Search found 1482 matches
- Tue Jun 06, 2017 11:54 am
- Forum: Ideas
- Topic: Lets talk about drag speed
- Replies: 103
- Views: 20165
Re: Lets talk about drag speed
Can we talk about this again? It is utter bullshit that one person can run as fast dragging a fully grown person as someone unincumbered. It shouldnt be a thing, it makes removing individual people significantly easier and there is literally nothing you can do to save them if they drag them and yakk...
- Mon Jun 05, 2017 3:23 pm
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 923728
- Mon Jun 05, 2017 1:33 pm
- Forum: Closed Policy Discussion
- Topic: Mass Antag Checking
- Replies: 30
- Views: 6726
Re: Mass Antag Checking
From an RP perspective, if it is code blue then sec doesnt even need a reason to search you.
But yeah, antags are a bit too strong at the moment, you have to meta somewhat as sec to just survive to roleplay.
But yeah, antags are a bit too strong at the moment, you have to meta somewhat as sec to just survive to roleplay.
- Sat Jun 03, 2017 7:49 am
- Forum: Ideas
- Topic: MINING BEACONS FOR MECHA
- Replies: 5
- Views: 1372
Re: MINING BEACONS FOR MECHA
>Eject >Put down markers >Climb in Oh who am I kidding, this is just another bullshit QoL change that's gonna get added anyways. A beacon generator module for mechs would be neat, just have it take up a slot like other mech modules. it would give the firefighter ripley and regular ripley an actual ...
- Fri Jun 02, 2017 12:00 pm
- Forum: Ideas
- Topic: antag hud for observers
- Replies: 58
- Views: 13085
Re: antag hud for observers
I like to bring up goonstation ideas but they sometimes have good ones. They have a DNR button that basically makes you uncloneable by any method, if something similar was added to /tg/ code and it also restricted you from taking on ghost roles then you could pin an antaghud to it. as for the metaco...
- Fri Jun 02, 2017 11:56 am
- Forum: Ideas
- Topic: Critical Damage Change
- Replies: 38
- Views: 7715
Re: Critical Damage Change
I like it. It's a slippery slope towards more realistic health model. It also makes it much riskier to just straight up shoot someone in the open as they will at least have time to scream on the radio for help. Doing this would encourage SOME creative play when it comes to murdering. Strategic bomb...
- Fri Jun 02, 2017 11:53 am
- Forum: Coding Feedback
- Topic: 9000 guns and not a drop to drink
- Replies: 85
- Views: 16530
Re: 9000 guns and not a drop to drink
Removal of AP across the board with the exception of specialty ammo types would be a good start. I dont know why e-swords have so much AP, considering they have a high dismember chance along with a whopping 30 damage they seem a tad too powerful, was the AP added before dismembering was a thing? One...
- Fri Jun 02, 2017 6:56 am
- Forum: Coding Feedback
- Topic: 9000 guns and not a drop to drink
- Replies: 85
- Views: 16530
Re: 9000 guns and not a drop to drink
Goon doesn't have armor degradation, but armor there is much better at stopping bullets. The AP rounds for example are specifically designed to fuck up sec wearing armor but do jack shit to other targets. /tg/ code's AP ammo is supposed to be similar, but armor is so useless and the regular ammo pe...
- Fri Jun 02, 2017 3:20 am
- Forum: Coding Feedback
- Topic: 9000 guns and not a drop to drink
- Replies: 85
- Views: 16530
Re: 9000 guns and not a drop to drink
Someone proposed buffing armour but making it inflict a slight slow down, that was closed as well. No one knows what to do with armour so we just keep closing anyone who changes it. I personally think armour should be reverted to its old values considering the mass proliferation of armour piercing,...
- Fri Jun 02, 2017 3:13 am
- Forum: Coding Feedback
- Topic: 9000 guns and not a drop to drink
- Replies: 85
- Views: 16530
Re: 9000 guns and not a drop to drink
Armour Piercing ties to armour, as such you'll never get anything passed in terms of that. Armour is where people go to die. never understood that. why would you make armor useless? if someone is using the equipment slot make it effective. that way you can actually design meaningful choices around ...
- Fri Jun 02, 2017 2:58 am
- Forum: Coding Feedback
- Topic: 9000 guns and not a drop to drink
- Replies: 85
- Views: 16530
Re: 9000 guns and not a drop to drink
Guns are fine, I welcome any cool new guns. I dont, it just makes /tg/ more TDM than roleplay, we dont need more easier ways to kill people, it is already way to fucking easy, you dont get any interesting stories anymore when you need to kill someone, it is just magdump whatever meme gun RnD printe...
- Fri Jun 02, 2017 2:02 am
- Forum: General Chat
- Topic: Simple Questions Thread
- Replies: 2095
- Views: 547014
Re: Simple Questions Thread
Actually, now that I've typed this out, I'm wondering if you can use freon and heat exchangers as a replacement for freezers in cryogenics. You can chug cryoxidone and stand on a space tile and get healed, it doesnt matter where the cold comes from, just that the body temp gets low enough. so yeah,...
- Fri Jun 02, 2017 1:59 am
- Forum: Coding Feedback
- Topic: 9000 guns and not a drop to drink
- Replies: 85
- Views: 16530
Re: 9000 guns and not a drop to drink
engineering rewards was literally the same shit make the job interesting and satisfying instead of simply incentivizing boring garbage gameplay with out-of-place loot and calling it a solution well the issue would be requiring actual gameplay to raise tech levels instead of following a boring flowc...
- Thu Jun 01, 2017 10:42 pm
- Forum: Coding Feedback
- Topic: 9000 guns and not a drop to drink
- Replies: 85
- Views: 16530
Re: 9000 guns and not a drop to drink
I was thinking along the lines of a "pick-from-three" style of research, like stellaris, where every tier of research you can pick from a set of research projects, each with particular levels and unique benefits/gear, and missing out on the others; so as the levels go on you can hyperspec...
- Thu Jun 01, 2017 9:51 pm
- Forum: Coding Feedback
- Topic: 9000 guns and not a drop to drink
- Replies: 85
- Views: 16530
Re: 9000 guns and not a drop to drink
Make R&D do actual science. Want a laser cannon? Better build a laser beam chamber and run experiments there to unlock it. Want a mech rocket launcher? Make a chemical bomb and detonate it in an observation chamber so the explosion can be analyzed by a machine. Tesla cannon? Make a tesla coil r...
- Thu Jun 01, 2017 10:29 am
- Forum: Ideas
- Topic: Modular drones
- Replies: 23
- Views: 4436
Re: Modular drones
I think drones need to be vulnerable to gunfire anyway.
just let them hide and turn into items if they need to dodge fire, and if they are being crap let clicking on them in hand shut them off for awhile or something.
just let them hide and turn into items if they need to dodge fire, and if they are being crap let clicking on them in hand shut them off for awhile or something.
- Wed May 31, 2017 7:24 am
- Forum: Coding Feedback
- Topic: cave dwarves (lavaland ghost-role)
- Replies: 301
- Views: 64994
Re: cave dwarves (lavaland ghost-role)
I hope it doesnt lock ALL of blacksmithing behind dwarves, just the non-metal chems. because honestly the blacksmithing system is kinda fun to have on the station, pity the armor doesnt work on humans.
- Tue May 30, 2017 11:19 pm
- Forum: Coding Feedback
- Topic: cave dwarves (lavaland ghost-role)
- Replies: 301
- Views: 64994
Re: cave dwarves (lavaland ghost-role)
goof you need a reagent blacklist Yeah. some experimentation with the reagent weapons got bit silly, not only were synthflesh shovels basically staffs of healing, but someone actually made a strange reagent sword, so they could ressurect the dead with it. If you want crazy meme reagent weapons, at ...
- Tue May 30, 2017 5:06 am
- Forum: Coding Feedback
- Topic: cave dwarves (lavaland ghost-role)
- Replies: 301
- Views: 64994
Re: cave dwarves (lavaland ghost-role)
That is hilarious!Kor wrote:Image
humans trying dwarf science, how silly, dont they know it only works on "touch" reactions? so I guess you could make a styptic powder mace and beat people into healthiness with it.
- Tue May 30, 2017 12:09 am
- Forum: Coding Feedback
- Topic: robustin gang overhaul frankenstein's PR edition
- Replies: 121
- Views: 24142
Re: robustin gang overhaul big one edition
Give the vigilante's the portals to recruit more people and not the gangs, it gives the gangs a reason to keep the vigilante's around as they will be their only source of recruits, currently vigilantes just get killed off after 5 minutes. also, Make removing a tag instantly give a vigilante a bit of...
- Fri May 26, 2017 12:49 am
- Forum: General Chat
- Topic: >conversion modes
- Replies: 86
- Views: 18425
Re: >conversion modes
[snip] Stop posting well I tried to frame it from a roleplaying perspective but I forgot none of you do that on this server, because muh TDM. To put it in another perspective, The line of thinking that is being displayed it basically taken verbatim from the Shitcurity section of the wiki. https://t...
- Thu May 25, 2017 7:03 pm
- Forum: General Chat
- Topic: >conversion modes
- Replies: 86
- Views: 18425
Re: >conversion modes
there is an easy counter-play that you could have done instead of murdering an entire department worth of people. You could have just confiscated things you dimwit. It is hard to make bombs with no TTVs, it is REALLY hard to make guns with no firing pins. Borgs can be very easily destroyed if you s...
- Thu May 25, 2017 6:15 pm
- Forum: General Chat
- Topic: >conversion modes
- Replies: 86
- Views: 18425
Re: >conversion modes
there is an easy counter-play that you could have done instead of murdering an entire department worth of people. You could have just confiscated things you dimwit. It is hard to make bombs with no TTVs, it is REALLY hard to make guns with no firing pins. Borgs can be very easily destroyed if you st...
- Thu May 25, 2017 1:54 am
- Forum: Coding Feedback
- Topic: Putting clockwork posibrains in borg shells is overpowered
- Replies: 26
- Views: 5810
Re: Putting clockwork posibrains in borg shells is overpower
Or you could do the smart thing and when you know it is clock cult, watch robotics like a hawk or destroy it. A smart head of staff would immedately make sure the roboticists arent cult and get implanted, it is very similar to controlling cargo during rev rounds, or destroying toxin's during gang. s...
- Thu May 25, 2017 1:50 am
- Forum: General Chat
- Topic: >conversion modes
- Replies: 86
- Views: 18425
Re: >conversion modes
Actually cracking down on people murdering when they could very well deconvert or murdering without proof of cult activity would be nice actually.DemonFiren wrote:invalidate the valids
deflate the boners
keep the hordes at bay
conversion modes are a bit too common to be honest.
- Wed May 24, 2017 3:40 pm
- Forum: Closed Policy Discussion
- Topic: Drone laws
- Replies: 119
- Views: 27725
Re: Drone laws
What of simple mob robots? building cleanbots and floorbots help the drone do what it is supposed to do, healbots and secbots might be pushing it however.
- Tue May 23, 2017 11:03 pm
- Forum: Coding Feedback
- Topic: robustin gang overhaul frankenstein's PR edition
- Replies: 121
- Views: 24142
Re: robustin gang overhaul
Not talking about it in its current state for one. Im suggesting moving over to a goonstyle gang, because their gang mode is actually fun.BeeSting12 wrote:Security's being removed,(from gangs) but in it's current state, security not fighting gangs is quite possibly the dumbest thing I've ever heard.
- Tue May 23, 2017 10:54 pm
- Forum: Coding Feedback
- Topic: robustin gang overhaul frankenstein's PR edition
- Replies: 121
- Views: 24142
Re: robustin gang overhaul
Gang is pretty much going to be team deathmatch so long as it is 1. easy to kill anyone who isnt in your gang and 2. there are no negative reprocussions for murdering as either security or a gang member. I think moving to a more goon-style money goal based gang would be a step in the right direction...
- Tue May 23, 2017 3:57 pm
- Forum: Coding Feedback
- Topic: Meson Changes Discussion
- Replies: 49
- Views: 13339
Re: Meson Changes Discussion
I still fail to see the reason for this change.
Mining was already deadly enough.
Mining was already deadly enough.
- Tue May 23, 2017 8:02 am
- Forum: Ideas
- Topic: Kinetic accelerator for Ripley
- Replies: 36
- Views: 8844
Re: Kinetic accelerator for Ripley
300 modding cap would make it possible to have it do 150 damage. No, just no. The plasma cutter is fine, I got my first megafauna kill thanks to a firefighter ripley.Armhulen wrote:i like adding a ka with 300 modding cap idea
- Mon May 22, 2017 8:12 am
- Forum: Coding Feedback
- Topic: Meson Changes Discussion
- Replies: 49
- Views: 13339
Re: Meson Changes Discussion
remove chasms and this change will be tolerable. as long as there are instant kill floor tiles that exist old style mensons will be preferred over atmosphere just so you dont get insta-dead from walking into your plasma cutter beam too fast. "I don't want to be responsible for my own safety so...
- Sun May 21, 2017 11:53 pm
- Forum: Coding Feedback
- Topic: Meson Changes Discussion
- Replies: 49
- Views: 13339
Re: Meson Changes Discussion
remove chasms and this change will be tolerable. as long as there are instant kill floor tiles that exist old style mensons will be preferred over atmosphere just so you dont get insta-dead from walking into your plasma cutter beam too fast.
- Sat May 20, 2017 7:26 pm
- Forum: Coding Feedback
- Topic: Webbing
- Replies: 23
- Views: 5486
Re: Webbing
Have you tried using a backpack? I heard those hold things. Why do people insist on having enough storage to carry everything you could ever need/want? Sometimes you go in unprepared and you lose. That's okay The choice for protection or storage is an intersting one though. very similar to how you ...
- Sat May 20, 2017 7:22 pm
- Forum: Coding Feedback
- Topic: Revised Security Auto Rifle / Warden Bullet Production
- Replies: 34
- Views: 8115
Re: Revised Security Auto Rifle / Warden Bullet Production
guncrafting was finished Guncrafting was bad because it was basically no ongoing cost for overpowered weapons with high rates of fire and damage. Plus you applied the guncrafting to tasers, which was absolutely horrible, my god. If you do a ballistic weapons you do have an excuse to have an ongoing...
- Sat May 20, 2017 7:17 pm
- Forum: General Chat
- Topic: Pet Peeves Thread - Little things that REALLY annoy you
- Replies: 2282
- Views: 629417
Re: Pet Peeves Thread - Little things that REALLY annoy you
People taking patches and applying them until they're fully healed as if greater volumes of styptic powder heal faster. Syptic doesnt work like bicaridine, it has a front end, instant heal, and then a longer heal over time. so applying more patches does, in fact, healing you faster as you keep reap...
- Sat May 20, 2017 5:37 pm
- Forum: Coding Feedback
- Topic: Revised Security Auto Rifle / Warden Bullet Production
- Replies: 34
- Views: 8115
Re: Revised Security Auto Rifle / Warden Bullet Production
This is an interesting take on a progression mechanic for security, I would prefer it not be auto-rifles and either be shotguns or energy weapons. why not re-use the current tech shells into actually useful things instead of shitty expensive laser shells. It would use a previous system and would kee...
- Sat May 20, 2017 5:31 pm
- Forum: Coding Feedback
- Topic: Webbing
- Replies: 23
- Views: 5486
Re: Webbing
The fact that armor overall sucks is a separate issue that needs to be discussed and changed in a separate PR most likely. Setting up an actually interesting tactical choice when picking equipment is a good thing. if it turns out that everyone just picks webbing over armor every round then it just p...
- Fri May 19, 2017 3:13 pm
- Forum: Coding Feedback
- Topic: Webbing
- Replies: 23
- Views: 5486
Re: Webbing
Being able to hold a handful of shells when? I closed the PR as its clear it's unpopular. I'll revisit the idea later on. I was thinking of perhaps offering it as a alternative armour vest that offers no armour but lets you hold a few items. I will be looking to make the Det's Holster and the Bando...
- Fri May 19, 2017 2:03 pm
- Forum: Coding Feedback
- Topic: Webbing
- Replies: 23
- Views: 5486
Re: Webbing
yeah I dont like it. The limits to storage are there for a reason. If you want to add webbing make it a belt item, or just open up explorer's webbing ability to hold things so it can be used for other things. now having more sprites for stuff that does the same thing I wouldnt mind. like making a ve...
- Fri May 19, 2017 10:36 am
- Forum: Ideas
- Topic: Turning conversion modes into non-conversion modes.
- Replies: 19
- Views: 3945
Re: Turning conversion modes into non-conversion modes.
Well if a nuke ups style mode wont work, how about simply making conversion harder. It is very hard to hire on new security when you compare it to the ease of conversion in modes like Cult and Revs. If conversions are limited by resources, or even simply capped at a certain number it may make the cu...
- Fri May 19, 2017 8:21 am
- Forum: Ideas
- Topic: Turning conversion modes into non-conversion modes.
- Replies: 19
- Views: 3945
Turning conversion modes into non-conversion modes.
I was thinking, the primary problem with modes like cult, rev, and gangs is the exponential growth problem. Security has no comeback mechanic to overcome the rapid growth of conversion modes and jamming one into security seems like it would cause more balance problems than it would solve. The proble...
- Thu May 18, 2017 3:50 am
- Forum: Coding Feedback
- Topic: cave dwarves (lavaland ghost-role)
- Replies: 301
- Views: 64994
Re: cave dwarves (lavaland ghost-role)
Keep in mind that you can always start off with a simpler role at first and add all this stuff after it gets merged. Balance tards like you can fuck of I like all the little goodies too, I just don't want it to die of feature creep before it even arrives Yeah, just merge the basic ghost role first,...
- Wed May 17, 2017 8:35 am
- Forum: Coding Feedback
- Topic: cave dwarves (lavaland ghost-role)
- Replies: 301
- Views: 64994
Re: cave dwarves (lavaland ghost-role)
How to cast 1. Make a mold out of clay (current choices are bar, shovel, pickaxe, or blade) 2. Pour 25u of ANY reagent into the mold (this is mostly for molten ore, but a chemist could have a lot of fun with this) 3. Place filled mold on an anvil, use hammer on anvil to break result out of mold. . ...
- Tue May 16, 2017 10:03 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3940
- Views: 1073126
Re: ITT: We make shitty suggestions and come up with poor id
you posted in the wrong thread, that sounds awesome.D&B wrote:Make weapons have damage dice rolls.
So extinguishers can have 1d5, dual esword can have 4d10, batons can have 2d3, and so on.
- Tue May 16, 2017 3:26 am
- Forum: Coding Feedback
- Topic: cave dwarves (lavaland ghost-role)
- Replies: 301
- Views: 64994
Re: cave dwarves (lavaland ghost-role)
"smithing" could just be tablecrafting with a special table and tools being required. Smelting without an autosmelter should just be a recipe you can make with a machine frame and some metal, using wood or raw plasma as fuel. make it work like a microwave in that you have to activate it to...
- Mon May 15, 2017 10:38 am
- Forum: Ideas
- Topic: passive lavaland farm/domesticatable livestock
- Replies: 16
- Views: 4283
Re: passive lavaland farm/domesticatable livestock
Phoenix might be pushing it into the too fantasy territory. I know it's dumb seeing all the other stuff in lavaland but it might fit better with another name. Just my opinion though Phoenix's would still work, just make them horrible flying lizard creatures with a biological exothermic reaction hap...
- Mon May 15, 2017 3:07 am
- Forum: Spriting and Mapping
- Topic: The NT Eagle
- Replies: 104
- Views: 25315
Re: The NT Eagle
Engineering not having an elevator makes no sense. A department dedicated to moving round canisters of air, fuel, and heavy materials really wouldnt be useful if they had to do so via stairs or ladder.
- Sun May 14, 2017 10:00 pm
- Forum: Ideas
- Topic: Hydroponics tray takes additional parts
- Replies: 17
- Views: 3981
Re: Hydroponics tray takes additional parts
Really as it stands, botany just mugs chemistry as interdepartmental co-operation for mutagen or just cultivate mutagen bearing plants. Before now i've accessed plant mutations just by using left 4 zed, which is still pretty potent. Mugging another department is technically "cooperation" ...
- Sun May 14, 2017 8:36 pm
- Forum: Ideas
- Topic: Hydroponics tray takes additional parts
- Replies: 17
- Views: 3981
Re: Hydroponics tray takes additional parts
If 5 years ago people told me botany would be the most op department with constant round ending disruptive bullshit and constantcode balance wars, I would not have believed. And today if someone told you that, you still would not have believed because it's still not true. It's just that people are,...
- Sun May 14, 2017 2:23 am
- Forum: Ideas
- Topic: Hydroponics tray takes additional parts
- Replies: 17
- Views: 3981
Re: Hydroponics tray takes additional parts
most of this can already be done via manipulation of the genes, which is already gated by RND. weed growth and resistance yes, but water and fertilizer use not so much, you can only have weed adaptation or fungal vitality, never both. plus having more than one solution to a problem is a good thing,...