Search found 36 matches
- Sat Apr 18, 2020 9:09 pm
- Forum: Roleplaying
- Topic: Delete on death characters (idk cant think of a name)
- Replies: 29
- Views: 16986
Re: Delete on death characters (idk cant think of a name)
I'd really love the idea of this being supported in code, but not sure how you'd handle the "deletion" part, since it's just a name and appearance. It kinda needs the player to actually commit to not using the name again.
- Sat Apr 18, 2020 8:35 pm
- Forum: General Chat
- Topic: Removing Cloner removes a failsafe for Medbay incompetence
- Replies: 38
- Views: 9539
Re: Removing Cloner removes a failsafe for Medbay incompetence
Is tg wanting to become more rp orienated, it feels the code wants it that way but the administration/policy side is still the same. That's my opinion on things.
- Sun Apr 05, 2020 7:55 am
- Forum: Closed Policy Discussion
- Topic: TC trades are out of control
- Replies: 21
- Views: 6425
Re: TC trades are out of control
Was this based on the plasma fist round on Bagil..?
- Sun Apr 05, 2020 2:36 am
- Forum: Ideas
- Topic: How to make traitor objectives more rewarding, and discourage murderboning
- Replies: 11
- Views: 3194
Re: How to make traitor objectives more rewarding, and discourage murderboning
contractor was designed to fix this
- Sun Apr 05, 2020 2:31 am
- Forum: Ideas
- Topic: Death to PDAs! (Kinda.)
- Replies: 43
- Views: 10749
Re: Death to PDAs! (Kinda.)
I'd love to move PDAs over to tgui and make it more like modular computers/combine them, but it's fuck tons of effort
- Wed Mar 25, 2020 3:40 pm
- Forum: Ideas
- Topic: Possible change to uplinks (for traitors)
- Replies: 73
- Views: 19152
Re: Possible change to uplinks (for traitors)
Consider the following - you choose one and only one kit from a selection of predesigned kits, and the kit you choose determines what objectives the syndicate sends you. Completing objectives gives you TC which then allows you to buy specific items. The kits could be modest, and certain items could...
- Tue Mar 24, 2020 5:03 pm
- Forum: Ideas
- Topic: Possible change to uplinks (for traitors)
- Replies: 73
- Views: 19152
Re: Possible change to uplinks (for traitors)
This was basically the fundamentals for the contractor, so having it become more the default traitor would be really nice. I really do think it adds a lot more. Also there was a poll a while back asking if people wanted traitor/contractors merged more, and that came out positive so.
- Tue Nov 26, 2019 11:25 am
- Forum: Closed Policy Discussion
- Topic: Re-evaluate the relation between community and codebase
- Replies: 46
- Views: 11331
Re: Re-evaluate the relation between community and codebase
I don't like change, and that means maintainers and coders bad /thread
Anyone can contribute, and quality control is done by maintainers, which are chosen for being trusted to make decisions that are overall good for the codebase. If you don't like tg, go to one of its downstream servers.
Anyone can contribute, and quality control is done by maintainers, which are chosen for being trusted to make decisions that are overall good for the codebase. If you don't like tg, go to one of its downstream servers.
- Fri Nov 22, 2019 12:59 pm
- Forum: Coding Feedback
- Topic: Indifferent Coders Griefing Codebase
- Replies: 36
- Views: 9523
Re: Indifferent Coders Griefing Codebase
It definitely is a bad change. Honestly I play Silicon a LOT, it basically accounts for half of my playtime, and the amount of people I was able to save was just innumerable thanks to this ability. The next time someone comes up with a pair of sunglasses and an egun and starts shooting up medical I...
- Wed Sep 04, 2019 7:29 am
- Forum: Former Admins
- Topic: [No Longer Admin] TheChosenEvilOne
- Replies: 23
- Views: 8476
Re: TheChosenEvilOne
We talked briefly on Discord too, to make sure things were cleared up, and things were fine. Honestly can't ask for much more than that so :thumbup:
- Sun Sep 01, 2019 8:00 pm
- Forum: Coding Feedback
- Topic: Baton Rework
- Replies: 25
- Views: 6333
Re: Baton Rework
Unironically give everyone some type of nerfed martial art to make combat more interesting
- Sun Sep 01, 2019 9:19 am
- Forum: Former Admins
- Topic: [No Longer Admin] TheChosenEvilOne
- Replies: 23
- Views: 8476
Re: TheChosenEvilOne
Gave me a note warning for doing a : ) in common chat by accident, while I thought that alone was a bit small for a warning (especially since I realised as soon as I did it, and played it off IC), they came across pretty rude. A minute or so after I get a message saying “Don’t do emoticons in IC cha...
- Sun Aug 25, 2019 3:10 pm
- Forum: Former Admins
- Topic: [No Longer Admin] Imsxz
- Replies: 156
- Views: 55152
Re: Imsxz
Knows the game, answers tickets, active, and is overall a good personality. Not really much more I could ask for in an admin.
- Thu Aug 22, 2019 3:46 pm
- Forum: Coding Feedback
- Topic: Baton Rework
- Replies: 25
- Views: 6333
Re: Baton Rework
I'll always defend that with the complete accessibility of pump-up (which is the entire point) it inherently makes the powergaming argument not really a thing. Otherwise, I think the delay is needed because if it's instant they just lay on the floor, regrabbing their weapon near instantly and laying...
- Sat Aug 10, 2019 10:35 am
- Forum: Ideas
- Topic: Tactical Infiltration Suit (sneaking suit) contractor item
- Replies: 4
- Views: 1553
Re: Tactical Infiltration Suit (sneaking suit) contractor item
depending on if I do full antag I can do stuff like this but I need to be careful to either not making contractor just another traitor, or make this too much like ninja etc. If I do something entirely separate it has different enough from anything that currently exists
- Sat Aug 10, 2019 10:32 am
- Forum: Ideas
- Topic: Tactical Infiltration Suit (sneaking suit) contractor item
- Replies: 4
- Views: 1553
Re: Tactical Infiltration Suit (sneaking suit) contractor item
imagine......oranges wrote:hahah waht if contractors was just a clone of traitor lol
- Tue Aug 06, 2019 12:35 pm
- Forum: Resolved Appeals
- Topic: [MrhAlphonzo] Jarek, Server ban
- Replies: 31
- Views: 7809
Re: [MrhAlphonzo] Jarek, Server ban
When I brought up the phrase, I just quoted you, I didn't notice Jarek was the first to use it. Though, you did use it to say that "small form antags aren't permitted to do this". So it does become a point of contention where it's reasonable to ask, okay, but what is this defined as, how d...
- Sun Aug 04, 2019 9:59 pm
- Forum: Resolved Appeals
- Topic: [MrhAlphonzo] Jarek, Server ban
- Replies: 31
- Views: 7809
Re: [MrhAlphonzo] Jarek, Server ban
I feel I really need to say something here: Ghost possessed into mob - if a person, when this happened, as a carp lets say went and murdered 3 people, that'd be fine, it's a simple mob. They're an antag essentially. This is the standard view I've seen myself, and the general consensus I'd assume wou...
- Sat Jul 27, 2019 8:45 am
- Forum: Ideas
- Topic: Flash changes
- Replies: 56
- Views: 13012
Re: Flash changes
Biggest changes I see are the removal of a stun from the game, and borgs no longer having their easily accessible one. Tbh I don't know how big a deal this change will really make, I don't see that many people going to flashes for stuns, I think it'll hit borgs the hardest. I'd probably say people c...
- Thu Jul 25, 2019 6:28 pm
- Forum: Closed Policy Discussion
- Topic: Dynamic antag objective choices
- Replies: 2
- Views: 1072
Re: Dynamic antag objective choices
Needs to be coded into the game too, as well as known/accepted by admins so they can properly deal with it. It'd be shit if a traitor fucks up a cult round while he himself is cult etc. New flavor text to say that x supersedes y and z, or something like that.
- Wed Jul 24, 2019 1:46 pm
- Forum: Closed Policy Discussion
- Topic: Incentivizing perma over execution for non-harmful traitors
- Replies: 62
- Views: 16060
Re: Incentivizing perma over execution for non-harmful traitors
Well the contract kit was based on the notion of giving an incentive for a more enjoyable playstyle for the crew with lots of small, but direct interactions with crew, less murderbone, and an experience that was enjoyable for traitors. You could try going a similar way with antags by making an incen...
- Wed Jul 24, 2019 1:13 pm
- Forum: Ideas
- Topic: Permanent Rating System
- Replies: 8
- Views: 2291
Re: Permanent Rating System
Class SS Assistant bursts into your department oh god oh fuck
- Wed Jul 24, 2019 1:01 pm
- Forum: Ideas
- Topic: Hivemind Remastered: A Stealthier Side Antag
- Replies: 7
- Views: 2331
Re: Hivemind Remastered: A Stealthier Side Antag
Very much personal opinion but not sure how much I like the fundamental idea of these now in their own bubble, and not really doing anything apart from trying to fight each other with little to no crew interaction. Antag vs antag is such an interesting concept, and I've said before quite a lot, but ...
- Wed Jul 17, 2019 8:46 am
- Forum: Coding Feedback
- Topic: Dynamic gamemode
- Replies: 41
- Views: 12917
Re: Dynamic gamemode
It's so fucking chaotic lmao, I'm starting to love it
- Wed Jul 17, 2019 7:47 am
- Forum: Coding Feedback
- Topic: Codeword highlighting was a ridiculous mistake.
- Replies: 36
- Views: 8660
Re: Codeword highlighting was a ridiculous mistake.
If two traitors on a server of 70 people get a super crate, that's 3% of the server that gets to have fun murderboning with it. Making it this much easier to make friends with other traitors unbalances the game unfairly towards traitors. They should have to give up TCs for the encryption key or hop...
- Fri Jul 12, 2019 3:43 pm
- Forum: Coding Feedback
- Topic: Antag math is confusing as hell
- Replies: 8
- Views: 3056
Re: Antag math is confusing as hell
I agree it should be documented, which is now starting to be mandatory now, but this really isn't that hard to understand if you break it up. A simple coefficient to scale traitors to both low and high pop.
- Thu Jul 04, 2019 11:08 am
- Forum: Ideas
- Topic: Contractor Antag
- Replies: 3
- Views: 1015
Contractor Antag
So the contract kit/system I think is in a good place now with the tweak PRs, and when I get more time later this monthish I'll flesh it out more to be used for it's own antag type. It'll likely be traitor+contractor, in the same way that traitor+blood brother is a gamemode. Taking suggestions on wh...
- Wed Jul 03, 2019 11:27 am
- Forum: Ideas
- Topic: space ants idea sheet
- Replies: 5
- Views: 2304
Re: space ants idea sheet
based tlal with the good feature idea
- Tue Jun 25, 2019 7:04 am
- Forum: Ideas
- Topic: Nerfing Grabs
- Replies: 15
- Views: 3707
Re: Nerfing Grabs
Just don't get grabbed
- Fri Jun 21, 2019 7:21 am
- Forum: Coding Feedback
- Topic: Assimilation Gamemode Feedback
- Replies: 75
- Views: 22564
Re: Assimilation Gamemode Feedback
The gamemode is fundamentally flawed imo, and I don't think that any sort of tweaks to powers will really change that. I'm not really sure what the gamemode is trying to be... Lone antag, team antag? Antag against antag? I've always thought it was antag versus antag, but it's almost like it wanted t...
- Wed Jun 19, 2019 6:25 pm
- Forum: Coding Feedback
- Topic: Codeword highlighting was a ridiculous mistake.
- Replies: 36
- Views: 8660
Re: Codeword highlighting was a ridiculous mistake.
Honestly though I was hyped about this getting merged, but now that it IS merged its boring, uncreative, and kind of immersion breaking. Sure you don’t have someone always hit on your code words normally, but this is just hugbox for traitors. I’ve already gotten a super crate since the merge, which...
- Wed Jun 19, 2019 6:05 pm
- Forum: Coding Feedback
- Topic: Codeword highlighting was a ridiculous mistake.
- Replies: 36
- Views: 8660
Re: Codeword highlighting was a ridiculous mistake.
I've never come across murderboning happening from the fact two traitors find each other, but highlighting is a fairly small concept that helps amplify an already existing system. In my experience it only deepens what traitors can do, because hey, I can potentially find other traitors and have inter...
- Wed May 29, 2019 5:35 am
- Forum: Ideas
- Topic: Syndicate Contracts
- Replies: 4
- Views: 1669
Re: Syndicate Contracts
having it always be the dorm rooms will 100% lead to metagame, i'd think something like a randomized maint area would work better the gimmick will get stale quickly if there's ALWAYS going to be a contractor, maybe make it something like traitor+bb where it can happen as a side thing im pretty inte...
- Tue May 28, 2019 9:41 am
- Forum: Ideas
- Topic: alternative to null crate: bitcoin assassin
- Replies: 5
- Views: 1681
Re: alternative to null crate: bitcoin assassin
It should probably not ever select the same person twice, even if they're cloned. Would it choose from all crew members, or only alive ones? Does the syndicate contact have realtime knowledge of who is alive? (And if so, why do they keep giving you contracts if you clone the people after killing th...
- Tue May 28, 2019 9:40 am
- Forum: Ideas
- Topic: Syndicate Contracts
- Replies: 4
- Views: 1669
Syndicate Contracts
Your employers have reason to believe that certain individuals on-board the station hold valuable information. You're to bring these people to a designated spot on the station (I'm thinking that it'll always be a dorm room) for pickup and payment, dead or alive doesn't matter, cloning isn't an issue...
- Tue May 28, 2019 8:05 am
- Forum: Ideas
- Topic: alternative to null crate: bitcoin assassin
- Replies: 5
- Views: 1681
Re: alternative to null crate: bitcoin assassin
Do people think this actually might be a fun alternative? I'd be up for coding it up, it seems pretty fun. Balance I think would be the hardest thing, with also things like what happens in lowpop, how are difficulties graded etc. Maybe when selecting a contract it can be low, medium, hard, with it b...