Search found 123 matches

by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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 ...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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 ...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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 ...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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 ...
by NanookoftheNorth
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]

MrDoomBringer wrote:no consequence for not doing their job past loading crates in the first 2 mins of round
You've hit the nail on the head for every job in this game.
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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 ...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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 ...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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 ...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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...
by NanookoftheNorth
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 ...