege gadgets)
- Replies: 58
- Views: 14410
Re: New tacticool gear for security! (R6 siege gadgets)
That's a good point re: kairos making it pretty trivial to kill the AI. If nothing else, it should probably be made without firing pins and/or still need reagent ammo. Actually... what about this? Instead make a general-purpose chemical pellet launcher. Like a rapid syringe gun, but it instead accep...