Search found 2723 matches
- Thu Nov 06, 2014 1:30 am
- Forum: Coding Feedback
- Topic: Nuclear Operatives: How they look
- Replies: 33
- Views: 9482
Re: Nuclear Operatives: How they look
It doesn't really make much IC sense having the ligh 'fixed on' when in space mode though, since space itself is magically illuminated, and nvg's always work anyway so, I unno. Also remove the current syndie helmet sprite, it's literally a bicycle helmet, it looks so derpy. The swat helmet looks goo...
- Thu Nov 06, 2014 1:22 am
- Forum: Coding Feedback
- Topic: Dont make space slow please
- Replies: 239
- Views: 57018
Re: Dont make space slow please
Taserwalking has kind of been a thing for a while for the unlucky secborg who spaced himself. It's not that. All lasers/tasers and I assume other projectiles, fling you around like throwing things. Also today during a blob round, I flew into the area of space in engineering maint, got stuck ON NOTH...
- Tue Nov 04, 2014 1:01 pm
- Forum: Coding Feedback
- Topic: Dont make space slow please
- Replies: 239
- Views: 57018
Re: Dont make space slow please
Taserwalking has kind of been a thing for a while for the unlucky secborg who spaced himself. It's not that. All lasers/tasers and I assume other projectiles, fling you around like throwing things. Also today during a blob round, I flew into the area of space in engineering maint, got stuck ON NOTH...
- Tue Nov 04, 2014 6:11 am
- Forum: General Chat
- Topic: Stories of Awesome (Or something close to it.)
- Replies: 2028
- Views: 659371
Re: Stories of Awesome (Or something close to it.)
Today I had what was probably the most fantastic rev round, if not most fantastic round I've ever had. It's a long story, for a long round. About 60 people on Sibyl, for some reason I spawn as an assistant instead of any of my job choices, but whatever. I deicde it's time for FASHION, so I potter ov...
- Mon Nov 03, 2014 1:07 am
- Forum: Ideas
- Topic: Genetics access
- Replies: 24
- Views: 5063
Re: Genetics access
"wardens don't need sechuds because they stay in the brig with the record computer"
- Mon Nov 03, 2014 1:06 am
- Forum: Ideas
- Topic: Vending machine food change
- Replies: 79
- Views: 18440
Re: Vending machine food change
Have you played botany? Deus alone has bicard, hyper and synaps in it. I'm not saying you make a burger and it magically give you X chemical. I'm saying specific ingrediens give their resultant foods certain chems, which is what already happens, I'm just suggesting it could be expanded. Like that wi...
- Sun Nov 02, 2014 11:52 pm
- Forum: Ideas
- Topic: Genetics access
- Replies: 24
- Views: 5063
Re: Genetics access
Having a belt to stuff full of beakers/pill(bottles)/syringes is extremely useful, and chemists are more useful for healing people then doctors, BECAUSE they have all the chems.
- Sun Nov 02, 2014 11:49 pm
- Forum: Ideas
- Topic: Vending machine food change
- Replies: 79
- Views: 18440
Re: Vending machine food change
'beneficial effects' does just have to be healing (although having particular foods have particular healing chems in them, like bicard/kelo, similar to certain plants would be neat), they can be all sorts of shit. We obviously have cooling/warming products, you could have small amounts of hyperzine/...
- Sun Nov 02, 2014 11:10 pm
- Forum: Ideas
- Topic: Genetics access
- Replies: 24
- Views: 5063
Re: Genetics access
On metastation, all medical staff can access the cloning room and it works great, especially when there's lots of people dying.
On that note, all medical staff also have access to medstorage on metastation. It seems pretty silly that the chemist for example, has to beg for a medhud/belt on box.
On that note, all medical staff also have access to medstorage on metastation. It seems pretty silly that the chemist for example, has to beg for a medhud/belt on box.
- Sun Nov 02, 2014 10:05 pm
- Forum: Coding Feedback
- Topic: Dont make space slow please
- Replies: 239
- Views: 57018
Re: Dont make space slow please
This is exceedingly no fun, and making EVA a massive chore. It also makes no sense for drifting through space, where logically Ishould beable to just push off as hard as I can,and zoom off. And I don't know if this is related/has even changed, but yesterday I was in a space fight with a traitor, and...
- Sun Nov 02, 2014 8:18 pm
- Forum: Closed Policy Discussion
- Topic: Allowing security officers into perma
- Replies: 35
- Views: 7414
Re: Allowing security officers into perma
Having only the HoS and warden be able to access perma is just way too impractical. And that's on top the guaranteed unrobust plebs who get slipped and killed in perma, only now the sec officers will be standing at the doors with their dicks in their hands, waiting on the AI. On metastation, there i...
- Thu Oct 30, 2014 12:50 pm
- Forum: Closed Complaints
- Topic: [BlessedHeretic]belligerence
- Replies: 17
- Views: 5301
[BlessedHeretic]belligerence
Now first of all, this isn't an appeal for unbanning. I specifically asked to be perma banned, after getting perma team antag banned for this shit. As a nuke op, the op leader was seemingly afk, so I jumed the table, stripped him ID off him, scanned it with my card, so the rest of the ops could keep...
- Wed Oct 29, 2014 3:09 am
- Forum: Coding Feedback
- Topic: Dermal Armour Patch: Good night sweet prince
- Replies: 125
- Views: 30249
Re: Dermal Armour Patch: Good night sweet prince
I've literally never used the black jumpsuit, but really I'm never against more cosmetic variety (except those damn garglasses being round start shit in NT... they stuck out the sides of hardsuits and shit.), were playing an awful shitty game, atleast we can have fun playing dress up. Also yeah, the...
- Tue Oct 28, 2014 3:09 am
- Forum: Coding Feedback
- Topic: Dermal Armour Patch: Good night sweet prince
- Replies: 125
- Views: 30249
Re: Dermal Armour Patch: Good night sweet prince
you mean where the hair covers it all?
- Tue Oct 28, 2014 2:57 am
- Forum: Coding Feedback
- Topic: Dermal Armour Patch: Good night sweet prince
- Replies: 125
- Views: 30249
Re: Dermal Armour Patch: Good night sweet prince
now that you mention headaugs, why does augmenting your head not change the sprite? what if I want to attack their head, but don't realise it's augmented? I can't even find out with examine.
- Mon Oct 27, 2014 10:56 am
- Forum: Coding Feedback
- Topic: Blobbernauts: What the fuck is this shit
- Replies: 68
- Views: 17338
Re: Blobbernauts: What the fuck is this shit
So the idea of them is to counter armor... we already HAVE a pre-existing solution for this though. Cryosting (or so I'm told) is more severe, based on armor. The blobnaut could do the same thing, or something similar.
- Mon Oct 27, 2014 10:22 am
- Forum: Coding Feedback
- Topic: Dermal Armour Patch: Good night sweet prince
- Replies: 125
- Views: 30249
Re: Dermal Armour Patch: Good night sweet prince
Don't try and paint the patch/jumpsuit negatively by calling it cosplay. By the same logic engineers are cosplaying because of their hardsuits etc etc. SS13 is full of references - it's not a bad thing. And while I don't use the black jumpsuit myself (and god knows the formal uniform is pretty ugly)...
- Sun Oct 26, 2014 8:41 am
- Forum: Coding Feedback
- Topic: Dermal Armour Patch: Good night sweet prince
- Replies: 125
- Views: 30249
Re: Dermal Armour Patch: Good night sweet prince
Yeah, I wouldn't care if the patch wasn't robust (but having flash protection would be nice...) I use it as hos because other avaliable headwear looks shitty/doesn't look nice with the coat.
- Sun Oct 26, 2014 8:31 am
- Forum: Coding Feedback
- Topic: Dermal Armour Patch: Good night sweet prince
- Replies: 125
- Views: 30249
Re: Dermal Armour Patch: Good night sweet prince
The patch has no flash bang protection, which means flashbangs stun you, unlike the hat. This is a genuine huge downside.
Also the hat is ugly as shit. The Warden hat looks much better.
Also did that PR to make beret's have flash protection ever go through?
Also the hat is ugly as shit. The Warden hat looks much better.
Also did that PR to make beret's have flash protection ever go through?
- Fri Oct 24, 2014 7:16 am
- Forum: Ideas
- Topic: Ideas for the CMO
- Replies: 13
- Views: 2196
Re: Ideas for the CMO
The obvious answer to getting anything approved or implemented now is to make it telescopic. Telescopic is the new in thing. Telescopic sleeper? Telescope that damned hypospray. Telescope me some syringes. I wanna be able to take out a syringe and make a ker-chlick noise. All I can imagine is a syr...
- Fri Oct 17, 2014 11:03 pm
- Forum: Ideas
- Topic: [POLL] Hackable suit sensors
- Replies: 22
- Views: 5501
Re: [POLL] Hackable suit sensors
This honestly sounds kind of well, pretty useless. Medically: chucklefucks will cut their sensors then get killed and never get help. Security: They don't even start with a monitoring console, and one look on the camera console will tell you if they're there or not... or you just ask the AI like sec...
- Thu Oct 16, 2014 12:33 am
- Forum: Ideas
- Topic: Wrestling style table smashing.
- Replies: 20
- Views: 4388
Re: Wrestling style table smashing.
So we got neato glass table sprites now. THAT should be smashable by tabling people on it, and do a little damage for a nice fuck you.
- Wed Oct 15, 2014 11:07 am
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 683887
Re: Little things you learned that are game changing
zippo lighters also fit in cigarette packs. It's one of the greatest changes we've had. Chems in cigarettes or cigars (cigars hold a lot more) are used over time. It should be noted however, that the cigarette/cigar lasts FAR longer then the chems you can put into it. Also dipping one of your cigare...
- Wed Oct 15, 2014 11:04 am
- Forum: General Chat
- Topic: Problem with carp meat
- Replies: 10
- Views: 3107
Re: Problem with carp meat
Oh god, that drug. I have made it literally once. I was a golem, and had loads of genetic damage from slimes, but cryo doesn't work because golem armor. LUCKILY there were loads of carp in space, so after slow walking around and killing some, I was able to fix my damage. Also yeah, cleavers cause th...
- Wed Oct 15, 2014 1:26 am
- Forum: Spriting and Mapping
- Topic: ► Sprite Showcase of WalterJe ◄
- Replies: 53
- Views: 19701
Re: ► Sprite Showcase of WalterJe ◄
The glass table is brilliant. They should shatter (and do some damage in the process) if you table someone on them though, unless you use r-glass.
- Tue Oct 14, 2014 11:23 pm
- Forum: Spriting and Mapping
- Topic: ► Sprite Showcase of WalterJe ◄
- Replies: 53
- Views: 19701
Re: ► Sprite Showcase of WalterJe ◄
The console sprites are great (although the camera console should be red).
The chair sprite clashes a little with our current tables, but in of itself looks good.
Giving firelocks windows is a fantastic idea, both aestheticall and practically.
The chair sprite clashes a little with our current tables, but in of itself looks good.
Giving firelocks windows is a fantastic idea, both aestheticall and practically.
- Tue Oct 14, 2014 11:12 pm
- Forum: Ideas
- Topic: What do we need for an economy?
- Replies: 48
- Views: 9760
Re: What do we need for an economy?
While I like the idea of money having a use, making it an economy doesn't make real IC sense/isn't that practical. The station is a corporate facility, everyone onboard is a (probably) paid employee. Why would science be buying minerals from mining? The miners are paid by the corporation to mine. Th...
- Tue Oct 14, 2014 10:49 pm
- Forum: Coding Feedback
- Topic: Gang Mode Playtest Feedback
- Replies: 67
- Views: 15032
Re: Gang Mode Playtest Feedback
So what drama yet again stopped development of a new, interesting game mode, and how can we fix it?
- Tue Oct 14, 2014 10:07 pm
- Forum: Coding Feedback
- Topic: Heads of Staff and Security: They're a fucking joke
- Replies: 178
- Views: 39327
Re: Heads of Staff and Security: They're a fucking joke
Yeah, the biggest + of flashes was you could safely use them to stun people as sec, without worrying about RNG disarm and getting beaten to death, which can happen with a baton.
- Sat Oct 11, 2014 12:12 am
- Forum: Closed Policy Discussion
- Topic: Discussion of 'La Mayo' Policy
- Replies: 119
- Views: 28550
Re: Discussion of 'La Mayo' Policy
Pretty much What Damiac has said. Even if I find it personally disgusting, someone saying lol, or oh em gee in IC, is fine (unless they're being a spamming unironic shitter). Saying XD or shit that you literally can't say, is where it's retarded.
- Wed Oct 08, 2014 10:33 pm
- Forum: Coding Feedback
- Topic: Tackling the security problem.
- Replies: 227
- Views: 56806
Re: Tackling the security problem.
HoS trench coat is 10/10 stylish. The sec gas masks are 10/10 faceless thug though. With your pull (did it get merged?) pap, that added armor to the beret and shit, did that also add flash bang protection (like helmets/detective hat)? Because if it does, then I could wear is without sacrificing prac...
- Mon Oct 06, 2014 11:35 pm
- Forum: Coding Feedback
- Topic: Traitor Item price Rebalance
- Replies: 47
- Views: 11149
Re: Traitor Item price Rebalance
Splitting the emag is a long overdue change. A specific door jack item would still be extremely useful for traitors (probably would need to unlock lockers and all that jazz as well, or split it even more, into cheaper things).
- Sun Oct 05, 2014 11:12 pm
- Forum: Closed Policy Discussion
- Topic: Recent policy focus on RP
- Replies: 46
- Views: 12613
Re: Recent policy focus on RP
The name thread is a terrible example, because names are (or should be) a low priority item if we're trying to encourage/force roleplay. I WANT MORE RP, but force renaming people because they're big mclargehuge or whatever silly/non approved name while letting people act in a completely non rp way i...
- Sun Oct 05, 2014 10:58 pm
- Forum: Coding Feedback
- Topic: [POLL] Assistant Maint Access
- Replies: 192
- Views: 47023
Re: Assistant Maint Access Poll
I feel like I bring up the same thing in every thread, but on meta station, every department has access to the maint around their departments, such as to let them go through the maint doors in their departments, through maint, and into the public corridors. This means a great deal of maint is access...
- Sun Oct 05, 2014 10:46 pm
- Forum: Coding Feedback
- Topic: Tackling the security problem.
- Replies: 227
- Views: 56806
Re: Tackling the security problem.
Metastation used to have sec gloves in the brig, then sec officers on NT spawned with gloves, and eventually the gloves were removed from the brig since they were redundant. And everything was great because everyone had gloves either way.
- Sun Oct 05, 2014 10:42 pm
- Forum: Closed Policy Discussion
- Topic: Breaking into rooms, stirring discontent, both NOW BANNABLE
- Replies: 149
- Views: 33545
Re: Breaking into rooms, stirring discontent, both NOW BANNA
Pretty much. Regardless of your intentions, if you don't make it very clear to people that you're doing some harmless redecorating (which ideally would involve asking the AI to let you in as opposed to B&E), what is anyone supposed to think, when they see three greys breaking into the bridge and...
- Sun Oct 05, 2014 10:38 pm
- Forum: Closed Policy Discussion
- Topic: Discussion of 'La Mayo' Policy
- Replies: 119
- Views: 28550
Re: Discussion of 'La Mayo' Policy
I hate people that do it, but if you're literally typing la mayo, I wouldn't think that's any grounds for banning, even if it is obnoxious. It's different from literally typing 'lmao look at that unrobust scrub'.
- Sun Oct 05, 2014 1:33 am
- Forum: Ideas
- Topic: HUMANITY STRONG
- Replies: 43
- Views: 8187
Re: HUMANITY STRONG
It's literally pointless to even have lizards, if they have no 'stat differences' (which they shouldn't have because powergaming of course), so that leaves non gameplay differences. IE: the established fact that lizards are 2nd class citizens. This isn't HUMAN STRONK (well, from an IC perspective, y...
- Sun Oct 05, 2014 1:04 am
- Forum: Ideas
- Topic: Handcuffing to a briefcase.
- Replies: 17
- Views: 4583
Re: Handcuffing to a briefcase.
Port dismemberment from NT, so you can slice their arm off to get the briefcase.
- Thu Oct 02, 2014 11:34 pm
- Forum: Coding Feedback
- Topic: Gang Mode Playtest Feedback
- Replies: 67
- Views: 15032
Re: Gang Mode Playtest Feedback
Can't you mass print them from the library or something? Or even just patch people directly over to your gang, with the recaller/boss totem thing.
- Thu Oct 02, 2014 11:03 pm
- Forum: Coding Feedback
- Topic: Gang Mode Playtest Feedback
- Replies: 67
- Views: 15032
Re: Gang Mode Playtest Feedback
Probably should make it that gang members can't just go murderbonemcgreyshirt on people (without their boss's orders). Then basically say 'these organisations aren't illegal', so unless they're committing crimes (possession of weapons/forced recruiting/whatever) sec should let them be/keep an eye on...
- Wed Oct 01, 2014 12:01 pm
- Forum: Coding Feedback
- Topic: Gang Mode Playtest Feedback
- Replies: 67
- Views: 15032
Re: Gang Mode Playtest Feedback
The problem with a conversion pen, is if it gets taken off you, you're fucked in terms of recruiting people, where as with the flash, any flash works. Having said that, I do think it's better then more dull flashing. Old man's idea is pretty neat, although knowing exactly where the boss has to be wh...
- Wed Oct 01, 2014 2:35 am
- Forum: Closed Policy Discussion
- Topic: [Skorvold] Security micromanagement
- Replies: 83
- Views: 22376
Re: [Skorvold] Security micromanagement
Meta has both the crew monitoring consoles I've mentioned, and no on complains about that. It literally just means every round I have to go to tech storage to get a board.
- Wed Oct 01, 2014 12:38 am
- Forum: Closed Policy Discussion
- Topic: [Skorvold] Security micromanagement
- Replies: 83
- Views: 22376
Re: [Skorvold] Security micromanagement
I don't know why box warden's office doesn't have a crew monitoring console. Or the medbay front desk for that matter. It's so fucking useful. When I make autism forts I deliberately ignore space, just because. With a little planning though, you could make shocked grilles, turrets and camera out the...
- Wed Oct 01, 2014 12:37 am
- Forum: Coding Feedback
- Topic: Gang Mode Playtest Feedback
- Replies: 67
- Views: 15032
Re: Gang Mode Playtest Feedback
Like I said, if everyone puts effort into rp'ing, gangmode is 10/10, but tg isn't rpish enough for that. Will still get the rare 11/10 round though hopefully.
- Tue Sep 30, 2014 10:27 pm
- Forum: Coding Feedback
- Topic: Hivemind Chat Changes
- Replies: 54
- Views: 17646
Re: I don't like having to pay for Hivemind Chat
Ling chat is great purely for the round where I didn't really feel like a long round, so asked in ling 'who wants to go for a walk?' and have 3-4 other lings put their hands up. We then all got spacesuits and armblades, before talking a stroll out of arrivals to the brig, and fucking some shit up. I...
- Tue Sep 30, 2014 9:57 pm
- Forum: Closed Policy Discussion
- Topic: [Skorvold] Security micromanagement
- Replies: 83
- Views: 22376
Re: [Skorvold] Security micromanagement
I don't use flashers FNR as warden because they're annoying as fuck to people that aren't flash resistant that have reason to be walking around the brig, and they get burnt out fast as fuck because every chucklefuck is guaranteed to not bother walking. I don't use barricades FNR because blocking mai...
- Tue Sep 30, 2014 9:37 pm
- Forum: Closed Policy Discussion
- Topic: Tackling the security problem: policy edition
- Replies: 59
- Views: 14278
Re: Tackling the security problem: policy edition
You can use them for checkpoints, but I've done this like once, ever. It was pretty funny Searching every person that came through, because it was red alert and everyone had been publicly ordered to stay out of the corridors because cult.
- Tue Sep 30, 2014 9:07 pm
- Forum: Coding Feedback
- Topic: Gang Mode Playtest Feedback
- Replies: 67
- Views: 15032
Re: Gang Mode Playtest Feedback
Can someone just port all of NT's fabulous fashion stuff to tg? It's all so fantastic. Bomber jackets, leather pants/jackets from botany, winter coats, so much great stuff that would be really neat to have, especially for a mode like this.
- Tue Sep 30, 2014 7:40 am
- Forum: Coding Feedback
- Topic: Gang Mode Playtest Feedback
- Replies: 67
- Views: 15032
Re: Gang Mode Playtest Feedback
Yeah there always need to be a consistant way to deconvert people, like implants or holy water for revs and cult respectively. Otherwise you're going to get people beat, people missing the message/didn't know someone else already beat them etc and it's just going to end in tears.