Search found 519 matches
- Tue Apr 30, 2019 11:46 pm
- Forum: Closed Policy Discussion
- Topic: hurting mechs = human harmies?
- Replies: 64
- Views: 13249
Re: hurting mechs = human harmies?
For the record, the two harmful events (over-pressurized/malfunctioning air tank and cabin fire) do not occur on MK-I Riply mechs. Unless I'm forgetting another harmful event, you're probably free to bash those down.
- Mon Apr 29, 2019 7:34 pm
- Forum: Closed Policy Discussion
- Topic: hurting mechs = human harmies?
- Replies: 64
- Views: 13249
Re: hurting mechs = human harmies?
https://i.ibb.co/xMNqCHs/mechexplosion.png https://i.ibb.co/pKTpyMT/mechexplosion2.png The only possible harm from attacking a (non MK-I) mech is the various malfunctions that can occur, like cabin fires or over-pressurized internals. Those are on a random dice roll for if they occur and which malf...
- Mon Apr 29, 2019 9:06 am
- Forum: Closed Policy Discussion
- Topic: hurting mechs = human harmies?
- Replies: 64
- Views: 13249
Re: hurting mechs = human harmies?
If silicons are allowed to not know that killing a holo parasite kills the host, then they should be allowed to not know that damage to the mech can randomly cause harmful effects to the pilot like a fire. And like it was already stated, mechs no longer explode. That being said, you can directly sho...
- Wed Apr 24, 2019 8:12 pm
- Forum: Closed Policy Discussion
- Topic: White Ship AI/Comm Console/x
- Replies: 13
- Views: 2961
Re: White Ship AI/Comm Console/x
We did have a PR to confine AIs to actng on their own Z level, and it did get merged. It just didn't actually work. Simply preventing comms consoles from working on a ship at all would probably be the easiest solution. Just cite something like bluespace inference when calling/recalling a shuttle. Al...
- Wed Apr 24, 2019 8:05 pm
- Forum: Resolved Appeals
- Topic: [Nervere] Eskjjlj - Banned for killing an officer as antag when I didn't know he had just spawned
- Replies: 3
- Views: 1670
Re: [Nervere] Eskjjlj - Banned for killing an officer as antag when I didn't know he had just spawned
To be clear, did he follow you into maint, or did you shoot him and drag him into maint to fully kill?So I shoot him and kill him in the maint behind the checkpoint.
- Mon Apr 22, 2019 8:56 pm
- Forum: Ideas
- Topic: Readd Integrated Circuits
- Replies: 35
- Views: 10847
Re: Readd Integrated Circuits
Nanites are far less interesting, though. You press some buttons and receive a certain buff. You're not designing the nanites yourself, so there's very little creativity with it. Circuits as a feature was basically the science version of the Supermatter; a lot of experimentation over time would let ...
- Thu Apr 18, 2019 8:40 pm
- Forum: Ideas
- Topic: Readd Integrated Circuits
- Replies: 35
- Views: 10847
Re: Readd Integrated Circuits
I'd like to see an alternative to circuits that allow them to be placed into various machines and computers, reading values and manipulating them. A sort of step in the Gmod wire direction, where a wire circuit could read inputs from one device and output commands or values to another. Imagine, for ...
- Thu Apr 18, 2019 8:03 am
- Forum: General Chat
- Topic: PSA: Rod of Asclepius
- Replies: 44
- Views: 15860
Re: PSA: Rod of Asclepius
To be honest, the cutter got nerfed so hard it might as well not even count. i bet you could do more damage to someone by holding an airlock to space open.
Did you know it takes thirty shots from the mech plasma cutter to kill a goliath?
Did you know it takes thirty shots from the mech plasma cutter to kill a goliath?
- Wed Apr 17, 2019 9:45 pm
- Forum: Closed Policy Discussion
- Topic: turn off donut for being a griefing map
- Replies: 19
- Views: 4505
Re: turn off donut for being a griefing map
The only thing fundamentally wrong with donut is that circle hallways are weird on a square grid.
- Tue Apr 16, 2019 9:06 am
- Forum: Closed Policy Discussion
- Topic: What Areas Can Be Considered Dangerous By Asimov AIs?
- Replies: 43
- Views: 9515
Re: What Areas Can Be Considered Dangerous By Asimov AIs?
I'd say a big part of it is the fact that you can see what happens in R&D, and there are a lot of things you can get from science's protolathe that are completely non-harmful. Considering you can watch them and see what they get means you can always alert sec if they print out something dangerou...
- Tue Apr 16, 2019 8:29 am
- Forum: Coding Feedback
- Topic: A new conversion item for Revolution is sorely needed
- Replies: 43
- Views: 9503
Re: A new conversion item for Revolution is sorely needed
For the record, sometime last year I played robo moth for a few days. Welding was difficult, but not impossible; double eye protection is a pain to manage but totally doable. For the plasmas, robotics has a pair of welding goggles, and I bet anyone in engineering/atmos could grab a hardsuit and head...
- Mon Apr 15, 2019 8:07 pm
- Forum: Resolved Appeals
- Topic: [Pointlesswaste3] Ghilker/D.O.R.F. - AI Jobban
- Replies: 19
- Views: 3940
Re: [Pointlesswaste3] Ghilker/D.O.R.F. - AI Jobban
I was science's sec officer for that round. The miner literally only wanted access to R&D to push some buttons (guess they didn't trust science to get mining tech done). In addition, the RD, who is the head of the department, told you multiple times that you needed to give access if requested be...
- Mon Apr 15, 2019 8:19 am
- Forum: Ideas
- Topic: Additional Emagged Functions For Machines
- Replies: 4
- Views: 1192
Re: Additional Emagged Functions For Machines
Could only affect the computer you emag, not all others. Of Course, that makes the hand-held ones even more valuable.
I'm not a fan of being able to remotely affect people without counterplay. Randomly changing peoples suit sensors would feel more like a bug than any sort of entertaining gameplay.
I'm not a fan of being able to remotely affect people without counterplay. Randomly changing peoples suit sensors would feel more like a bug than any sort of entertaining gameplay.
- Sun Apr 14, 2019 4:49 am
- Forum: General Chat
- Topic: Little things other players do that make you happy
- Replies: 32
- Views: 8722
Re: Little things other players do that make you happy
As an AI, if someone has no arrest record, and I have no knowledge of any harm they've committed or had personally watched sec arrest them, I'll presume they wandered into a cell by mistake and happily let them out if asked.
- Wed Apr 10, 2019 5:08 pm
- Forum: General Chat
- Topic: PSA: Rod of Asclepius
- Replies: 44
- Views: 15860
Re: PSA: Rod of Asclepius
Were you the miner that came into Robo the other day? L.U.B.E. told you that thing was probably trouble.
- Fri Apr 05, 2019 11:52 pm
- Forum: Closed Policy Discussion
- Topic: Hivemind is completely unfair with no redeeming qualities
- Replies: 70
- Views: 16432
Re: Hivemind is completely unfair with no redeeming qualities
Thoughts on the disembodied idea: • Any ability that lets your vessel know that they are assimilated will lead to them calling you out over comms and also de-assimilating if possible. This is an existing issue with Mind Control; if a hivemind must Mind Control a vessel, it is in their best interest ...
- Fri Apr 05, 2019 7:30 pm
- Forum: Closed Policy Discussion
- Topic: Hivemind is completely unfair with no redeeming qualities
- Replies: 70
- Views: 16432
Re: Hivemind is completely unfair with no redeeming qualities
Hivemind is seemingly built around abilities that kill (or allow for killing) with no possible reaction from the victim. It feels bad when you're just some random crew member and suddenly die. It would feel terrible if that happened while you're a traitor. I think keeping it confined to its own game...
- Fri Apr 05, 2019 10:31 am
- Forum: Closed Policy Discussion
- Topic: Silicon Policy Cancer Thread #416346: Mutations, Shapechanges, and other bullshit.
- Replies: 7
- Views: 2151
Re: Silicon Policy Cancer Thread #416346: Mutations, Shapechanges, and other bullshit.
I'd argue that if making a law that de-humanizes the crew is considered harmful (or at least necessary to prevent), so would be changing them into non-humans.
- Fri Apr 05, 2019 12:07 am
- Forum: Closed Policy Discussion
- Topic: Heads of Staff - Required playtime
- Replies: 47
- Views: 11376
Re: Heads of Staff - Required playtime
Not all of policy leads to, or is driven by, bans. Upping the playtime for heads is a good idea. The point is not to ensure that the heads are competent, but to promote it. It is more likely that a player with 20 hours of engineering can set up the SM than one with only an hour. While we're at it, l...
- Thu Apr 04, 2019 11:56 pm
- Forum: Closed Policy Discussion
- Topic: Hivemind is completely unfair with no redeeming qualities
- Replies: 70
- Views: 16432
Re: Hivemind is completely unfair with no redeeming qualities
Goof, the antag is not a conversion for the most part. It becomes conversion if one hivemind manages to get the victory royal against the others. The fact that it's not a conversion is a big part about why it's terrible if you ask me. Kenny tried so hard to make it a non-conversion antag that it jus...
- Sat Mar 30, 2019 5:11 am
- Forum: Ideas
- Topic: Fixing the Left Click+Drag Conflict For Borgs
- Replies: 12
- Views: 3170
Re: Fixing the Left Click+Drag Conflict For Borgs
4. Hold Ctrl to buckle, don't hold to open equipment menu. Personally I don’t think borgs should be able to buckle people onto themselves at all. It's got uses that make it handy. Sometimes a borg will want to hurry a human out of danger or get them to the shuttle quickly or something. Dragging them...
- Thu Mar 28, 2019 6:01 pm
- Forum: General Chat
- Topic: Pet Peeves Thread - Little things that REALLY annoy you
- Replies: 2282
- Views: 633641
Re: Pet Peeves Thread - Little things that REALLY annoy you
I have noticed that with the Sseth tide, it's very comon for borgs to never ever talk over, or respond to, binary chat. It gets old really quick.
- Sat Mar 23, 2019 5:51 am
- Forum: Ideas
- Topic: Glowshrooms that effect Power Cells
- Replies: 3
- Views: 1009
Re: Glowshrooms that effect Power Cells
Truth be told, I'm not a huge fan of the glowshroom idea. It sorta invalidates engineering if you can just break the laws of thermodynamics and get free power across the station. The Shadowshrooms seem neat, but it's hard to think of a time that it would be useful except for traitors. Maybe as a tat...
- Fri Mar 22, 2019 5:57 pm
- Forum: Closed Policy Discussion
- Topic: Increase the Traitor and Changeling Scaling coeffient config.
- Replies: 12
- Views: 2379
Re: Increase the Traitor and Changeling Scaling coeffient config.
Just throw more math at it. Instead of Y=x/5 , we could have something closer to y=x/(5+0.05x) scaling antags.png In this way, we get a smooth curve that tapers off a bit as we reach higher player counts. The coefficient scales up with player count. Assuming the antag code rounds up (which I suspect...
- Wed Mar 20, 2019 9:44 pm
- Forum: Ideas
- Topic: Organ trauma: byond the brain!
- Replies: 7
- Views: 2071
Re: Organ trauma: byond the brain!
Would these be random-spawned trauma events? Because the random brain trauma is absolute aids and should never be looked to for ideas.
As a possible side effect to certain in-game things (like overdoses), these could be neat.
As a possible side effect to certain in-game things (like overdoses), these could be neat.
- Wed Mar 20, 2019 9:07 am
- Forum: Ideas
- Topic: Ratvar Lives! Kinda...
- Replies: 17
- Views: 4636
Re: Ratvar Lives! Kinda...
I'd be happy if someone would just make a Ratvar AI hologram. I mean, we already have one for Narsie.
- Wed Mar 20, 2019 8:59 am
- Forum: Resolved Appeals
- Topic: juliansl - Discord Ban
- Replies: 7
- Views: 2143
Re: juliansl - Discord Ban
Do you have the standalone Discord program installed? What happens if you try to add the server there?
- Wed Mar 13, 2019 10:52 pm
- Forum: General Chat
- Topic: Your first ever SS13 round.
- Replies: 28
- Views: 8860
Re: Your first ever SS13 round.
After spending a few days causally reading basically everything on the Wiki, I remember starting as a janitor, and spending a while learning how the hands and inventory work in the janitor closet. I checked out the janitor tablet that you start with, and joined the chat room but no one else ever did...
- Wed Mar 13, 2019 10:14 pm
- Forum: Ideas
- Topic: Making plasma men suffer perma death
- Replies: 13
- Views: 3405
Re: Making plasma men suffer perma death
Yeah, it does sound like it would cause even more issues with escalation. Considering you wouldn't be able to bring a plasmaman back, would any fight that involves killing a plasmaman be treated the same as if they had intentionally cremated them? It would be neat if plasmamen had alternative method...
- Wed Mar 13, 2019 5:58 pm
- Forum: Closed Policy Discussion
- Topic: Roundstart AI Lawsets
- Replies: 40
- Views: 13145
Re: Roundstart AI Lawsets
If this feature was put in place, I'd prefer if Asimov still had a higher weight by far. That way it's an occasional departure from Asimov rather than being a constant grab bag of laws.
- Tue Mar 12, 2019 4:14 am
- Forum: Closed Policy Discussion
- Topic: Roundstart AI Lawsets
- Replies: 40
- Views: 13145
Re: Roundstart AI Lawsets
And most important of all, if this were to be merged, you better either give humans a massive buff, massive nerfs to nonhumans, or straight up remove nonhumans. After all, you’re stripping humans of their single advantage over all other species: asimov protection. I don't know how much we really ca...
- Thu Mar 07, 2019 6:33 am
- Forum: Ideas
- Topic: Security levels and their effects
- Replies: 3
- Views: 1107
Re: Security levels and their effects
I should really ask why you want the alert levels to be tied to in-game mechanics. As is, it's mostly a RP thing (I've seen captains get livid when the HoS executes a tator on green alert, for example), with the sole exception that the shuttle timer is controlled by the red alert. Do we really want ...
- Wed Mar 06, 2019 5:12 pm
- Forum: Ideas
- Topic: Security levels and their effects
- Replies: 3
- Views: 1107
Re: Security levels and their effects
So what you're saying is we toggle red alert at the start of the game to give sec their gear, then lower it to blue immediately after and never touch it until the shuttle is called?
- Wed Mar 06, 2019 5:04 pm
- Forum: Ideas
- Topic: Make grabbing/pulling things and people take up a hand, and add slowdown
- Replies: 39
- Views: 7607
Re: Make grabbing/pulling things and people take up a hand, and add slowdown
Plus, maybe not resting might be seen as an act of compliance and make it less likely that the officer will just gat you for thinking you're trying to escape.
- Fri Mar 01, 2019 6:30 am
- Forum: Closed Policy Discussion
- Topic: Asimov and Manhunts
- Replies: 17
- Views: 3361
Re: Asimov and Manhunts
Unless you've given the silicons IC reason to believe the re-education chamber is a source of harm, they should have let it be. The whole reason that room exists is so that Security can do their thing without the AI getting nosy. Honestly, we should have a policy thread on that, because that ruling ...
- Thu Feb 28, 2019 5:58 pm
- Forum: Closed Policy Discussion
- Topic: Asimov and Manhunts
- Replies: 17
- Views: 3361
Re: Asimov and Manhunts
I probably wouldn't even bolt him down. I might tell sec their lizard died.Lumbermancer wrote: You have a confirmed traitor, who just murdered a sec officer. Sec officer was non-human. You bolt down the traitor. Traitor tells you to release him. What do you do?
- Wed Feb 27, 2019 8:11 am
- Forum: Coding Feedback
- Topic: Untelegraphed attacks
- Replies: 12
- Views: 3548
Re: Untelegraphed attacks
Which are the current offenders? Hiveminds can assimilate people with zero tells except if you notice them not moving, and the only real way to stop it is by avoiding everyone . Meanwhile, mind control can be used on vesels once the Hivemind has enough. This lead to the "Airlock Walkies" ...
- Wed Feb 27, 2019 7:06 am
- Forum: Closed Policy Discussion
- Topic: disconnecting to avoid conversion to revolutionaries(or broader combat disconnecting situations)
- Replies: 19
- Views: 3829
Re: disconnecting to avoid conversion to revolutionaries(or broader combat disconnecting situations)
Probably depends on what you want the outcome to be. If the person came back, then a code change to make the body waiting for them be Rev would probably suffice. But there's no amount of code that can pull someone back in, and if you want to fix people just leaving and not returning, a policy of ban...
- Sat Feb 23, 2019 9:30 am
- Forum: Ideas
- Topic: Make it so you can't put C4 onto a bomb.
- Replies: 17
- Views: 4196
Re: Make it so you can't put C4 onto a bomb.
Does signaling the wires actually work? I swear I tried it once in a test server and couldn't get it to go off, concluding that some snowflake code was in place to prevent that sort of thing.
- Fri Feb 22, 2019 6:05 am
- Forum: Ideas
- Topic: bluespace market
- Replies: 20
- Views: 5171
Re: bluespace market
I still don't see this going anywhere. Paysations don't get used for a reason, and that reason is there's nothing of value to buy.
What am I supposed to spend my cash on, a funny hat?
What am I supposed to spend my cash on, a funny hat?
- Fri Feb 22, 2019 3:00 am
- Forum: Ideas
- Topic: Make borg v borg combat less lame
- Replies: 16
- Views: 3707
Re: Make borg v borg combat less lame
I'm honestly baffled as to why borg players are fine with this, it seems like a really, really shitty combat method which isn't enjoyable for either party involved. Wouldn't my suggestion at least add some amount of flavor and skill to the process of fighting other borgs? No one likes inconsistenci...
- Thu Feb 21, 2019 5:54 pm
- Forum: Ideas
- Topic: Change the Destructiveness of the Singularity and Tesla
- Replies: 19
- Views: 4929
Re: Change the Destructiveness of the Singularity and Tesla
I mean, it's not exactly rare for there to be no security team.
- Thu Feb 21, 2019 5:51 pm
- Forum: Ideas
- Topic: Make borg v borg combat less lame
- Replies: 16
- Views: 3707
Re: Make borg v borg combat less lame
Just remove flashes stunning borgs :\/ It's a consequence of flashes being the main anti-borg tool. Making the flashes even more gimmicky than you're already doing is just going to lead to confusion. Borg v borg combat does suck, but it's generally rare enough that I wouldn't want to add a new layer...
- Thu Feb 21, 2019 10:05 am
- Forum: Resolved Appeals
- Topic: [i don't know] Biluzao12345 - Chemist/CMO Jobban
- Replies: 12
- Views: 2234
Re: [i don't know] Biluzao12345 - Chemist/CMO Jobban
I vaguely recall a PR shortly after crawling was added that made people lying down get hit by shots, because there was a meta for a short time where people would just lie down during gunfights to dodge all shots that weren't direct clicks. Positioning isn't really specified, but if the chap was in f...
- Thu Feb 21, 2019 8:30 am
- Forum: Ideas
- Topic: Suggested Shapechange Changes
- Replies: 3
- Views: 792
Re: Suggested Shapechange Changes
The only thing I could see it breaking is admin-spawned ED-209 units if the admin intends it to act normal. Still, admins can always change the variable values on the ED, so it's only a problem if the admin in question doesn't know about the setting. Also, when you define the variable on the ED-209'...
- Thu Feb 21, 2019 2:16 am
- Forum: Ideas
- Topic: Suggested Shapechange Changes
- Replies: 3
- Views: 792
Re: Suggested Shapechange Changes
For 1, a method less hacky would probably having the flag set to true by default, and is set to false during the final construction step. That way any non-standard ED-209 would have the flag set to true.
- Sun Feb 17, 2019 3:43 am
- Forum: Ideas
- Topic: Complete Mining Overhaul
- Replies: 46
- Views: 14084
Re: Complete Mining Overhaul
Operating the drill sounds wildly unfun. You have to trial-and-error a meaningless number (old old genetics), bang it with a tool you spawn with (old botany), and feed it resources you have an abundance of (manual xenobio, filling engineering's collectors, wiring the solars, etc). Oh and you're sur...
- Fri Feb 15, 2019 9:11 am
- Forum: Ideas
- Topic: Event: Lavaland Evacuation
- Replies: 4
- Views: 1243
Re: Event: Lavaland Evacuation
What if we made entire maps with one special game mode in mind? Like, instead of Metastation, you would be on Lavaland_Evac as the map, fully telling players before round start what the mode will be. This would let people who don't like the game mode at least skip it via observing or server-hopping....
- Thu Feb 14, 2019 7:52 pm
- Forum: Ideas
- Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
- Replies: 16
- Views: 3848
Re: Replace walk toggle with "staggered" indicator / mobility toggle.
It would also make it so that you could just tap-wait-tap-wait-tap (instead of holding the key down) to walk across a small field of janitor placed mop-mines, freeing up a hotkey, improving the control scheme a bit, and possibly repurposing the walk HUD button. I have a few other plans for it alrea...
- Thu Feb 14, 2019 1:27 am
- Forum: Ideas
- Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
- Replies: 16
- Views: 3848
Re: Replace walk toggle with "staggered" indicator / mobility toggle.
It would also make it so that you could just tap-wait-tap-wait-tap (instead of holding the key down) to walk across a small field of janitor placed mop-mines, freeing up a hotkey, improving the control scheme a bit, and possibly repurposing the walk HUD button. I have a few other plans for it alrea...