Search found 5622 matches

by Steelpoint
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...
by Steelpoint
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...
by Steelpoint
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...
by Steelpoint
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.
by Steelpoint
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.
by Steelpoint
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.
by Steelpoint
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...
by Steelpoint
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...
by Steelpoint
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
by Steelpoint
Mon Sep 25, 2017 3:16 pm
Forum: Coding
Topic: You can now link your github account
Replies: 28
Views: 8041

Re: You can now link your github account (Coder rank GET)

Neat stuff.
by Steelpoint
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...
by Steelpoint
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.
by Steelpoint
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.
by Steelpoint
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.
by Steelpoint
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...
by Steelpoint
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.
by Steelpoint
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.
by Steelpoint
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.
by Steelpoint
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...
by Steelpoint
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.
by Steelpoint
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...
by Steelpoint
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...
by Steelpoint
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.
by Steelpoint
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...
by Steelpoint
Tue Aug 29, 2017 10:21 am
Forum: Coding
Topic: BYOND RNG
Replies: 14
Views: 4613

Re: BYOND RNG

Viro is the main system I can think of that would benefit from a RNG rework.
by Steelpoint
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.
by Steelpoint
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...
by Steelpoint
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.
by Steelpoint
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...
by Steelpoint
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.
by Steelpoint
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 - ...
by Steelpoint
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.
by Steelpoint
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.
by Steelpoint
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...
by Steelpoint
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.
by Steelpoint
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 ...
by Steelpoint
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.
by Steelpoint
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.
by Steelpoint
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?
by Steelpoint
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...
by Steelpoint
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.
by Steelpoint
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.
by Steelpoint
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.
by Steelpoint
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...
by Steelpoint
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...
by Steelpoint
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.
by Steelpoint
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...
by Steelpoint
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...
by Steelpoint
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.
by Steelpoint
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...