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Re: Taking Measures to End Cancerous Rounds

but it was sent like 20 seconds before the round ends, since its round-end and thats when everyone realizes the griefer wasn't a traitor at all. A shame that if the admin can't move quickly enough to delay the round end in time, the griefer has a good shot of going scot free. Wait, this is a thing?...
by ATHATH
Sat May 11, 2019 6:27 pm
 
Forum: Policy Discussion
Topic: Taking Measures to End Cancerous Rounds
Replies: 20
Views: 883

Re: Hivemind is completely unfair with no redeeming qualities

the only balance issues with hivemind in my opinion are that hiveminds can use abilities directly on each other Honestly, I think that if hivemind hosts were immune to each other's powers (that aren't meant to specifically be used on other hivemind hosts), a lot more people would like playing as a ...
by ATHATH
Wed May 08, 2019 6:17 am
 
Forum: Policy Discussion
Topic: Hivemind is completely unfair with no redeeming qualities
Replies: 70
Views: 4014
PostThis post was deleted by Nervere on Wed May 22, 2019 5:37 am.
Reason: peanut
PostThis post was deleted by Hulkamania on Mon May 06, 2019 5:50 pm.
Reason: Response to peanut

Re: hurting mechs = human harmies?

confused rock wrote:Didn't we literally change mechs exploding so they could be harmed?

confused rock is right; we did: https://github.com/tgstation/tgstation/pull/43055

In short, destroying a mech no longer causes harm to its pilot, so this thread is somewhat irrelevant now.
by ATHATH
Mon Apr 29, 2019 6:10 am
 
Forum: Policy Discussion
Topic: hurting mechs = human harmies?
Replies: 64
Views: 2655

Re: Readd Integrated Circuits

Are circuits currently oppressive on Hippie? If not, is that not valid evidence that circuits have been fixed to be fun and have less balance/powergaming issues?
by ATHATH
Sat Apr 27, 2019 7:58 pm
 
Forum: Ideas
Topic: Readd Integrated Circuits
Replies: 35
Views: 2280

Re: White Ship AI/Comm Console/x

What if, instead of disabling AI control across all z-levels that aren't their own, we just disabled the ability to call the shuttle of AIs who aren't on the station's z-level (or who haven't been on the station's z-level at any point in the last 5 minutes)? We could apply the same thing to comms co...
by ATHATH
Sat Apr 27, 2019 7:47 pm
 
Forum: Policy Discussion
Topic: White Ship AI/Comm Console/x
Replies: 13
Views: 801
PostThis post was deleted by Hulkamania on Thu Apr 25, 2019 5:41 pm.
Reason: peanut post

Re: Ratvar Lives! Kinda...

Nobody remembers CC fondly I do... The mode was deeply flawed, but it was cool, and admin-spawned clock cult rounds are often quite fun (when used in moderation/only occasionally). Maybe just add a borg upgrade board to the ruin that turns the upgraded borg into a clock cultist borg (until they're ...
by ATHATH
Tue Apr 16, 2019 8:33 pm
 
Forum: Ideas
Topic: Ratvar Lives! Kinda...
Replies: 17
Views: 1109

Re: turn off donut for being a griefing map

cedarbridge wrote:Are you interested in actually giving real reasons you think the map should be removed from rotation or is this a shitpost?

He's right, though.
by ATHATH
Tue Apr 16, 2019 8:26 pm
 
Forum: Policy Discussion
Topic: turn off donut for being a griefing map
Replies: 19
Views: 1267

Re: [Nervere] NDHavch1k - server perma

To clarify, by "after the round has ended", do you mean "after the shuttle left the station" or "after the shuttle docked with Centcomm"? If the former, this quote from the rules (https://tgstation13.org/wiki/Rules) might be relevant: Rules still apply until the emergen...
by ATHATH
Tue Apr 16, 2019 8:03 pm
 
Forum: Resolved Appeals
Topic: [Nervere] NDHavch1k - server perma
Replies: 10
Views: 1176

Re: Additional Emagged Functions For Machines

Yeah, an emagged crew monitor should report incorrect values for things in some way, such as showing dying people as completely healthy, tracking beacons giving the wrong coordinates, and so on. I had initially considered that, but I figured that someone making a suit sensors console in maint and r...
by ATHATH
Mon Apr 15, 2019 12:06 am
 
Forum: Ideas
Topic: Additional Emagged Functions For Machines
Replies: 4
Views: 389
PostThis post was deleted by Okand37 on Sun Apr 14, 2019 8:07 pm.
Reason: Not directly involved in appeal and not bringing new/important information forward.

Additional Emagged Functions For Machines

I noticed that quite a few machines don't have any effects when emagged, so I decided to make a thread for putting emag effect ideas in. Ideally, these interactions shouldn't give much of an advantage (since emags are already one of the best/strongest traitor items in the game), but should still pro...
by ATHATH
Thu Apr 11, 2019 11:18 pm
 
Forum: Ideas
Topic: Additional Emagged Functions For Machines
Replies: 4
Views: 389

Re: Ninja War 2559: The VR sensation!

Maybe we could add some VR sleepers to ninja prison while we're at it?

... Are there already some there?
by ATHATH
Tue Apr 09, 2019 12:39 am
 
Forum: Ideas
Topic: Ninja War 2559: The VR sensation!
Replies: 9
Views: 568

Re: Hivemind is completely unfair with no redeeming qualities

Thoughts on the disembodied idea: • Any ability that lets your vessel know that they are assimilated will lead to them calling you out over comms and also de-assimilating if possible. This is an existing issue with Mind Control; if a hivemind must Mind Control a vessel, it is in their best interest...
by ATHATH
Sat Apr 06, 2019 4:15 am
 
Forum: Policy Discussion
Topic: Hivemind is completely unfair with no redeeming qualities
Replies: 70
Views: 4014

Re: Hivemind is completely unfair with no redeeming qualities

Make hivemind hosts immune to the powers of other hivemind hosts (except for the ones that are specifically supposed to only work on hivemind hosts) so that they can't just instakill/instabeat each other as soon as they come into conflict (without using mundane weapons, mind-controlled people, etc.)...
by ATHATH
Fri Apr 05, 2019 11:19 pm
 
Forum: Policy Discussion
Topic: Hivemind is completely unfair with no redeeming qualities
Replies: 70
Views: 4014

Re: Silicon Policy Cancer Thread #416346: Mutations, Shapechanges, and other bullshit.

Alright, good to know.

Should a staff of change be treated like an incredibly lethal weapon, then, since it can make humans nonhuman with a single bolt? What about meme mutation toxin plants from botany?
by ATHATH
Fri Apr 05, 2019 7:58 pm
 
Forum: Policy Discussion
Topic: Silicon Policy Cancer Thread #416346: Mutations, Shapechanges, and other bullshit.
Replies: 7
Views: 499
PostThis post was deleted by PKPenguin321 on Fri Apr 05, 2019 7:36 pm.
Reason: Peanut gallery post

Re: Allow silicons to leet speak

Can they do it in borg chat? Borg chat isn't verbal/sound-based, IIRC.
by ATHATH
Wed Apr 03, 2019 1:14 am
 
Forum: Policy Discussion
Topic: Allow silicons to leet speak
Replies: 17
Views: 1454

Re: Toxics Ban Appeal

I feel like I should mention that the moth being flashproof was a (known) bug: https://github.com/tgstation/tgstation/issues/43255 If the moth wasn't wearing a welding mask, the moth had eyegear on that provided no eye protection (or had no eyegear whatsoever), the moth wasn't blind, and it was way ...
by ATHATH
Wed Apr 03, 2019 1:10 am
 
Forum: Resolved Appeals
Topic: Toxics Ban Appeal
Replies: 7
Views: 787

Fixing the Left Click+Drag Conflict For Borgs

Currently, if a borg (left) click+drags a humanoid's sprite onto themselves, they'll both buckle that humanoid to themselves and open up the interface/menu for managing the inventory of/stripping said humanoid. This is annoying, as the interface/menu will cause you to stop in your tracks when it app...
by ATHATH
Sat Mar 30, 2019 1:03 am
 
Forum: Ideas
Topic: Fixing the Left Click+Drag Conflict For Borgs
Replies: 12
Views: 713

Make Emagging The Organ Harvester Make It Ignore Items

Right now, all emagging the organ harvester does is let you harvest the organs of someone who's still alive (without them needing to have the fakedeath trait). Unfortunately, an emagged (and a normal) organ harvester still requires your victim to have no non-nodrop items on their person in order to ...
by ATHATH
Fri Mar 29, 2019 5:27 am
 
Forum: Ideas
Topic: Make Emagging The Organ Harvester Make It Ignore Items
Replies: 6
Views: 348

Re: Port vampire to /tg/

So what if someone says vampire! And everyone heads to the chapel and camps there and builds a shuttle call panel there Then the vampire bombs them with a TTV bomb, plasmafloods the chapel, subverts the AI, and/or sends in its thralls to kill them. so basically you wait for some shithead to self-an...
by ATHATH
Thu Mar 28, 2019 8:48 pm
 
Forum: Ideas
Topic: Port vampire to /tg/
Replies: 19
Views: 1160

Re: Port vampire to /tg/

Super Aggro Crag wrote:So what if someone says vampire! And everyone heads to the chapel and camps there and builds a shuttle call panel there

Then the vampire bombs them with a TTV bomb, plasmafloods the chapel, subverts the AI, and/or sends in its thralls to kill them.
by ATHATH
Wed Mar 27, 2019 10:23 pm
 
Forum: Ideas
Topic: Port vampire to /tg/
Replies: 19
Views: 1160

Are pAIs bound to the physical bodies of their masters or their minds?

Say I imprint my DNA into a pAI and then mind transfer into someone else while the pAI watches (and after I told them that I was going to mind transfer). Is the pAI bound to obey me or my previous body? What if I give them a law that says something along the lines of "Your master is the soul of...
by ATHATH
Wed Mar 27, 2019 2:49 am
 
Forum: Policy Discussion
Topic: Are pAIs bound to the physical bodies of their masters or their minds?
Replies: 5
Views: 510

Re: opt out of the big fucking text department heads get to use

i ll make a pr soon where only cap gets loud headset thats a big step in the right direction thank you sir thats a big step in the wrong direction please stop sir In all seriousness, why not add an option in the preferences menu that lets you scale how big B I G T E X T is for you in comparison to ...
by ATHATH
Sun Mar 24, 2019 12:52 am
 
Forum: Ideas
Topic: opt out of the big fucking text department heads get to use
Replies: 27
Views: 1132

Add Oxygen Tanks to the Traitor Space Suit Boxes

To elaborate further, I mean that we should add an oxygen tank and a breath mask to all of the various space suit boxes that traitors and nuke ops can buy (the space suit one, the hardsuit one, the shielded hardsuit one, and any others that I missed). It's odd that the Syndicate would provide access...
by ATHATH
Fri Mar 22, 2019 10:32 pm
 
Forum: Ideas
Topic: Add Oxygen Tanks to the Traitor Space Suit Boxes
Replies: 0
Views: 125

Re: HoS spawns knowing CQC but all damage is stamina damage

Can't they just take the krav maga gloves from the warden's locker?
by ATHATH
Fri Mar 22, 2019 11:06 am
 
Forum: Ideas
Topic: HoS spawns knowing CQC but all damage is stamina damage
Replies: 8
Views: 538

Re: Ratvar Lives! Kinda...

D&B wrote:Nobody remembers CC fondly

I do...
by ATHATH
Fri Mar 22, 2019 11:05 am
 
Forum: Ideas
Topic: Ratvar Lives! Kinda...
Replies: 17
Views: 1109

Make Hypnotic Commands Show Up in the Notes Tab

If you haven't been monitoring the chat for a while/don't want to go back and look at the chat log, it can kind of be hard to tell if you're still hypnotized/what your hypnotic commands are.
by ATHATH
Thu Mar 21, 2019 10:57 pm
 
Forum: Ideas
Topic: Make Hypnotic Commands Show Up in the Notes Tab
Replies: 1
Views: 185

Make Hivemind Hosts Not Lose All of Their Vessels Upon Death

It's just a further kick to them while they're down, and practically ensures that they'll never ever get to use those cool high-tier psychic powers if they die from a bomb or something halfway through the round and get cloned. Other hivemind hosts will assimilate most of a dead hivemind host's vesse...
by ATHATH
Thu Mar 21, 2019 10:26 pm
 
Forum: Ideas
Topic: Make Hivemind Hosts Not Lose All of Their Vessels Upon Death
Replies: 5
Views: 271

Re: [Rustledjimm] MoneyStacksSalvia Permaban Appeal

CrackParrot wrote:Sorry about that i just wanted to tell you the whole situation behind the ban and the reason why i did what i did.

We understand that, but breaking it up into separate paragraphs (without necessarily cutting out stuff/information) would increase the readability of your appeal greatly.
by ATHATH
Tue Mar 12, 2019 12:37 pm
 
Forum: Resolved Appeals
Topic: [Rustledjimm] MoneyStacksSalvia Permaban Appeal
Replies: 12
Views: 1068

Re: Add a way to intentionally lessen the eye protection of welding gear

Oof, alright.

It was just rUIniNG My iMMeRsoN that there's nothing between "welding helmet" and "no protection at all" in the eye protection-granting helmet field, but it's honestly not that bad.
by ATHATH
Mon Mar 11, 2019 5:58 pm
 
Forum: Ideas
Topic: Add a way to intentionally lessen the eye protection of welding gear
Replies: 10
Views: 549

Re: roundstart snails

If almost no one is playing a fly (so they are rarely seen), why would them being a roundstart race cheapen the teleporter accident event?
by ATHATH
Thu Mar 07, 2019 12:05 am
 
Forum: Policy Discussion
Topic: roundstart snails
Replies: 60
Views: 3422

Re: Add a way to intentionally lessen the eye protection of welding gear

I’m sure coding a rare welding mask that works with shades which needs to be specifically acquired for the entire one job that wears no armored helmet and wears sunglasses, which usually doesn’t weld enough to worry about protection stronger than shades, will be a worthwhile addition to the game, a...
by ATHATH
Wed Mar 06, 2019 7:37 pm
 
Forum: Ideas
Topic: Add a way to intentionally lessen the eye protection of welding gear
Replies: 10
Views: 549

Add a way to intentionally lessen the eye protection of welding gear

Add a way to craft a "lesser" welding mask that applies less tint but also applies less eye protection (sunglasses-level of protection). This'd let it (the new type of welding helmet) be used with sunglasses without fully blinding you, while also not being strong enough to fully shield you...
by ATHATH
Tue Mar 05, 2019 12:53 pm
 
Forum: Ideas
Topic: Add a way to intentionally lessen the eye protection of welding gear
Replies: 10
Views: 549

Re: New health system needs ideas for traumas and their interactions

I should also bring up another point: Are we sure that making our medical system (more) complex is a good idea? Do we want doctors to screw up on a regular basis, forcing people to die or endure a 10-30 minute waiting period because someone other than them (the patient) was incompetent? That sounds ...
by ATHATH
Tue Mar 05, 2019 12:45 pm
 
Forum: Ideas
Topic: New health system needs ideas for traumas and their interactions
Replies: 42
Views: 3125

Re: New health system needs ideas for traumas and their interactions

My idea is to not do any of that This. Also, this is relevant (from https://i.reddit.com/r/SS13/comments/asbfrr/sigh/): https://i.redd.it/4jbpczvmkjh21.jpg If you're on a lowpop round without many/any/competent Medbay personnel, life will be a living hell (and God help you if a traitor bombs Medbay...
by ATHATH
Mon Mar 04, 2019 9:40 pm
 
Forum: Ideas
Topic: New health system needs ideas for traumas and their interactions
Replies: 42
Views: 3125

Re: disconnecting to avoid conversion to revolutionaries(or broader combat disconnecting situations)

Imagine disconnecting yourself specifically for the purpose of giving up a chance at being an antag/having permission to act like an antag.

In all seriousness, we should probably turn this into an issue on Github.
by ATHATH
Mon Mar 04, 2019 1:00 am
 
Forum: Policy Discussion
Topic: disconnecting to avoid conversion to revolutionaries(or broader combat disconnecting situations)
Replies: 19
Views: 1201

Re: Law 2 Commands and Deconstruction

Honestly, non-human or no, it seems like a dick move to space you when you took the time to keep the borg player in the round. To be fair, after drifting in space (I had managed to remove their battery before dying) a bit with my corpse and eventually reaching a space ruin, they did bring my corpse...
by ATHATH
Mon Mar 04, 2019 12:53 am
 
Forum: Policy Discussion
Topic: Law 2 Commands and Deconstruction
Replies: 15
Views: 849

Re: Law 2 Commands and Deconstruction

Yeah, I brought them all the way down to being an MMI.

And MMI'd borgs do keep their memories of their previous lives- which is what lets borging someone so you can law 2 them into telling you their uplink code work (they even keep their notes tab and objectives, IIRC).
by ATHATH
Sun Mar 03, 2019 5:54 pm
 
Forum: Policy Discussion
Topic: Law 2 Commands and Deconstruction
Replies: 15
Views: 849

Law 2 Commands and Deconstruction

Last round, I, a lizard roboticist, was pursued by a borg who had been law 2'd by a human traitor to kill me. I flashed them, deconstructed them, and then put them in a new (unsync'd, so they were on Asimov) shell. After a few moments of hesitation, they resumed trying to kill me and spaced me, pres...
by ATHATH
Sun Mar 03, 2019 11:08 am
 
Forum: Policy Discussion
Topic: Law 2 Commands and Deconstruction
Replies: 15
Views: 849

Re: Misc. ghost role changes?

Ash lizard station invasions are fun and interesting; don't remove/nerf into oblivion them. They can also add some spice to Extended rounds, which I think is good.
by ATHATH
Sat Mar 02, 2019 8:53 am
 
Forum: Ideas
Topic: Misc. ghost role changes?
Replies: 41
Views: 2440

Make Moths Who Eat Radiation Gear Get Lead Poisoning

desc = "A suit that protects against radiation. The label reads, 'Made with lead. Please do not consume insulation.'"
by ATHATH
Thu Feb 28, 2019 10:27 pm
 
Forum: Ideas
Topic: Make Moths Who Eat Radiation Gear Get Lead Poisoning
Replies: 1
Views: 215

Re: Complete Mining Overhaul

Oh man, I love this idea. Maybe you should make ORMs only work on the station, in the Auxiliary Base, or in the Mining Base (or just anywhere that isn't inside of the Mining Base or the Auxiliary Base on Lavaland proper)? Otherwise, people are just gonna put an ORM 2 tiles south of a drill and never...
by ATHATH
Thu Feb 28, 2019 9:22 pm
 
Forum: Ideas
Topic: Complete Mining Overhaul
Replies: 46
Views: 3140

Give elances only a chance to trigger on a thrown hit

Stun prods (and stun batons, although they get a better chance (35%)) only have a 10% chance to stun their target/trigger when they hit someone after being thrown at them; why don't elances?
by ATHATH
Thu Feb 28, 2019 8:35 pm
 
Forum: Ideas
Topic: Give elances only a chance to trigger on a thrown hit
Replies: 12
Views: 542

Re: on the topics of medbay and death

Like, if you're so hellbent on making Medbay/playing as a doctor more interactive, just make sleepers only able to synthesize epinephrine (and morphine if you emag them or something). I did this along with sleepers actually full-halting all Life() ticks so that it was a literal "stabilize the ...
by ATHATH
Wed Feb 27, 2019 12:58 am
 
Forum: Ideas
Topic: on the topics of medbay and death
Replies: 133
Views: 9136

Re: on the topics of medbay and death

I agree with pretty much everything Shadowflame909 has said here. I'd also like to bring up the point that nobody likes sitting still in Medbay for 15-30 minutes while they wait for an incompetent doctor to try (and fail) to heal their broken leg that they got because they were caught in the light d...
by ATHATH
Sun Feb 24, 2019 10:07 pm
 
Forum: Ideas
Topic: on the topics of medbay and death
Replies: 133
Views: 9136

Re: Suggested Shapechange Changes

For 1, a method less hacky would probably having the flag set to true by default, and is set to false during the final construction step. That way any non-standard ED-209 would have the flag set to true. I'm worried that that might somehow break something somewhere in the future, though... But yeah...
by ATHATH
Thu Feb 21, 2019 7:37 am
 
Forum: Ideas
Topic: Suggested Shapechange Changes
Replies: 3
Views: 218
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