Search found 31 matches

by halitosisman
Thu Nov 04, 2021 1:01 am
Forum: Ideas
Topic: Construction overhaul
Replies: 79
Views: 14664

Re: Construction overhaul

It's been a while since I played, so correct me if this information is out of date. Mining does not supply the amount of metal needed to build a basic room from scratch any earlier than the one hour mark on average. Your proposal, as written, will not enable large scale construction because the esca...
by halitosisman
Sun Jun 06, 2021 2:53 pm
Forum: Coding Feedback
Topic: Cult - What can be fixed?
Replies: 54
Views: 13586

Re: Cult - What can be fixed?

I like cult. It provides the best opportunities to use late game items and WMDs as a non-antag. It gives chaplains a good excuse to bring out their inner crusader. Cult also gives security a reason to be the ungas they always wanted to be. I propose: Reducing or eliminating conversion As has been po...
by halitosisman
Sun Jul 19, 2020 3:47 pm
Forum: TGMC General Discussion
Topic: Engineer players are too defensive
Replies: 4
Views: 11472

Engineer players are too defensive

As an engineering main, I've found that the prevailing strategy among my wrench-based peers in the game is to spend the preponderance of engineering assets on the FOB. My basic argument is this: a quickly assembled base at the front line is going to be far more helpful ensuring a marine win than a s...
by halitosisman
Wed Jul 15, 2020 10:00 pm
Forum: Coding
Topic: XENOBIO CODE BOUNTY VERSION 2 (100$)
Replies: 15
Views: 5632

Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

Armhulen wrote:30 Minutes to prepare a counter for anything is not long enough
30 minutes is the minimum for some things like an assistant with a baseball bat. A counter for "anything" falls closer to the two hour time line.
by halitosisman
Wed Jul 15, 2020 1:56 pm
Forum: Coding
Topic: XENOBIO CODE BOUNTY VERSION 2 (100$)
Replies: 15
Views: 5632

Re: XENOBIO CODE BOUNTY VERSION 2 (100$)

I know a thing or two about Xenobio balance, having powergamed it a bunch, so here's the scoop. Xenobio in its current state essentially provides a hard counter for every conceivable situation that can happen in this game. The flip side is that these hard counters take half an hour or more to prep. ...
by halitosisman
Tue May 05, 2020 6:49 am
Forum: Coding
Topic: Box Removal Discussion
Replies: 155
Views: 39487

Re: Box Removal Discussion

As a general question about future maps, what is the stance on the addition of a map with the concept that it's built in mind with a particular gamemode? can’t you already load maps if you are admin? Why bother adding an event map into the code, this is content bloat. It won’t be used all the time....
by halitosisman
Sat May 02, 2020 1:20 am
Forum: Coding
Topic: Box Removal Discussion
Replies: 155
Views: 39487

Re: Box Removal Discussion

The only job breaking issue I remember with box was its awful plumbing, but that got mostly fixed if I remember correctly. Does the layout of box affect the usual routines of most jobs in any substantial way? Do robos make different mech choices as a result of the box layout? Do chemists spend their...
by halitosisman
Fri May 01, 2020 1:46 pm
Forum: Closed Policy Discussion
Topic: Enable widescreen
Replies: 52
Views: 12089

Re: Enable widescreen

Where's support for tallscreens? How's a man supposed to mount his screen on a 90 degree pivot to maximize his view range?
by halitosisman
Tue Feb 11, 2020 7:36 am
Forum: Closed Policy Discussion
Topic: Ashwalkers discussion thread
Replies: 36
Views: 9026

Re: Ashwalkers discussion thread

I'm happy that non antags will have an appropriate enemy to use wide area ordinance on.
by halitosisman
Sun Feb 09, 2020 2:28 pm
Forum: Closed Policy Discussion
Topic: Ashwalkers discussion thread
Replies: 36
Views: 9026

Re: Ashwalkers discussion thread

Sounds fair to me. Apologies for not reading your line on revive changes correctly.

It would be funny to see wars between the golems and Ash Lizards though. Some form of loot would encourage said interaction.
by halitosisman
Sat Feb 08, 2020 5:24 pm
Forum: Closed Policy Discussion
Topic: Ashwalkers discussion thread
Replies: 36
Views: 9026

Re: Ashwalkers discussion thread

If there was a "no restrictions whatsoever" option in that poll I would have taken it. The general tendency among the Ash Walker groups I've been involved with is to play peacefully. If Ash Walkers always played the bloodthirsty marauders that they're supposed to be, maybe, although not as...
by halitosisman
Sat Sep 07, 2019 7:31 pm
Forum: Closed Policy Discussion
Topic: Escalation against security falsely arresting you
Replies: 59
Views: 13486

Re: Escalation against security falsely arresting you

Here's a story. I was playing xenobio one round, and got light pink slime extracts. I then proceeded to march in front of brig and announce in all caps that I was willing to distribute them freely to sec officers for several minutes. Security completely ignored me. Apparently the fastest way to give...
by halitosisman
Sun Aug 18, 2019 11:19 pm
Forum: Closed Policy Discussion
Topic: Player Written Contracts
Replies: 9
Views: 2428

Re: Player Written Contracts

from an IC standpoint the contract would be invalid since you have already sold your life and soul to nanotrasen as evidenced by the contracts found in the lawyer's office roundstart to enforce it you would need a captain or head of security that declares your killer a murderer and clones you from ...
by halitosisman
Fri Aug 16, 2019 7:59 pm
Forum: Closed Policy Discussion
Topic: Player Written Contracts
Replies: 9
Views: 2428

Player Written Contracts

If a character signs a player written contract that lists their life as collateral, do they become valid upon breaking the contract?
by halitosisman
Fri Aug 16, 2019 3:29 pm
Forum: Ideas
Topic: Departmental Gameplay Improvements
Replies: 80
Views: 22410

Re: Departmental Gameplay Improvements

Cargo has a lot of underused potential as a trading hub. Most player's however, don't know the power of disposals, and most cargo techs lack the stomach to demand payment for minerals and services.
by halitosisman
Fri Aug 16, 2019 3:46 am
Forum: Ideas
Topic: Departmental Gameplay Improvements
Replies: 80
Views: 22410

Re: Departmental Gameplay Improvements

As an engineering main, I constantly find attempts at repairs and large construction projects frustrated by shuttle calls. Maybe make the current engineering tools faster or the rounds longer? Also, mineral availability currently is not balanced for some large scale endeavors. Changes to wiring and...
by halitosisman
Thu Aug 15, 2019 8:54 pm
Forum: Ideas
Topic: Departmental Gameplay Improvements
Replies: 80
Views: 22410

Re: Departmental Gameplay Improvements

As an engineering main, I constantly find attempts at repairs and large construction projects frustrated by shuttle calls. Maybe make the current engineering tools faster or the rounds longer? Also, mineral availability currently is not balanced for some large scale endeavors.
by halitosisman
Tue Jul 30, 2019 3:34 pm
Forum: Ideas
Topic: Security buffs
Replies: 112
Views: 27146

Re: Security buffs

With player cooperation and knowledge, security players can already obtain the advantages you're proposing to give them. -Most departments have means of providing stamina resists and reduced stun times. -Medical and robotics can get anti drop implants. Sec has roundstart access to buckshot, which is...
by halitosisman
Wed Jul 24, 2019 8:15 pm
Forum: Ideas
Topic: Chemistry, more like ChemFactory
Replies: 46
Views: 12588

Re: Chemistry, more like ChemFactory

Sounds like you want to turn chemistry into engineering's job. If you're gonna turn chem into something involving large pipe networks, you may want to consider some QoL improvements to existing pipe construction mechanics, because building anything large and rewarding under your system will take lon...
by halitosisman
Wed Jul 24, 2019 8:08 pm
Forum: Ideas
Topic: Mining rework: epic floyd style
Replies: 50
Views: 13046

Re: Mining rework: epic floyd style

I'm having some trouble seeing how this is fundamentally different from the existing mining mechanic. You're still effectively clicking on mineral deposits outside the base and then running back to a machine and clicking on it to deposit the ores. Just a suggestion: Under your system, the refining a...
by halitosisman
Sat Aug 25, 2018 2:21 pm
Forum: TGMC General Discussion
Topic: Gameplay Tweaks (Hopefully with minimal coding required)
Replies: 5
Views: 7831

Re: Gameplay Tweaks (Hopefully with minimal coding required)

-Expand the vendor point system to PFC vendors, and re-balance requisition stockpiles to compensate. This allows marines to try gimmicks that otherwise rely on parsimonious cargo techs to be generous. It is not fun to wait in req lines, unless a fight breaks out, which is fun until the cancerous MP...
by halitosisman
Fri Aug 24, 2018 1:18 am
Forum: TGMC General Discussion
Topic: The "Dump Your Opinions About Requisitions" Thread
Replies: 9
Views: 8979

Re: The "Dump Your Opinions About Requisitions" Thread

Maybe give req enough points to order something besides barricade materials, spec ammo and tank parts? The price inflation mechanic could be adjusted to prevent mega FOBs.
by halitosisman
Sun Aug 05, 2018 7:49 pm
Forum: TGMC General Discussion
Topic: Gameplay Tweaks (Hopefully with minimal coding required)
Replies: 5
Views: 7831

Gameplay Tweaks (Hopefully with minimal coding required)

I'm sure everyone could suggest improvements and tweaks to the CM gameplay. Let's name them. I'll start, -Replace the pilot role with a bot that pushes all the buttons on the dropships, and sends automated messages on its status over comms. This eliminates a repetitive job and allows people to plan ...
by halitosisman
Wed Aug 01, 2018 8:04 pm
Forum: Ideas
Topic: Better FTLstation
Replies: 2
Views: 1558

Better FTLstation

How feasible would it be for TGstation's server hardware to handle multiple White Ship style vessels? I'm curious about the possibility of game modes featuring ship to ship combat, and entire stations divided between mobile platforms.
by halitosisman
Sat May 19, 2018 11:11 am
Forum: Ideas
Topic: Mailman Role
Replies: 10
Views: 2985

Mailman Role

Spawns wearing the mailman uniform. Possesses basic departmental access, and no maintenance access to prevent this being a supertide role. Maybe give this role a fast rideable cart that requires both hands on the wheel?
by halitosisman
Thu Apr 05, 2018 11:09 pm
Forum: General Chat
Topic: Simple Questions Thread
Replies: 2095
Views: 522229

Re: Simple Questions Thread

How does one create the ballmer peak.
by halitosisman
Sat Feb 17, 2018 6:37 pm
Forum: General Chat
Topic: Simple Questions Thread
Replies: 2095
Views: 522229

Re: Simple Questions Thread

Is it possible(not asking how) to produce 1000kpa tritium or more in a typical 40 minute round? I think the fastest method involves repiping the combustion engine next to atmos to inject a 90/10 mix of Oxygen and Plasma to combust and on the output side filter out the Tritium. So how does one make ...
by halitosisman
Sat Feb 17, 2018 4:09 am
Forum: General Chat
Topic: Simple Questions Thread
Replies: 2095
Views: 522229

Re: Simple Questions Thread

Is it possible(not asking how) to produce 1000kpa tritium or more in a typical 40 minute round?
by halitosisman
Wed Feb 07, 2018 9:12 pm
Forum: Ideas
Topic: Budget OPs
Replies: 8
Views: 2197

Re: Budget OPs

I think this sounds fun, and semi-reasonable to do as an event. What exactly is "sparse" starting gear. Are they buying from the traitor uplink or normal operative one. What exactly are they trying to steal to sell? High value items? Research? Credits? Minerals? The armory? How do you sto...
by halitosisman
Wed Feb 07, 2018 8:08 pm
Forum: Ideas
Topic: Budget OPs
Replies: 8
Views: 2197

Budget OPs

Weaknesses: -sparse starting gear -no private land base, they spawn on a mobile vessel -instead of a nuke, they spawn with a bomb shell. To win, they have to steal the plutonium core from the vault and make their own nuke. Strengths: -"cargo pod", a syndicate version of the cargo shuttle, ...