Search found 1482 matches
- Fri Mar 03, 2017 7:52 pm
- Forum: Ideas
- Topic: Disruption Beacons
- Replies: 3
- Views: 644
Re: Disruption Beacons
Goonstation does this, it prevents certain telescience memes, not that telescience memes are a problem when you know exactly where the telescience area is. that and telescience teleports have a unique and noticeable sound and animation to tip you off.
- Mon Feb 27, 2017 8:59 am
- Forum: General Chat
- Topic: So, secborgs re-enabled anytime soon?
- Replies: 303
- Views: 77956
Re: So, secborgs re-enabled anytime soon?
Are there people who genuinely don't that? It's an egg that can hug you and can only screech autistically when someone gets hurt. Likely the people who didn't expect a thing they liked to turn into a mockery of its original form with a straight face. Is it wrong to expect good game design? seriousl...
- Fri Feb 24, 2017 6:00 am
- Forum: General Chat
- Topic: Pros and cons of TG vs Goon
- Replies: 102
- Views: 30097
Re: Pros and cons of TG vs Goon
If there is anything I wanted ported over it is Goon's sound system. the ambience of a goonstation round is soothing, being able to hear the screams from across the station, the gunshots of the detective blindly firing his revolver into the clown, the chaplain farting on his bible and exploding. Tha...
- Wed Feb 22, 2017 11:14 am
- Forum: General Chat
- Topic: So, secborgs re-enabled anytime soon?
- Replies: 303
- Views: 77956
Re: So, secborgs re-enabled anytime soon?
part of the problem was that sec-borgs were called secborgs, the name alone made people who picked the module think that they were just robotic security officers first and silicons second. I think peacekeeper borgs were a good first step but some coders seem to be dead set on keeping them a shitty m...
- Tue Feb 21, 2017 4:23 pm
- Forum: Coding Feedback
- Topic: Medical HUDShades
- Replies: 65
- Views: 14921
Re: Medical HUDShades
if they become a problem just remove them. This is a fallacy because everything removed from this game is a hard fought battle with weeks and weeks of fallout see securityborgs, parapens, parasting, stun gloves, security tasers etc etc. all of those things had a huge effect on game balance, where a...
- Tue Feb 21, 2017 7:46 am
- Forum: Coding Feedback
- Topic: Medical HUDShades
- Replies: 65
- Views: 14921
Re: Medical HUDShades
D&B is making a mountain out of a molehill. Currently with the CMO getting a free roundstart medhud implant, they can get the functional equivalent to this item very quickly, especially considering sunglasses commonly spawn in the maint near medbay. The game balance impact of this item being add...
- Tue Feb 21, 2017 7:36 am
- Forum: General Chat
- Topic: RUNESCAPE SKILLING: Cooking LVLs?
- Replies: 42
- Views: 9057
Re: RUNESCAPE SKILLING: Cooking LVLs?
Make it so skill changes only save if you escape the round alive and on a shuttle or pod, it would give non-antags a reason to want to escape alive besides RP reasons and would give an in-universe reason for the cross round progression. We are all clone templates anyway right? have the clone templat...
- Sun Feb 19, 2017 1:31 am
- Forum: Ideas
- Topic: Moving Away from Stun and Done combat
- Replies: 188
- Views: 32809
Re: Moving Away from Stun and Done combat
paprika made a thing that made melee combat way more intuitive, where it would find the nearest mob in the range of your mouse direction and then target them. I tested it with them a few times and it playe dreally nice This sounds like a good change overall, combat becomes more about positioning an...
- Sat Feb 18, 2017 3:47 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3766
- Views: 931161
Re: Minor Suggestions
more improvised weapons! same stats and functions as the spear but made with different items, I want a rag-tag team of staff assistants armed with makeshift swords, axes, maces, spears, and shields against an antag!
- Tue Feb 14, 2017 3:05 pm
- Forum: Ideas
- Topic: Welding fuel puddles
- Replies: 26
- Views: 6367
Re: Welding fuel puddles
Yeah, it is sad being an atmos tech when you are basically the only source of fires to fight. I usually steal the atmos firefighting equipment as an assistant just so I can hope the techs are an antag and I can have a fun fire to fight.Lumbermancer wrote:Fighting fire is also fun.Super Aggro Crag wrote:cool! Fire is fun
- Mon Feb 13, 2017 10:24 pm
- Forum: Ideas
- Topic: How can we make Revolution rounds actually interesting?
- Replies: 29
- Views: 6794
Re: How can we make Revolution rounds actually interesting?
Why must everything be changed when it works well enough. Rev is great in its current state because it lets people blow off steam. Nothing better than ramping up with your sec squad and going toe to toe in the middle of a cell against a greyshit in the middle of a cell. Or having to sneak around to...
- Mon Feb 13, 2017 10:15 pm
- Forum: Ideas
- Topic: How can we make Revolution rounds actually interesting?
- Replies: 29
- Views: 6794
Re: How can we make Revolution rounds actually interesting?
A system that is turned of specifically for rev rounds.ShadowDimentio wrote:Good thing we have a system where the round will reset if you press a button and wait ten minutes.
- Mon Feb 13, 2017 8:39 pm
- Forum: Ideas
- Topic: How can we make Revolution rounds actually interesting?
- Replies: 29
- Views: 6794
Re: How can we make Revolution rounds actually interesting?
3)Why would a DS be sent to kill command staff on a station already being overrun by hostile crew? DS are designed to make entities hostile to NT go away, not to aid hostile forces in overthrowing them. Primarily because if the heads dont stop the revolution by the time the timer goes down it would...
- Mon Feb 13, 2017 7:44 pm
- Forum: Ideas
- Topic: How can we make Revolution rounds actually interesting?
- Replies: 29
- Views: 6794
How can we make Revolution rounds actually interesting?
Rev rounds always seem to follow a pattern. The few security officers that at roundstart are killed before they know what hit them, and then the crew has to break into the brig to get at the powerless, turtleing surviving heads of staff. OR security was staffed well at roundstart, they go full gesta...
- Thu Feb 09, 2017 12:23 pm
- Forum: Ideas
- Topic: Security Jetpack
- Replies: 39
- Views: 7080
Re: Security Jetpack
That is obviously a good reason to go the other way and give the HoS suit a lockdown option that drastically increases its armour but prevents the wearer from moving at all. :honkman: In a game where standing still=death and one stun ends a fight, that is a horrible idea. That being said, why not g...
- Tue Jan 31, 2017 8:40 pm
- Forum: Coding Feedback
- Topic: Delta has forced the need for sec overhaul
- Replies: 79
- Views: 15287
Re: Delta has forced the need for sec overhaul
Maybe sec get these "sec points" based on what percentage of the crew are alive. Also a good idea that would be easy to calculate. I like that, it gives an incentive to be a protector and not a soldier. have security get points based on the percentage of crew that is alive but also let th...
- Tue Jan 31, 2017 4:11 pm
- Forum: Coding Feedback
- Topic: Hulk tide
- Replies: 42
- Views: 7364
Re: Hulk tide
it would definitely would make it easier to deal with them if there was no ambiguity in just murdering the jackass, plus it would be a major disadvantage to being a stun immune murder machine.calzilla1 wrote:Make hulks valid
- Fri Jan 27, 2017 10:28 pm
- Forum: Coding Feedback
- Topic: Delta has forced the need for sec overhaul
- Replies: 79
- Views: 15287
Re: Delta has forced the need for sec overhaul
What if you give it more time for people to learn these maps? Trying to balance the game differently for three different maps is a fool's errand. this isnt just a map familiarity problem, it is a map size problem, Box used to have a teeny tiny maint, the station was relatively small compared to box...
- Fri Jan 27, 2017 6:09 pm
- Forum: Coding Feedback
- Topic: Delta has forced the need for sec overhaul
- Replies: 79
- Views: 15287
Re: Delta has forced the need for sec overhaul
It's actually a bad idea and dying should actually be some sort of penalty. There are already lots of ways to avoid getting ganked without all these insane ideas to nullify the only actual significant player penalty in the game. the penalty is losing your security gear and having to sit out for how...
- Fri Jan 27, 2017 4:43 pm
- Forum: Coding Feedback
- Topic: Delta has forced the need for sec overhaul
- Replies: 79
- Views: 15287
Re: Delta has forced the need for sec overhaul
here is another idea that may be too big of a buff but hear me out. Have sec officers start the round already saved to cloning and with one of those fancy health implants that scanned people get. It wouldn't require coding an entirely new alarm system and would give a gigantic reason not to kill sec...
- Fri Jan 27, 2017 11:00 am
- Forum: Coding Feedback
- Topic: Lower the damn doubleagents chance
- Replies: 4
- Views: 1131
Re: Lower the damn doubleagents chance
Why do we have a special mode that involves traitors killing each other anyway? I know it was originally designed to break the traitor teamwork meta, as you didnt know if the traitor had you as a target, but that almost never works anymore. it is pretty obvious when that it is DA when you are a trai...
- Fri Jan 27, 2017 10:54 am
- Forum: Coding Feedback
- Topic: Delta has forced the need for sec overhaul
- Replies: 79
- Views: 15287
Re: Delta has forced the need for sec overhaul
If anything I like the idea of turning in contraband antag items for bonuses. They would have to be good bonuses however, as you are basically trading RnD levels for them, as well as removing an antag incentive to rob the brig. though there already is a large incentive to rob the brig anyway. Sec of...
- Sat Jan 07, 2017 3:19 pm
- Forum: Closed Policy Discussion
- Topic: Security is more or less impossible to deal with IC
- Replies: 355
- Views: 85029
Re: Security is more or less impossible to deal with IC
Well, currently the people who actually have authority over the security department are the head of security and the captain. Neither of which has much incentive to keep shit security players in check however, so it requires the roleplayer actually handle sec in a way that an actual security force w...
- Tue Jan 03, 2017 8:32 am
- Forum: Resolved Appeals
- Topic: [Sometinyprick] Drbee - Lavaland ban for roleplaying
- Replies: 30
- Views: 7290
Re: [Sometinyprick] Drbee - Lavaland ban for roleplaying
OK, point taken on the former ashwalker, and on missing the conversation from the second guy ("[12:55:58]SAY: Buck Kusnetsov/Rognaro : I'll give you KAs" and such), as I said before this was a bitch to collate and anything left out was not intentional. That said, you didn't even make an a...
- Tue Jan 03, 2017 7:46 am
- Forum: Resolved Appeals
- Topic: [Sometinyprick] Drbee - Lavaland ban for roleplaying
- Replies: 30
- Views: 7290
Re: [Sometinyprick] Drbee - Lavaland ban for roleplaying
So the missing piece of the story here is that it seems like drbee played two ashwalkers. The first was named Azeez-Rana, and the miners did indeed help him out against some mobs. I'm not posting the full logs of this because this is already gonna be long but here's the basic idea: 12:52:02]ATTACK:...
- Tue Jan 03, 2017 5:09 am
- Forum: Resolved Appeals
- Topic: [Sometinyprick] Drbee - Lavaland ban for roleplaying
- Replies: 30
- Views: 7290
Re: [Sometinyprick] Drbee - Lavaland ban for roleplaying
Secondly, I'd like to comment that devolving to topics of the reasoning as to why you were banned or why who replied what as a reason of 'admin conspiracy' tends to brew unwanted tension and aggravation between both parties and is wholesomely unnecessary. I do not believe any admin would ban an ind...
- Tue Jan 03, 2017 2:52 am
- Forum: Resolved Appeals
- Topic: [Sometinyprick] Drbee - Lavaland ban for roleplaying
- Replies: 30
- Views: 7290
Re: [Sometinyprick] Drbee - Lavaland ban for roleplaying
I will add that based on what I saw in game and here, I think your definition of an "interesting player interaction" and "roleplay" are quite different from mine. I don't find you attacking another Ash Walker, yelling "STOP" and "FRIEND" in between trying to ...
- Mon Jan 02, 2017 10:55 pm
- Forum: Resolved Appeals
- Topic: [Sometinyprick] Drbee - Lavaland ban for roleplaying
- Replies: 30
- Views: 7290
Re: [Sometinyprick] Drbee - Lavaland ban for roleplaying
would a typical player had even adminhelped this player interaction Sweaterkittens? the knowlege that the person I was attacking was a admin now makes me feel I was only banned for attacking an admin Now you're just being bitter and salty. Don't use ghost roles to attack other ghost roles. It's tha...
- Mon Jan 02, 2017 5:49 pm
- Forum: Resolved Appeals
- Topic: [Sometinyprick] Drbee - Lavaland ban for roleplaying
- Replies: 30
- Views: 7290
Re: [Sometinyprick] Drbee - Lavaland ban for roleplaying
Well I guess that explains why it was even an interaction worth of admin intervention in the first place. remember sweaterkittens I didnt actually kill you, and the miner had actually given us sacrifices. The whole reason I seemed to have been banned was because I wasnt roleplaying "correctly&q...
- Mon Jan 02, 2017 3:26 pm
- Forum: Resolved Appeals
- Topic: [Sometinyprick] Drbee - Lavaland ban for roleplaying
- Replies: 30
- Views: 7290
Re: [Sometinyprick] Drbee - Lavaland ban for roleplaying
If the other ash walkers spawn recently then they have no real way of knowing whereas the humans are peaceful or not. They are just following the prompt that marks them as a hostile invading force and roleplaying that part. Ash walkers killing miners are roleplaying too, that's literally the flavor...
- Mon Jan 02, 2017 1:30 pm
- Forum: Resolved Appeals
- Topic: [Sometinyprick] Drbee - Lavaland ban for roleplaying
- Replies: 30
- Views: 7290
[Sometinyprick] Drbee - Lavaland ban for roleplaying
Account name: Drbee Character: normally Melvin Bee but in this case I was a random ashwalker. Banning admin: Sometinyprick Ban type: lavaland roles Ban reason and length: attacked another ashwalker to defend a human. banned for 2 weeks. My side of the story: Ok. there were actual roleplay reasons wh...
- Fri Dec 23, 2016 10:12 pm
- Forum: Resolved Appeals
- Topic: [sweaterkittens] Drbee - Ghost role ban
- Replies: 3
- Views: 1219
[sweaterkittens] Drbee - Ghost role ban
Byond account: Drbee Character name: Melvin Bee Banning admin: Sweaterkittens Ban type :pAI, Posibrain, drone, deathsquad, lavaland Ban reason and length: Metagamed as a Clockwork Marauder, using information that was gained as a ghost to inform the cultist of the status of the security team, their e...