Search found 5622 matches
- Tue May 06, 2014 5:04 am
- Forum: Closed Policy Discussion
- Topic: "It's silicon policy time!" "No CentCom no!"
- Replies: 301
- Views: 87310
Re: "It's silicon policy time!" "No CentCom no!"
Yes, we know that Asimov was designed to create conflict and alternative interpretations, but it is clear this playerbase does not accept this and demands that Silicon's lawset's bind them into a clear structured rule set and not one that can easily cause conflict. Asimov is a poor law set for this ...
- Tue May 06, 2014 4:13 am
- Forum: Ideas
- Topic: Readd test firing teleporter or remove malfunctions
- Replies: 22
- Views: 6952
Re: Readd test firing teleporter or remove malfunctions
Do you know what's funny? You can completely bypass the inane chance of getting irradiated or turned into a fly man by setting where you want to go on the teleporter then simply using a Hand Held Teleporter to go there... I feel its unnecessary to force the crew to upgrade the teleporter to use it w...
- Mon May 05, 2014 6:08 pm
- Forum: Closed Policy Discussion
- Topic: "It's silicon policy time!" "No CentCom no!"
- Replies: 301
- Views: 87310
Re: "It's silicon policy time!" "No CentCom no!"
Is that a bad thing? A compensation can be given of giving certain emaged Cyborgs a ranged weapon, or allowing a malf AI to buy with CPU a stun gun for a cyborg would fill in that hole neatly. Other servers removed the Security Cyborg module because it was often used to valid/antag hunt under their ...
- Mon May 05, 2014 6:04 pm
- Forum: Closed Policy Discussion
- Topic: "It's silicon policy time!" "No CentCom no!"
- Replies: 301
- Views: 87310
Re: "It's silicon policy time!" "No CentCom no!"
I like the Safeguard Law alternative as it is basicly a law set written from the ground up to WORK with the game instead of pre-written lawset based around conflict being shoe horned to NOT cause conflict. The only bad thing I can see with the Safeguard Lawset is that it can allow a Silicon to termi...
- Mon May 05, 2014 6:00 pm
- Forum: Ideas
- Topic: Make Head of Personnel Antagproof
- Replies: 134
- Views: 36468
Re: Make Head of Personnel Antagproof
The thing with this debate not going anywhere is that Lo6 keeps arguing very specific points and ignores entire statements to focus on a single word. I would actually be interested to see personnel assignments being handed over wholly to station head's of staff and the Head of Personnel being re bra...
- Mon May 05, 2014 10:36 am
- Forum: Ideas
- Topic: The Eternal 'Port Baymed' Thread
- Replies: 163
- Views: 87594
Re: The Eternal 'Port Baymed' Thread
I play MD when I'm not playing the HoS (Or Janitor) but that's besides the point. Make injuries quick to heal or at least attend to (Start the healing process but you can leave once it's begun) so that if a MD is quick and efficient they can attend to 90% of injuries very quickly. The remaining 10% ...
- Mon May 05, 2014 10:17 am
- Forum: Ideas
- Topic: The Eternal 'Port Baymed' Thread
- Replies: 163
- Views: 87594
Re: The Eternal 'Port Baymed' Thread
If you think that 24 people poll in some forum thread is a useful piece of statistics and try to use it as an argument instead of, like you said yourself, valid and legit reasons, I'm done talking with you. It's the best statistic we have as is and I can guarantee that if the result was reversed yo...
- Mon May 05, 2014 7:16 am
- Forum: Ideas
- Topic: Make Head of Personnel Antagproof
- Replies: 134
- Views: 36468
Re: Make Head of Personnel Antagproof
The Head of Personnel is fine as is, its just that he has little actual responsibility and very little to do during a round as a non-antag. The only thing you do as a non-antag HoP is either become a pseudo-security officer, sit at your office all day and occasionally getting killed/converted/help p...
- Mon May 05, 2014 5:17 am
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 272875
Re: Sprite Requests
Fantastic, I'll use that sprite. Thanks Mechoid!
EDIT: The breast plates light up? Unique I'll give you that.
EDIT: The breast plates light up? Unique I'll give you that.
- Sun May 04, 2014 6:12 pm
- Forum: Ideas
- Topic: Add toggle so you cant misclick Bags of Holding
- Replies: 29
- Views: 7895
Re: Add toggle so you cant misclick Bags of Holding
I've made several dozen commits to TG station and one or two to NT station, I'm still valid.
- Sun May 04, 2014 3:03 pm
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 272875
Re: Sprite Requests
I want to add Command Hardsuits to the Command EVA room, I request a Command Hardsuit sprite. (Mob and Obj Sprites, the full suite) It should have a blue colour scheme, to match the blue command scheme. I intend to make it have higher than average protection and full rad protection so it should be b...
- Sun May 04, 2014 2:49 pm
- Forum: Ideas
- Topic: Add toggle so you cant misclick Bags of Holding
- Replies: 29
- Views: 7895
Re: Add toggle so you cant misclick Bags of Holding
Bugs happen all the time irrespective of code base, it happens all the time on TG as well as NT and quadtripple A+ games like Battleduty. The only difference here is that the coder decided to upload to NT first before TG.
It's not like he can fix or alter it.
It's not like he can fix or alter it.
- Sun May 04, 2014 2:45 pm
- Forum: Closed Policy Discussion
- Topic: "It's silicon policy time!" "No CentCom no!"
- Replies: 301
- Views: 87310
Re: "It's silicon policy time!" "No CentCom no!"
So question as per Malk's statement. I am an AI and I see the Clown/Scientist/Whoever in a room filled with burning plasma, I had no hand in this event. On the other side of the door however are other Humans. Would the following two actions be deemed acceptable. - Refuse to open the door, I am not h...
- Sun May 04, 2014 2:36 pm
- Forum: Ideas
- Topic: Add toggle so you cant misclick Bags of Holding
- Replies: 29
- Views: 7895
Re: Add toggle so you cant misclick Bags of Holding
I would argue its a clear difference between two people's differing ideas of implementing an idea...
Aran's suggestion seems more effective however.
Aran's suggestion seems more effective however.
- Sun May 04, 2014 1:36 pm
- Forum: General Chat
- Topic: [POLL] Do you ERP?
- Replies: 68
- Views: 39432
Re: [POLL] Do you ERP?
One would assume the proboscis is located in the changeling's mouth, similar to the location of other creatures proboscis's are found. The proboscis is typically used as either a nose for some creatures or as a mouth for others, used in feeding and sucking nutrients. In the case of the species calle...
- Sun May 04, 2014 10:36 am
- Forum: NTStation Coding
- Topic: [PR] Syndicate Operative Changes
- Replies: 40
- Views: 29940
Re: [PR] Syndicate Operative Changes
I would argue that at maximum you can only get two Syndi Borgs though I would argue only one. Think about it, a single Syndi Borg increases your man power by 20%, you gain a unstunable (By human standards) ally that can unbolt doors and has practically infinite power. For just 25 tc's. Mech's can be...
- Sun May 04, 2014 6:57 am
- Forum: Closed Policy Discussion
- Topic: "It's silicon policy time!" "No CentCom no!"
- Replies: 301
- Views: 87310
Re: "It's silicon policy time!" "No CentCom no!"
Here's a interesting conjecture, I'm problem wrong but... Law 1 does not explicitly state a cyborg MUST rush to help a human by its inaction clause, it says the Borg must take action if it sees a human being harmed. So if the Cyborg takes an action to help the human, such as running circles around t...
- Sat May 03, 2014 1:46 pm
- Forum: Spriting and Mapping
- Topic: Mechoid's Silicon Sprites 7/7 Syndrones
- Replies: 26
- Views: 12785
Re: Mechoid's Silicon Sprites
I added in a bunch of these sprites about two months ago, by that I mean they are in the image files but just need to be actually used.
I added all the Command Cyborgs, the CentCom Borg, treaded Sec and Engi Borg, Syndi Mediborg and the Botany Borg.
I added all the Command Cyborgs, the CentCom Borg, treaded Sec and Engi Borg, Syndi Mediborg and the Botany Borg.
- Sat May 03, 2014 1:31 pm
- Forum: NTStation Coding
- Topic: [PR] Syndicate Operative Changes
- Replies: 40
- Views: 29940
Re: [PR] Syndicate Operative Changes
Why not try and model the weapon choice via the Counter Strike model? All the Ops spawn with the default Sketchin Pistol and have enough TC's to buy a single weapon (or more depending on bonus TC's) of choice? On another thread it is being toyed with to add addition alternate Nuke Ops weapons with n...
- Fri May 02, 2014 5:36 pm
- Forum: Spriting and Mapping
- Topic: iimuburaiin no suporaito
- Replies: 28
- Views: 6818
Re: iimuburaiin no suporaito
Only problem there is that even a single damage number moved up or down can increase or decrease the shots to kill which can throw the balance out of whack. The current bullet to crit ratio for Nuke Op weapons is between 2 and 5. So we are left with very little room to move. Essentially the SMG crit...
- Fri May 02, 2014 5:23 pm
- Forum: NTStation Coding
- Topic: [MERGED] Hostile Lockdown ability for Malf AIs!
- Replies: 28
- Views: 13516
Re: [POLL] Hostile Lockdown ability for Malf AIs!
Its a neat power in theory, but in practice all its going to do is loudly advertise to the crew that you are a Malf AI and you just spent almost half of your CPU to bolt down the station, which is not as effective as you might imagine if the crew is half way competent. If the power cost around 10 to...
- Fri May 02, 2014 5:22 pm
- Forum: Spriting and Mapping
- Topic: iimuburaiin no suporaito
- Replies: 28
- Views: 6818
Re: iimuburaiin no suporaito
A single shot rocket launcher, with one spawning on the syndi ship, seems interesting. If someone was to add the SMG to the Nuke Ops weapon selection, how much damage should it deal or how much ammo should it hold? One idea I have is that this SMG costs the same as the C20r SMG, but this version hol...
- Fri May 02, 2014 9:15 am
- Forum: NTStation Ideas
- Topic: Money! Currency! KA-CHING
- Replies: 110
- Views: 44941
Re: Money! Currency! KA-CHING
Goon mining is great... In reality though currency would mostly be more of a RP thing, though it could have a antag objective and used by cargo for trading instead of points as well as used in random vending machines. On Goon there is a "market" section of the ship where anyone can set up ...
- Fri May 02, 2014 9:13 am
- Forum: Spriting and Mapping
- Topic: iimuburaiin no suporaito
- Replies: 28
- Views: 6818
Re: iimuburaiin no suporaito
The question is where and who get's the gun? It could be a part of a Syndicate Nuke Ops DLC pack or just thrown into the code for later usage. I'm wary of adding in new Nuke Op weaponry at least until Paprika finishes the planned Syndi PR changes, it would be nice to have a wide amount of guns to ch...
- Fri May 02, 2014 7:02 am
- Forum: Spriting and Mapping
- Topic: iimuburaiin no suporaito
- Replies: 28
- Views: 6818
Re: iimuburaiin no suporaito
If there is no opposition I could change the Uzi/SMG sprite to this sprite? I mean they look pretty neat, I'm just wondering if they should be considerd a part of NT's Ballistic weapons lineup or the Syndicates. Also to go with the theme of Lasers and Bullets, you can argue that NT still produces ba...
- Thu May 01, 2014 11:52 pm
- Forum: Ideas
- Topic: Readd test firing teleporter or remove malfunctions
- Replies: 22
- Views: 6952
Re: Readd test firing teleporter or remove malfunctions
Yes please, with the prevalence of the AI satellite the teleporter sees regular usage. It's unreliable to expect RnD to upgrade the machine when only the RD has access and with no incentive.
- Thu May 01, 2014 7:04 pm
- Forum: Ideas
- Topic: Make Head of Personnel Antagproof
- Replies: 134
- Views: 36468
Re: Make Head of Personnel Antagproof
So what if its spacemen? Or a video game or a book or a movie or a car or whatever. Its a hobby, a source of entertainment. What right do you have to belittle someone for suggestion improvements or commentary because you declare it to be spacemen? What does spacemen even mean in this context? We kno...
- Thu May 01, 2014 6:54 pm
- Forum: NTStation Coding
- Topic: [PR] Thermite Effectiveness Scaling
- Replies: 13
- Views: 8033
Re: [PR] Thermite Effectiveness Scaling
How many units of thermite will be needed to start burning through walls and R-walls? You say r-walls need 4x more thermite but what is the base amount needed? I like this a lot irrespective. EDIT: If I'm reading this right, you need 50 units of thermite to start burning a normal wall, thus you need...
- Thu May 01, 2014 6:52 pm
- Forum: Ideas
- Topic: Make Head of Personnel Antagproof
- Replies: 134
- Views: 36468
Re: Make Head of Personnel Antagproof
Your going to have to actually explain your positions on matters then, leaving vague posts and not explaining your position leads to confusion. Since I assumed you brought up Bay having no antag restrictions... well I don't know why as there was no context to it.
- Thu May 01, 2014 6:49 pm
- Forum: Ideas
- Topic: Make Head of Personnel Antagproof
- Replies: 134
- Views: 36468
Re: Make Head of Personnel Antagproof
Kelenius I thought you were the one to tout how TG and Bay should not be compared on the baymed thread? Yes your correct, Bay does allow basically anyone to be an antag. But Baystation enforces role play for antagonists as well as non-antagonists. EDIT: I also play MD and the Janitor a lot, I was th...
- Thu May 01, 2014 6:41 pm
- Forum: Ideas
- Topic: Make Head of Personnel Antagproof
- Replies: 134
- Views: 36468
Re: Make Head of Personnel Antagproof
Pessimism is a trait of the job, well maybe more so on Sybil since my brief stint on Artyom was less painful (Though some non-antag gunning down people with a mech was particularly unsettling). In Security you learn to not take chances, or you learn to not give a fuck. But, don't imagine for a momen...
- Thu May 01, 2014 6:29 pm
- Forum: Ideas
- Topic: Make Head of Personnel Antagproof
- Replies: 134
- Views: 36468
Re: Make Head of Personnel Antagproof
There is a limit to everything Terbs, just because "paranoia" is a feature of SS13 does not mean we have to take it to its absolute extreme. Personally I still think some people want Security antag just so they have easy access to stun weaponry and authority without actual effort to get ei...
- Thu May 01, 2014 6:26 pm
- Forum: NTStation Coding
- Topic: [PR] Syndicate Operative Changes
- Replies: 40
- Views: 29940
Re: [PR] Syndicate Operative Changes
>E-gun >Walk up >Force-feed cyanide pill >ded >Realise they are wearing a mask >Get disarmed >ded Ultimately though the C20r is superior to the Egun in all but two respects, the Egun can stun someone longer and without harming them. I'm comparing the new CB-47 akin to how most weapons in Counter St...
- Thu May 01, 2014 4:53 pm
- Forum: Ideas
- Topic: Make Head of Personnel Antagproof
- Replies: 134
- Views: 36468
Re: Make Head of Personnel Antagproof
I disagree, Security is a nightmare when your own Officers backstab you at a crime scene or the HoS tries to detonate a bomb behind you. I'm not going to waste my time playing Security and constantly dying to my own Officers and never fully trusting them. Security is hard enough without that added o...
- Thu May 01, 2014 3:02 pm
- Forum: Ideas
- Topic: Make Head of Personnel Antagproof
- Replies: 134
- Views: 36468
Re: Make Head of Personnel Antagproof
At bare minimum Security should be antag proof, everything else is a side dish. You need a reliable protagonist for every antagonist, no good story has no protagonists.
- Thu May 01, 2014 2:59 pm
- Forum: Closed Policy Discussion
- Topic: "It's silicon policy time!" "No CentCom no!"
- Replies: 301
- Views: 87310
Re: "It's silicon policy time!" "No CentCom no!"
I think its a subtle encouragement for a antag Silicon to not heavily disrupt the round due to their position of power, I do agree that the wording seems contradictory as one half encourages you to not go out of your way to accomplish your objectives but the other half says you are free to do whatev...
- Thu May 01, 2014 12:09 pm
- Forum: Closed Policy Discussion
- Topic: "It's silicon policy time!" "No CentCom no!"
- Replies: 301
- Views: 87310
Re: "It's silicon policy time!" "No CentCom no!"
I would compare Secure Tech Storage to the electronic equilivant of the armoury, the AI should have the choice of bolting down Sec Storage or not since otherwise there is no defense in Sec Storage unlike everywhere else that has Guards, turrets or motion sensors.
- Thu May 01, 2014 7:45 am
- Forum: NTStation Ideas
- Topic: Money! Currency! KA-CHING
- Replies: 110
- Views: 44941
Re: Money! Currency! KA-CHING
I would like a currency system, other servers do it well, Goonstation has a antag objective of robbing the station of its payroll, and it might give the HoP something to do. As far as I know how it works is that everyone at round start starts with a certain amount of money in their ATM account, they...
- Thu May 01, 2014 6:32 am
- Forum: Closed Policy Discussion
- Topic: "It's silicon policy time!" "No CentCom no!"
- Replies: 301
- Views: 87310
Re: "It's silicon policy time!" "No CentCom no!"
The reason for its complexity is to cover all possible angles and loopholes, there's a reason why legal documentation is soooo long and winded. To be honest however there should just be a general rule overview that should be highlighted with this more complex ruleset being the more technical side fo...
- Thu May 01, 2014 3:58 am
- Forum: Ideas
- Topic: The Eternal 'Port Baymed' Thread
- Replies: 163
- Views: 87594
Re: The Eternal 'Port Baymed' Thread
It's pretty evident from the poll thus far that almost everyone wants some form of new medical system. Good.
- Thu May 01, 2014 3:53 am
- Forum: Closed Policy Discussion
- Topic: "It's silicon policy time!" "No CentCom no!"
- Replies: 301
- Views: 87310
Re: "It's silicon policy time!" "No CentCom no!"
As far as the admins were concernd, I know cause I got bwoinks on the issues as the HoS, Hulks were non-Human if they started shit and most people agreed. (Months ago don't ask for logs) It was a rule at "ONE" point as far as I and others were concerned, Brotemis I would ask that you check...
- Wed Apr 30, 2014 5:11 pm
- Forum: Ideas
- Topic: Add toggle so you cant misclick Bags of Holding
- Replies: 29
- Views: 7895
Re: Add toggle so you cant misclick Bags of Holding
An action that can get you banned, and with no way to discern a accidental or intentional click, is a bad system. There should be a notification of what your about to do, even if its ambiguous.
- Wed Apr 30, 2014 4:08 pm
- Forum: Ideas
- Topic: The Eternal 'Port Baymed' Thread
- Replies: 163
- Views: 87594
Re: The Eternal 'Port Baymed' Thread
Yes please, that will be the nail in the coffin for this argument.
- Wed Apr 30, 2014 4:02 pm
- Forum: Closed Policy Discussion
- Topic: "It's silicon policy time!" "No CentCom no!"
- Replies: 301
- Views: 87310
Re: "It's silicon policy time!" "No CentCom no!"
Seems fair that if a Hulk is going around harming humans its protection status under the ILA AI-Mutantrace Concord is revoked. (I love fluff). Prior the rule was that if a Hulk started to smash things it lost its human protection status, which could easily be exploited, making it harm related is muc...
- Wed Apr 30, 2014 3:59 pm
- Forum: Ideas
- Topic: The Eternal 'Port Baymed' Thread
- Replies: 163
- Views: 87594
Re: The Eternal 'Port Baymed' Thread
I'm making medical alteration suggestions not Baymed suggestions. I don't particularly like Baymed since it simply is not compatible with TG game play. It could be tweaked however or the current system can be tweaked, I just get the feeling your being overtly negative about anything put forward that...
- Wed Apr 30, 2014 3:21 pm
- Forum: Closed Policy Discussion
- Topic: "It's silicon policy time!" "No CentCom no!"
- Replies: 301
- Views: 87310
Re: "It's silicon policy time!" "No CentCom no!"
Hulks were not Human, then were changed to be Human, now are proposed to go back to being non-Human.
I've seen more people in favour of making Hulks non-Human, they have too many pro's than con's and being non-Human was pretty much the biggest disadvantage of being a Hulk.
I've seen more people in favour of making Hulks non-Human, they have too many pro's than con's and being non-Human was pretty much the biggest disadvantage of being a Hulk.
- Wed Apr 30, 2014 3:03 pm
- Forum: Ideas
- Topic: The Eternal 'Port Baymed' Thread
- Replies: 163
- Views: 87594
Re: The Eternal 'Port Baymed' Thread
It would mean keeping people in the round more consistently and finishing someone off is harder to do. Humans are surprisingly resilient, and other times as weak as a twig. Here's an example from a scenario I was in on another server. I was in the bar and a explosion went off, I was on the edge of t...
- Wed Apr 30, 2014 1:45 pm
- Forum: Ideas
- Topic: The Eternal 'Port Baymed' Thread
- Replies: 163
- Views: 87594
Re: The Eternal 'Port Baymed' Thread
It would also mean having a better chance of keeping someone in the round and a chance for paramedics/MD's to save a life. Lo6a4evskiy, I think you jumped off the deep end. Baymed or Newmed or revised TGMed its all the same in the goal of this and other threads, a overhaul to our existing medical sy...
- Wed Apr 30, 2014 1:18 pm
- Forum: Spriting and Mapping
- Topic: Boxstation General Feedback
- Replies: 322
- Views: 87609
Re: Boxstation General Feedback
You can turn them off?
Its unlikley I'll add the emergency storage area, its really just me messing around with the map seeing what sticks.
Its unlikley I'll add the emergency storage area, its really just me messing around with the map seeing what sticks.
- Wed Apr 30, 2014 1:17 pm
- Forum: Ideas
- Topic: The Eternal 'Port Baymed' Thread
- Replies: 163
- Views: 87594
Re: The Eternal 'Port Baymed' Thread
One thing I found interesting in other code bases with more indepth medical systems is that you don't die as easily, sure you'll get knocked into crit just as fast as you do on TG but you can survive a LOT of punishment in crit.