Search found 123 matches
- Tue Mar 13, 2018 12:28 pm
- Forum: Ideas
- Topic: Prioritize security job assignment at roundstart
- Replies: 42
- Views: 6848
- Mon Mar 12, 2018 3:45 am
- Forum: Ideas
- Topic: Security Rework for Fast Paced Rounds
- Replies: 35
- Views: 6521
Re: Security Rework for Fast Paced Rounds
Tell me that a typical round as an antag is more interesting without security than with security. Either there are security and they're important for antags or security is dying and nobody plays it you can't have both I'm trying to argue the former not the latter. The point being that they are supp...
- Mon Mar 12, 2018 3:12 am
- Forum: Ideas
- Topic: Security Rework for Fast Paced Rounds
- Replies: 35
- Views: 6521
Re: Security Rework for Fast Paced Rounds
Security is fine as is. It's hard to play well which is why there are not many good security regulars. It's hard to play because it involves detachment and not having a total fixation on winning to make the game fun for everyone and not be frustrating. I disagree. Tell me why security is fine as it...
- Sun Mar 11, 2018 4:35 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 955830
Re: Minor Suggestions
The Ludovico Technique from the hit novel A Clockwork Orange (I often am reminded of this while playing on /tg/). The Ludovico Technique would be a chemical injection. While it remains in your system, one immediately gets sick (or vomits) at the thought of committing violence (harm intent). Seeing ...
- Sun Mar 11, 2018 4:12 pm
- Forum: Ideas
- Topic: Security Rework for Fast Paced Rounds
- Replies: 35
- Views: 6521
Re: Security Rework for Fast Paced Rounds
This would generally ruin the entire fucking game more than any other change I can think of I said this before earlier in this topic. Explain yourself . I've edited the topic to yield to the idea of not adding the two original bold ideas, but suggesting a more realistic one that does not change the...
- Sat Mar 10, 2018 8:11 pm
- Forum: Ideas
- Topic: Security Rework for Fast Paced Rounds
- Replies: 35
- Views: 6521
Re: Security Rework for Fast Paced Rounds
Can I ask why does it matter if there's little to no security in a round where every other job grinds for pseudo-sec gear? If you want something to do as sec, simply help your assigned department until something occurs. Another issue is people would rather handle issues themselves so instead of cal...
- Fri Mar 09, 2018 8:03 pm
- Forum: Ideas
- Topic: Machine fabricator.
- Replies: 10
- Views: 2703
Re: Machine fabricator.
I do agree that machine building is a pretty tedious process, just like virtually all construction or repairs. It would be nice if construction could be made more of a thing. Rapid Construction Devices already exist. There's only one on the station as far as I'm aware. Build wall, build floor, buil...
- Fri Mar 09, 2018 7:53 pm
- Forum: Ideas
- Topic: Slime Peoples dont gross out
- Replies: 22
- Views: 4653
Re: Slime Peoples dont gross out
Everyone probally knows that slime/jelly people dont take toxins damage (or atleast the splitty ones) but they still gross out when they eat something like a spider dish or something, and that makes them vomit and that hurts them and makes them lose jelly. Therefore slimefolk should not gross out f...
- Fri Mar 09, 2018 2:26 pm
- Forum: Ideas
- Topic: Security Rework for Fast Paced Rounds
- Replies: 35
- Views: 6521
Re: Security Rework for Fast Paced Rounds
yeah it's terrible but encouraging validhunting with capturing antags to get points (you know tg players care about points a whole lot more than they should.) isn't the right answer. You're encouraging me now, but in a different way. Another approach must be made. How about instead of having the sa...
- Fri Mar 09, 2018 12:30 am
- Forum: Ideas
- Topic: Security Rework for Fast Paced Rounds
- Replies: 35
- Views: 6521
- Thu Mar 08, 2018 7:47 pm
- Forum: Ideas
- Topic: Security Rework for Fast Paced Rounds
- Replies: 35
- Views: 6521
Re: Security Rework for Fast Paced Rounds
Enable secborgs. No. It is a major problem that 2 of the departments that are most needed for the antag/non-antag dynamic, security and medical, are often the least staffed because they are unrewarding jobs with no depth to them where you end up either being useless for an entire round or dying in ...
- Thu Mar 08, 2018 12:29 pm
- Forum: Ideas
- Topic: Security Rework for Fast Paced Rounds
- Replies: 35
- Views: 6521
Re: Security Rework for Fast Paced Rounds
Security already validhunts hard enough, giving them more encouragement to take out antags is not what you should be doing. Taking out antags lethally or via capture is not what security exists solely for. If you want security to be more interesting make combat more interesting, not give them point...
- Tue Mar 06, 2018 10:03 pm
- Forum: Ideas
- Topic: Security Rework for Fast Paced Rounds
- Replies: 35
- Views: 6521
Re: Security Rework for Fast Paced Rounds
Is there anything more streamlined that "all there at roundstart"? If anything, sec needs something to do on long rounds, when conflict is rare and they can only twiddle their thumbs and hope someone feels like murdering someone else. I appreciate the input. You're right, during long roun...
- Tue Mar 06, 2018 6:09 pm
- Forum: Ideas
- Topic: Security Rework for Fast Paced Rounds
- Replies: 35
- Views: 6521
Security Rework for Fast Paced Rounds
I've made now three separate topics discussing security one about adding persistent ranks , and the other I won't even link because I misunderstood the current mechanics of being chosen as antag. The objective here is simple: Give people a reason to play security over being an assistant, and make se...
- Tue Mar 06, 2018 5:07 pm
- Forum: Ideas
- Topic: Crew/Non-antagonist objectives.
- Replies: 40
- Views: 8007
Re: Crew/Non-antagonist objectives.
Encouraging security to not execute all caught antags is good. This was my thought. It also makes arrests more valuable than summary executions which also makes for more room for antagonist play. Sec wants to keep their perps under lock and key so they can stuff them on the shuttle for maximum e-pe...
- Tue Feb 27, 2018 3:35 pm
- Forum: Ideas
- Topic: Crew/Non-antagonist objectives.
- Replies: 40
- Views: 8007
Re: Crew/Non-antagonist objectives.
I feel like there are two ways to go about this from what everyone has been saying, specific objectives or vague objectives. The real question is what do these objectives want to accomplish? Are they for motivating the crew to actually do their jobs? Or are they to encourage people to try different ...
- Tue Feb 13, 2018 9:14 pm
- Forum: Video Games
- Topic: VR Thread
- Replies: 442
- Views: 122792
Re: VR Thread
It's literally a single ESP plugged into the base game If some crafty pirate posted it on the buccaneer cove you could literally just shove it in your base copy Now, it would fucking break because the VR esp isn't exactly compatible with the DLC or most mods isn't it like, 82mb or something? with n...
- Tue Feb 13, 2018 6:44 pm
- Forum: Spriting and Mapping
- Topic: Delta Station
- Replies: 230
- Views: 118329
Re: Delta Station
Science's is at the entrance and medical's is close enough that it can plausibly be considered overlooking the entrance. No worse than meta's on either map IMO. I guess I didn't notice science, which is actually better than engineering in my mind. Engineering could have some reinforced windows to v...
- Tue Feb 13, 2018 3:14 pm
- Forum: Spriting and Mapping
- Topic: Delta Station
- Replies: 230
- Views: 118329
Re: Delta Station
I'm not sure if this was mentioned before, but I want to ask about it now. I'd like to make a request to reposition security checkpoints to near the front doors of each department. This might be a challenge, but I have a reason. From my limited experience with IRL security, security checkpoints are ...
- Tue Feb 13, 2018 2:08 pm
- Forum: Ideas
- Topic: factorio/big pharma/literally roblox tycoon BUT its in CARGO [now with a SICK poll]
- Replies: 20
- Views: 6381
Re: factorio/big pharma/literally roblox tycoon BUT its in CARGO [now with a SICK poll]
You've hit the nail on the head for every job in this game.MrDoomBringer wrote:no consequence for not doing their job past loading crates in the first 2 mins of round
- Tue Feb 13, 2018 1:21 pm
- Forum: Ideas
- Topic: Nerfing OP races to use them at round start.
- Replies: 31
- Views: 6047
Re: Nerfing OP races to use them at round start.
I was hoping for actual constructive criticism or ideas, but I guess I was naive to think that this wouldnt become more than a hut thread outside the hut. I didn't add any input because I personally think that the current meta is good with those races as goals instead of standard. One would need to...
- Mon Feb 12, 2018 4:36 pm
- Forum: Video Games
- Topic: VR Thread
- Replies: 442
- Views: 122792
Re: VR Thread
i bought doom vfr on sale why did i do this don't make the mistake i did please I hear they're updating it. I am going to wait on it personally. My brother said the DOOM remake not for VR is fantastic, so I have high hopes for this one. I heard also that the Fallout 4 VR remake after the recent pat...
- Mon Feb 12, 2018 4:18 pm
- Forum: Ideas
- Topic: nuclear assault and nuclear infiltration
- Replies: 5
- Views: 1601
Re: nuclear assault and nuclear infiltration
Interesting idea. The team dynamic, where everyone is permitted to have guns, without all access being handed out, that seems interesting. I dislike the plasma cannons. The issue with the 5 minute plasma cannons is that, if a war of attrition arises, the syndicate will always win. The syndicate basi...
- Wed Feb 07, 2018 8:20 pm
- Forum: Ideas
- Topic: Budget OPs
- Replies: 8
- Views: 2247
Re: Budget OPs
I think this is a fun idea. I disagree with one thing. This should be an option, just like declaring war. When leaving the syndicate facility, they teleport into the arrivals shuttle. To sell to the syndicate, they actually hijack escape pods or any other available ships. They appear to be on lavala...
- Mon Feb 05, 2018 7:00 pm
- Forum: Ideas
- Topic: Persistent Security Ranks
- Replies: 18
- Views: 4533
Re: Persistent Security Ranks
Problem you'll have with something like this is twofold: If the requirements for ranks are too compressed people will sail through them and everyone will be "max rank" and promptly forget about it. Max rank will be the new normal. If the ranks are not compressed enough then nobody will ac...
- Mon Feb 05, 2018 4:00 pm
- Forum: Ideas
- Topic: Persistent Security Ranks
- Replies: 18
- Views: 4533
Re: Persistent Security Ranks
So, looking at the feedback, there are a few valid concerns. I'd like to say thank you very much for everyone's input, and I hope this gets the attention of those coders. To address the concerns: Ranks will only be visible upon examination of an officer, so it will not be as obvious what one's rank ...
- Fri Feb 02, 2018 8:51 pm
- Forum: Ideas
- Topic: Persistent Security Ranks
- Replies: 18
- Views: 4533
Re: Persistent Security Ranks
Most of us have like <2000 connections, in a year or two, maybe take all the rank requirements and multiply them by two to encourage more progression. Also, in order to make it even more difficult and encourage more people to play security, maybe make it require you to escape alive, or remain alive...
- Fri Feb 02, 2018 5:53 pm
- Forum: Ideas
- Topic: Persistent Security Ranks
- Replies: 18
- Views: 4533
Persistent Security Ranks
The topic of persistent items, titles, and so on had been discussed in another thread . I wanted to make a thread for something more specific. A problem I mentioned in a different topic was that there weren't many reasons to go for security. Maybe, using a progression system, there might be a way to...
- Wed Jan 31, 2018 7:25 pm
- Forum: Ideas
- Topic: MeyHaZah's Lavaland Project
- Replies: 11
- Views: 3408
Re: MeyHaZah's Lavaland Project
I like your ideas. They're all great and interesting, however, lack of specificity is important here. Something as significant as this requires specificity. Basically, put as much effort in as you're requesting, and odds are someone will take note of it, and hopefully it would be as simple as just a...
- Tue Jan 23, 2018 5:33 pm
- Forum: Ideas
- Topic: Greytide pods in the laundry room
- Replies: 20
- Views: 4267
Re: Greytide pods in the laundry room
The name alone makes it worth it. It could be used as a poison, yes, but what would it do when used for it's purpose as laundry detergent? Make whatever you're wearing into a grey jumpsuit. Examine flavortext A "Greytide Worldwide" product, Greytide Detergent Pods guaranteed to get stains...
- Mon Jan 22, 2018 5:57 pm
- Forum: Ideas
- Topic: Greytide pods in the laundry room
- Replies: 20
- Views: 4267
Re: Greytide pods in the laundry room
The name alone makes it worth it. It could be used as a poison, yes, but what would it do when used for it's purpose as laundry detergent? Make whatever you're wearing into a grey jumpsuit. Examine flavortext A "Greytide Worldwide" product, Greytide Detergent Pods guaranteed to get stains ...
- Thu Jan 18, 2018 9:58 pm
- Forum: Ideas
- Topic: Toxins Rework
- Replies: 38
- Views: 7887
Re: Toxins Rework
Jet fuel can't melt steel beams I think that maybe reworking bombs to be firebombs would be neat. Atmos typical states: OK, Plasma, Vacuum, Combustion Engine. Basically there is no middle like a typical fire in real life. I understand the station is made out of steel plates, but I think it would be...
- Wed Jan 17, 2018 4:41 pm
- Forum: Ideas
- Topic: Enlarge your round
- Replies: 61
- Views: 13970
Re: Enlarge your round
Force the next quality of life changes be to everything that helps keep the station together. Damage to the station is fun but it needs to be just as easy to patch up: cut construction times across the board, make some steps like lattice before floor tiles optional, blueprint following pipe and wir...
- Tue Jan 16, 2018 6:05 pm
- Forum: Ideas
- Topic: Persistent (cosmetic) unlocks
- Replies: 50
- Views: 14752
Re: Persistent (cosmetic) unlocks
Beards were just a bad idea to begin with. Goonstation style cosmetic rewards are a good idea, I like the idea of adding ranks for officers that survive rounds, extra job names for more veteren jobs would be an easy and fun addition for playing and surviving as a job. For sec officers it could be i...
- Tue Jan 16, 2018 5:06 pm
- Forum: Video Games
- Topic: VR Thread
- Replies: 442
- Views: 122792
Re: VR Thread
Vr chat looks cringy it was a legitimately cool thing before but now that it's popular it's, well, popular, so your experience is going to either be awful or really good and there is never an inbetween My father played VR chat before it's high popularity. The structure of the game changed significa...
- Tue Jan 16, 2018 2:36 pm
- Forum: Ideas
- Topic: Persistent (cosmetic) unlocks
- Replies: 50
- Views: 14752
Re: Persistent (cosmetic) unlocks
Was talking with MSO about if/how to add moths to the game other than just throwing another roundstart race on the pile, and he said <MrStonedOne> a better but harder to properly pull off idea, would be to gate one or both behind some in game lock, ftl style, where you have to find a ruin and do so...
- Tue Jan 16, 2018 2:29 pm
- Forum: Ideas
- Topic: Enlarge your round
- Replies: 61
- Views: 13970
Re: Enlarge your round
Ie tator 1 has ensure the station is at 80% integrity when the crew leaves for future deployments. While tator 2 has a murder and die glorious objective. He makes a maxcap and deadmans trigger. Goes around murderboning the crew then blows the station the fuck up. If he were to do it like that tator...
- Mon Jan 15, 2018 5:16 pm
- Forum: Ideas
- Topic: Hands up, don't shoot!
- Replies: 8
- Views: 2063
Re: Hands up, don't shoot!
I think that people would be executed more often for surrendering. Shitcurity believes that chucklefuck the clown is an antag, he surrenders as it's his only choice, he is now an easy target. I think that few people as antags or non-antags would do it. A non-antag would say "I've done nothing w...
- Tue Jan 09, 2018 6:08 pm
- Forum: Ideas
- Topic: Cyborg damage feedback
- Replies: 14
- Views: 2677
Re: Cyborg damage feedback
To be frank, I would prefer the same health readout as the AI's towards its cyborgs, that being knowing how much percentage you're at Ais can use the diagnostic hud. A notification indicating one of your very few cyborgs is going down while you're opening doors for the clown would be very useful. T...
- Mon Jan 08, 2018 8:09 pm
- Forum: Ideas
- Topic: Cyborg damage feedback
- Replies: 14
- Views: 2677
Re: Cyborg damage feedback
I think this is interesting. Being a cyborg, I kind of thought of it as being a metal husk, so not getting much feedback as far as taking damage I felt was appropriate. I also think it's appropriate for the AI and cyborg to have buttloads of sensors to indicate any sense of harm to themselves, since...
- Mon Jan 08, 2018 5:23 pm
- Forum: Ideas
- Topic: Toxins Rework
- Replies: 38
- Views: 7887
Re: Toxins Rework
I think this is a great idea. I feel like it's more interesting to see a bomb which might blow up any second than see a hole in the station whenever you want it. Imagine, the person planting the bomb has a few options, defend it CS style, or abandon it hoping no one knows how to defuse it or remove ...
- Wed Jan 03, 2018 5:20 pm
- Forum: Ideas
- Topic: Drone Rating Board
- Replies: 16
- Views: 3758
Re: Drone Rating Board
A good drone is an unnoticed drone. Unnoticed drones don't get credit, noticed drones tend to get blown. When I play as drones, and I see humans, I don't tend to avoid them, I act as if they aren't there and continue my business. Often I get blown up though. So I fear humans. There should be an inc...
- Wed Jan 03, 2018 1:36 pm
- Forum: Ideas
- Topic: Medical Doctor and Medbay Ideas
- Replies: 85
- Views: 16768
Re: Medical Doctor and Medbay Ideas
I think a non-binary healing system is a step in the right direction in keeping things interesting. I think, on a player to player basis, it makes things interesting. However, not to detract from your great idea, I do not see how this would solve the issue of the doctor being neglected. One thing so...
- Wed Jan 03, 2018 1:19 pm
- Forum: Ideas
- Topic: Detective Buff
- Replies: 19
- Views: 5013
Re: Detective Buff
As an alternative, just give us a set of corony/autopsy tools and procedures. If somebody dies we should be able to find out how and approximately when they died. Definitely something that would improve life for the detective as well as give medical something new to do. Why not give medical doctors...
- Fri Dec 29, 2017 5:08 pm
- Forum: Ideas
- Topic: Medical Doctor and Medbay Ideas
- Replies: 85
- Views: 16768
Re: Medical Doctor and Medbay Ideas
The mime finds the clown half dead, swings by medbay with him, and instead of treating him outright, drops him off instead. What would encourage that behavior? People do this already, we don't need coding mechanics to force people to leave injured in medbay when they ALREADY do that because they ha...
- Fri Dec 29, 2017 2:48 pm
- Forum: Ideas
- Topic: Medical Doctor and Medbay Ideas
- Replies: 85
- Views: 16768
Re: Medical Doctor and Medbay Ideas
Looking over this thread for the hundredth time I have a different approach to the problem. Like I've said before, I dislike how anyone can swing in and do the job, and usually this happens in emergencies. What if there was a way to discourage this activity? The mime finds the clown half dead, swing...
- Thu Dec 28, 2017 3:23 pm
- Forum: Ideas
- Topic: Detective Buff
- Replies: 19
- Views: 5013
Re: Detective Rework
Ideally I would like a way for the detective to watch camera footage (as in, watch recorded footage rather than live), but I'm going to wager a guess this wouldn't be easy (or possible?) to implement. Maybe it would be possible for the detective to install bugs in suspicious areas and listen in? Co...
- Wed Dec 27, 2017 5:20 pm
- Forum: Ideas
- Topic: Medical Doctor and Medbay Ideas
- Replies: 85
- Views: 16768
Re: Medical Doctor and Medbay Ideas
Honestly as impractical as it would be to do due to map layouts, putting robotics back (at least partially) under the aegis of medical might be a good idea, since they are the foremost source of surgery and surgery related accessories on station. Robotics usually just bashes off someone's head to g...
- Wed Dec 27, 2017 4:46 pm
- Forum: Ideas
- Topic: Medical Doctor and Medbay Ideas
- Replies: 85
- Views: 16768
Re: Medical Doctor and Medbay Ideas
personally i enjoy playing MD right now, you can start a round by actively seeking out the injured and patching up minor damage looking for already healed people and when the round gets moving you can head back to medbay and treat watch others treat the influx of major injuries. rarely feels like t...
- Wed Dec 20, 2017 1:52 pm
- Forum: Ideas
- Topic: Medical Doctor and Medbay Ideas
- Replies: 85
- Views: 16768
Re: Medical Doctor and Medbay Ideas
roundstart skills are bad unless you're trying to make this medium-high rp where people don't know how to do a job unless they're starting in that job don't do this. anything else might be nice. Unless something got added to the doc I'm not aware of, who mentioned roundstart skills? I mentioned it ...