Search found 5622 matches
- Mon Oct 09, 2017 9:43 am
- Forum: General Chat
- Topic: Do you think shuttle calling is a SS13 design flaw?
- Replies: 73
- Views: 20763
Re: Do you think shuttle calling is a SS13 design flaw?
I think the core problem was that after a lot of testing it was really hard to get a good criteria for evacuatrion. Even if we did figure out that issue, the second hurdle was the fact that the system is inflexible for situations such as cult rounds, gang outbreaks, mass destruction, loss of command...
- Mon Oct 09, 2017 5:15 am
- Forum: Ideas
- Topic: just give miners rnd access already
- Replies: 34
- Views: 6915
Re: just give miners rnd access already
All I see from this thread is people, or in this case one person, wanting to continue to blur the lines between jobs once again and make the game require less cooperation and dependence, both words being very foreign concept in this game already. When I see Assistants and Miners performing 'complica...
- Mon Oct 09, 2017 5:08 am
- Forum: General Chat
- Topic: Do you think shuttle calling is a SS13 design flaw?
- Replies: 73
- Views: 20763
Re: Do you think shuttle calling is a SS13 design flaw?
We tried that before and it failed miserably. The issue was that the requirements to call the shuttle were so difficult to reach, and were utterly inflexible to the situations of the round, that you could see half the crew dead, entire departments destroyed and all sense of the chain of command crus...
- Mon Oct 09, 2017 5:06 am
- Forum: Ideas
- Topic: How do we stop latejoiners from ruining everything?
- Replies: 65
- Views: 13761
Re: How do we stop latejoiners from ruining everything?
Make it that for the first twenty minutes of the round, no job slots are open to anyone at all except for certain low level civilian jobs like the Janitor or Chaplain. Or only spawn as a sub-Assistant with less access and no antag possibilities.
- Sun Oct 08, 2017 5:05 am
- Forum: Ideas
- Topic: just give miners rnd access already
- Replies: 34
- Views: 6915
Re: just give miners rnd access already
Miners should have a permanent genetic disorder that they cannot interact with the RnD consoles at all.
Stop bitching about how you want everything and just work with what your job has. Which for Miners is a lot.
Stop bitching about how you want everything and just work with what your job has. Which for Miners is a lot.
- Sun Oct 08, 2017 5:01 am
- Forum: Closed Policy Discussion
- Topic: Removing ears & tails
- Replies: 211
- Views: 53318
Re: Removing ears & tails
Cat people were a mistake.
- Thu Oct 05, 2017 3:41 am
- Forum: General Chat
- Topic: Do you think shuttle calling is a SS13 design flaw?
- Replies: 73
- Views: 20763
Re: Do you think shuttle calling is a SS13 design flaw?
Its more a dream than anything, it'd require a massive change to the underlying game mechanics. I'd say we would need to make the game and the environment far more deadly to people, hull breaches throwing people out into space, actual weapons being very dangerous and lethal, resources being in short...
- Wed Oct 04, 2017 7:10 am
- Forum: General Chat
- Topic: Do you think shuttle calling is a SS13 design flaw?
- Replies: 73
- Views: 20763
Re: Do you think shuttle calling is a SS13 design flaw?
One way to approach this could be to utterly remove the whole concept of the escape ship. The reasons why are a moot point, out of range, thrown forward in time, major war going on, etc. The point is that the crew are isolated and alone. At this point you have semi-random station goals that are majo...
- Wed Oct 04, 2017 6:58 am
- Forum: Ideas
- Topic: Randomized Weapon in the Armory
- Replies: 33
- Views: 6645
Re: Randomized Weapon in the Armory
So long as the weapon choices are balanced out thIs would be a neat idea.
Just don't take away the Temp Gun, it's a weapon for the secretly robust
Just don't take away the Temp Gun, it's a weapon for the secretly robust
- Mon Sep 25, 2017 3:16 pm
- Forum: Coding
- Topic: You can now link your github account
- Replies: 28
- Views: 8041
- Fri Sep 08, 2017 4:20 am
- Forum: Coding Feedback
- Topic: coder credits
- Replies: 71
- Views: 17612
Re: coder credits
An amalgamation of ideas might be better. Have the credits start with a "Brought to you by", then display five random Coders. The have the text "Starring" come up which then lists the in game, and OOC names of the people who played as a round start Head of Staff. Then for finally...
- Mon Sep 04, 2017 4:42 am
- Forum: Roleplaying
- Topic: Evergreen tales - pleasure and pain nsfw
- Replies: 201
- Views: 98061
Re: Evergreen tales - pleasure and pain nsfw
If you are kidnapping one of the Bums for the Lifeweb.
Switch to grab intent and aim for the chest, grab then quickly switch to your other hand arm grab the chest. Then click the 'push' button that pops up in your hand slot. This will knock down the Bum forever.
Switch to grab intent and aim for the chest, grab then quickly switch to your other hand arm grab the chest. Then click the 'push' button that pops up in your hand slot. This will knock down the Bum forever.
- Sun Sep 03, 2017 2:14 pm
- Forum: Ideas
- Topic: Security Pilot
- Replies: 27
- Views: 5909
Re: Security Pilot
No I just find it weird that people start empty quoting when I agreed with the contents of the quote before hand.
- Sun Sep 03, 2017 1:33 pm
- Forum: Ideas
- Topic: Security Pilot
- Replies: 27
- Views: 5909
Re: Security Pilot
Empty quoting is unnessecary.
I'll likely look to add a Security Pod Hanger, and a Syndicate Nuke Op Pod Hanger for the Stealth Ship.
I'll likely look to add a Security Pod Hanger, and a Syndicate Nuke Op Pod Hanger for the Stealth Ship.
- Sat Sep 02, 2017 5:40 pm
- Forum: Ideas
- Topic: Security Pilot
- Replies: 27
- Views: 5909
Re: Security Pilot
I would consider a small mini-pod hanger near or attached to security. It would start with the parts to construct a space pod, including one set of security pod armour, a tumbler key set, tracking beacon and a disabler rig. It'll be sufficient for small scale work, which is what Sec should mostly be...
- Sat Sep 02, 2017 5:36 pm
- Forum: Ideas
- Topic: Move the spare ID inside captain's locker
- Replies: 31
- Views: 6979
Re: Move the spare ID inside captain's locker
Putting it in the safe is a better idea, you can't steal the safe, but its not beyond reason for someone to break into it if they are dedicated enough.
It would stop the shit show of an assistant rushing the Captain's office twenty seconds into the round.
It would stop the shit show of an assistant rushing the Captain's office twenty seconds into the round.
- Sat Sep 02, 2017 5:35 pm
- Forum: Ideas
- Topic: Security Pilot
- Replies: 27
- Views: 5909
Re: Security Pilot
A mini hanger at best would be worth investigating.
- Sat Sep 02, 2017 2:25 pm
- Forum: Ideas
- Topic: Security Pilot
- Replies: 27
- Views: 5909
Re: Security Pilot
Well except for the fact on every server with Space Pods there is a Security pod set up.
I mean, a good chunk of the Space Pod equipment is specifically stated to be used by Security personnel.
Besides, the antagonists usually get far better pod gear than the station ever could.
I mean, a good chunk of the Space Pod equipment is specifically stated to be used by Security personnel.
Besides, the antagonists usually get far better pod gear than the station ever could.
- Sat Sep 02, 2017 1:56 pm
- Forum: Closed Policy Discussion
- Topic: Metagrudging and antags
- Replies: 24
- Views: 8468
Re: Metagrudging and antags
I would argue that explicit metagrudging should be warnable, possibly antag ban worthy if done excessively. You are not meant to bring OOC issues into the game, antag or otherwise. Of course it is very unlikely for a admin to reasonable tell if a antag is metagrudging or if they are going out of the...
- Sat Sep 02, 2017 12:44 pm
- Forum: General Chat
- Topic: spooky russian codebase
- Replies: 261
- Views: 70022
Re: spooky russian codebase
This Russian Station thing is essentially a less grimdark version of Lifeweb's Orbital Station 13 game mode.
I still have the Russian Station map half finished somewhere on my Computer. I'll still be up to finish it if multi-zlevels are fully implemented.
I still have the Russian Station map half finished somewhere on my Computer. I'll still be up to finish it if multi-zlevels are fully implemented.
- Sat Sep 02, 2017 10:09 am
- Forum: Ideas
- Topic: Security Pilot
- Replies: 27
- Views: 5909
Security Pilot
Operating under the assumption that the 'Space Pods' PR is fixed and merged, I would suggest proposing a new Security related job be added involving Space Pods. ------- The idea is a mini-hanger will be added to every security department map, this hanger will contain one Security pod, the pod will b...
- Thu Aug 31, 2017 3:50 pm
- Forum: Closed Policy Discussion
- Topic: Drones and power sinks
- Replies: 32
- Views: 12326
Re: Drones and power sinks
Perhaps the traitor should put more effort into hiding the powersink when deploying it. On a technical sense I think Drones should be prevented from interacting with active Power Sinks, I can fully understand the arguments for allowing the Drone to interact, but the spirit of Drones is to avoid inte...
- Wed Aug 30, 2017 12:39 pm
- Forum: Coding Feedback
- Topic: Flash stun duration
- Replies: 36
- Views: 8693
Re: Flash stun duration
So does putting a flash on a riot shield make it a more powerful weapon than anything else security has?
Shame you can't make a telescopic flash riot shield.
Shame you can't make a telescopic flash riot shield.
- Tue Aug 29, 2017 4:54 pm
- Forum: Coding Feedback
- Topic: Flash stun duration
- Replies: 36
- Views: 8693
Re: Flash stun duration
If you are really concerned you could make the flash simply force you to drop whatever is in your hands and maybe blind you, but not stun you. Imo Flashes are the first step in non-lethal response sec can use since sec are immune to flashes. That or flashbangs. I don't have a massive issue with them...
Re: BYOND RNG
Viro is the main system I can think of that would benefit from a RNG rework.
- Wed Aug 23, 2017 9:10 am
- Forum: Site, Forums, And Wiki
- Topic: Put singulo back in its rightful spot, a unique tab frontpag
- Replies: 10
- Views: 3857
Re: Put singulo back in its rightful spot, a unique tab fron
The only thing worth visiting on Singulo is the comic/interactive story thing that is ongoing.
- Tue Aug 22, 2017 3:48 pm
- Forum: Player's Headmin Election
- Topic: Headadmins have no influence on the code repo
- Replies: 23
- Views: 14680
Re: Headadmins have no influence on the code repo
Discussing how head admins intend to handle their relationship with the code repo is a fair point of discussion and should be allowed. The head admins do have some influence over the code due to their position as the head honcho of the server, and that they can influence the game via changing config...
- Tue Aug 08, 2017 4:13 pm
- Forum: Ideas
- Topic: Stamina rework
- Replies: 17
- Views: 4776
Re: Stamina rework
I think the movement decrease threshold for stamina is around 33 or so stamina damage.
- Mon Aug 07, 2017 4:28 am
- Forum: Coding Feedback
- Topic: Excessive ammunition types
- Replies: 54
- Views: 15473
Re: Excessive ammunition types
If you start by first removing the ability for the autolathe to shit out bullets for next to nothing, then you can start merging bullet types without major balance issues (hell being able to print infinite revolver ammo is a balance issue unto itself). You can argue in the distant future that most b...
- Sun Aug 06, 2017 3:17 pm
- Forum: General Chat
- Topic: SS13 Related Art / Hand Drawn Art
- Replies: 2270
- Views: 729121
Re: SS13 Related Art / Hand Drawn Art
On that image, those are the best interpretation of space carp I've ever seen.
Fund it.
Fund it.
- Sun Aug 06, 2017 2:59 pm
- Forum: Coding Feedback
- Topic: Excessive ammunition types
- Replies: 54
- Views: 15473
Re: Excessive ammunition types
Like, here's one perspective. We split calibres into the following FUTURE calibres. All guns will have to fit into one of these calibres aside from special cases where a gun NEEDS a special snowflake calibre for balance reasons that cannot be solved any other way. 1x0- 10 brute 2x0 - 20 brute 3x0 - ...
- Sun Aug 06, 2017 2:41 pm
- Forum: Coding Feedback
- Topic: Excessive ammunition types
- Replies: 54
- Views: 15473
Re: Excessive ammunition types
Making the mags non-refillable would be snowflaky but in balance terms it would be fine since the best way to get more ammo for the auto rifle is to get science to print off magazines for metal.
We can work on trimming the fat significantly, but the feature freeze would seemingly prohibit this.
We can work on trimming the fat significantly, but the feature freeze would seemingly prohibit this.
- Sun Aug 06, 2017 11:38 am
- Forum: Coding Feedback
- Topic: Remove all forms of little-no maintenance, indefinite stuns
- Replies: 84
- Views: 16808
Re: Remove all forms of little-no maintenance, indefinite st
Well we all know Changelings are in a bad place. The requests to adopt Goonling have been raging for a very long time.
- Sun Aug 06, 2017 10:16 am
- Forum: Coding Feedback
- Topic: Remove all forms of little-no maintenance, indefinite stuns
- Replies: 84
- Views: 16808
Re: Remove all forms of little-no maintenance, indefinite st
Honestly I just toss lings underneath the Sec gulag shuttle, free gibber and it's mostly secure enough to use. The only reasonable time someone is going to use a N2O or whatever internals to keep someone stunned forever is for a extraordinarily dangerous individual like a Changeling or a Wizard, and...
- Sun Aug 06, 2017 10:13 am
- Forum: Closed Policy Discussion
- Topic: Notes are automatically deleted after X time
- Replies: 30
- Views: 5629
Re: Notes are automatically deleted after X time
Do notes clog up the code or server? I don't really see a reason to remove notes automatically over time.
- Sun Aug 06, 2017 10:11 am
- Forum: Coding Feedback
- Topic: Excessive ammunition types
- Replies: 54
- Views: 15473
Re: Excessive ammunition types
The 46x30mm ammunition type was added as a balance decision for the Sec Auto Rifles to limit a player's ability to print off ammo for the gun. Standard 9mm rounds can be made from a autolathe thus at the time it was a major point of contention. Unless you want to dip your toes into the balance hell ...
- Sun Aug 06, 2017 5:04 am
- Forum: General Chat
- Topic: SS13 Related Art / Hand Drawn Art
- Replies: 2270
- Views: 729121
Re: SS13 Related Art / Hand Drawn Art
>science has a fully upgraded Durand
>janitor is still stuck with a shitty mop
Seems about right for an average round.
>janitor is still stuck with a shitty mop
Seems about right for an average round.
- Sat Jul 22, 2017 6:01 am
- Forum: Closed Policy Discussion
- Topic: Chaplain accountability
- Replies: 148
- Views: 27674
Re: Chaplain accountability
Just remove both cult game modes from the game.
Conversion game modes have made me never want to play security.
Conversion game modes have made me never want to play security.
- Wed Jul 19, 2017 9:55 am
- Forum: Coding Feedback
- Topic: Water bottle slipping
- Replies: 28
- Views: 6519
Re: Water bottle slipping
Wait so what is going on?
Is the actual Water Bottle slipping people even if the water is still inside the bottle?
Is the actual Water Bottle slipping people even if the water is still inside the bottle?
- Wed Jul 19, 2017 6:48 am
- Forum: Closed Policy Discussion
- Topic: Chaplain accountability
- Replies: 148
- Views: 27674
Re: Chaplain accountability
A good Chaplain can make or break a game for NT/Sec/Crew in a cult game mode. The issue with Holy Water is either you have more than you never need or you all but virtually nothing. Without a good Chaplain, security turns to simply executing virtually anyone they capture as they have no way to disce...
- Wed Jul 19, 2017 4:13 am
- Forum: Coding Feedback
- Topic: Escaping from gulag using water
- Replies: 45
- Views: 11391
Re: Escaping from gulag using water
I never use the Gulag since it seems most people know how to escape from it, at least people who do enough to warrent Gulaging.
- Sun Jul 16, 2017 9:52 am
- Forum: Ideas
- Topic: Addressing the stun meta
- Replies: 82
- Views: 21273
Re: Addressing the stun meta
The singular issue you'll find with stuns is that there is no one, who has the coding proficiency, who is willing to step up and propose a overhaul to stun combat.
I think you'll find a lot of people would support a move away from one stun combat if a good alternative system was proposed.
I think you'll find a lot of people would support a move away from one stun combat if a good alternative system was proposed.
- Wed Jul 12, 2017 7:15 am
- Forum: Ideas
- Topic: armory expanded
- Replies: 19
- Views: 4119
Re: armory expanded
Last I checked NanoTrasen does not even own the Cloning Machines, they are a very recent invention made by another third party corporation and NT decided to buy a bunch for Centcom and SS13.
- Fri Jul 07, 2017 1:22 pm
- Forum: Coding Feedback
- Topic: Clockcult Improvement Drive
- Replies: 101
- Views: 24458
Re: Clockcult Improvement Drive
Whatever the origin is I do think that overall our movement is back to the near old 'fast speed' we used to have before the movement decrease. Better or for worse, I do think slower movement speeds encourage more careful thinking of your movement and placing whereas fast moving speeds encourage loos...
- Fri Jul 07, 2017 10:23 am
- Forum: Coding Feedback
- Topic: Clockcult Improvement Drive
- Replies: 101
- Views: 24458
Re: Clockcult Improvement Drive
It has to do with the server performance or something. When I came back from my year long break I noticed immediately that everyone was moving very fast by any standard, even before I changed my in game FPS to 60 and I was around 15 to 20. I honestly thought someone reverted the movement changes unt...
- Fri Jul 07, 2017 9:56 am
- Forum: Coding Feedback
- Topic: Clockcult Improvement Drive
- Replies: 101
- Views: 24458
Re: Clockcult Improvement Drive
Why is /tg/ a lot faster now in terms of movement? We slowed down for a long time then out of the blue everything is almost back to the same speeds as pre-speed nerfs.
- Thu Jul 06, 2017 4:32 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 954487
Re: Minor Suggestions
Give all the tools in the syndie toolbox faster toolspeed, and give the multitool in the syndie toolbox the same ability to determine what a wire does that the alien multitool has. Make the contents of those toolboxes worth the investment. iirc the tools in the syndicate toolbox are all slightly fa...
- Thu Jul 06, 2017 7:10 am
- Forum: Coding Feedback
- Topic: Traitor Chem Kit too hilariously deadly
- Replies: 43
- Views: 10087
Re: Traitor Chem Kit too hilariously deadly
When it comes to the Revolver, it's a three hit crit against anyone wearing station bound armour, this includes Security Officers, the Head of Security and even the Captain. Once you get the second hit in the user suffers significant slow down so a third shot should be easy to land. Of course most o...
- Thu Jul 06, 2017 6:05 am
- Forum: Planet Station Development
- Topic: Jungle Mobs
- Replies: 110
- Views: 44857
Re: Jungle Mobs
I don't think the balancing has even begun, these PRs seem more to just add the mob and its background code to the game.
- Thu Jul 06, 2017 4:49 am
- Forum: Coding Feedback
- Topic: Traitor Chem Kit too hilariously deadly
- Replies: 43
- Views: 10087
Re: Traitor Chem Kit too hilariously deadly
The range limit is a moot point. Syringes don't function well during a fluid combat scenario due to the very high investment in each syringes, if you miss you will never get the syringe back and unless you break into RnD you only get one shot before you have to reload. Whereas you have little invest...