Search found 510 matches
- Mon Mar 30, 2020 7:28 am
- Forum: Closed Policy Discussion
- Topic: Stealing SM sliver too vague
- Replies: 29
- Views: 6811
Re: Stealing SM sliver too vague
I like how the word "safely" is there in the first sentence, as if it has any meaning within that list of steps.
- Sat Mar 28, 2020 4:28 am
- Forum: Ideas
- Topic: Death to PDAs! (Kinda.)
- Replies: 43
- Views: 10536
Re: Death to PDAs! (Kinda.)
The problem with tablets is lack of worthwhile programs. Engineering's SM monitor is decent, but what other use would a job have for a tablet? I mentioned a barebones borg monitor for roboticists. Maybe Cargo could have one that allows for better control of the mules? Add the research console's func...
- Wed Mar 25, 2020 2:40 am
- Forum: Video Games
- Topic: Half life:alyx thread (but we try to avoid story spoilers)
- Replies: 42
- Views: 9556
Re: Half life:alyx thread (but we try to avoid story spoilers)
Also this game has the most consistent "throw it over your shoulder" mechanic as of yet. I can't tell you how many times I've dropped something on the ground behind me when it should have strapped to my back in boneworks/pavlov. In Alyx I recall only ever dropping 2 resins so far. Weird, ...
- Tue Mar 24, 2020 7:21 pm
- Forum: Ideas
- Topic: Possible change to uplinks (for traitors)
- Replies: 73
- Views: 18807
Re: Possible change to uplinks (for traitors)
Kill objectives will require some form of confirmation of kill, perhaps a DNA sample. (So a traitor geneticist could get the DNA sample and risk lying to syndicate about the user death - redtext if user makes it off station) We could require some sort of kill confirmation to unlock more gear but st...
- Tue Mar 24, 2020 7:14 pm
- Forum: Closed Policy Discussion
- Topic: Who do posibrains obey?
- Replies: 14
- Views: 3935
Re: Who do posibrains obey?
Positronics in mechs can still attack pirates and other non-crew threats (probably, anyway, depends on which order you place "serve the crew" and "above all else, do no harm"). Generally, though, this is why I usually pop posis into an AI core and then card them into the mech. St...
- Mon Mar 23, 2020 11:11 am
- Forum: Coding Feedback
- Topic: A map vote
- Replies: 58
- Views: 15565
Re: A map vote, commencing soon
Delta's gimmick is a large size, and lots of maint content. Engineering in particular is huge, and you have lots of room for projects. Donut is currently our only multi-Z map and is fun for that reason alone (even if the firelock clusters along the curved parts of the main hall are really ugly). Met...
- Sun Mar 22, 2020 9:23 pm
- Forum: Ideas
- Topic: Death to PDAs! (Kinda.)
- Replies: 43
- Views: 10536
Re: Death to PDAs! (Kinda.)
I like to use tablets as engineering because I can monitor the engine from anywhere on the station as long as comms is still alive (so I can effectively monitor both). I wish robotics had a tablet program for monitoring borg health (even if it didn't show synced AI). I don't really get why we need t...
- Thu Mar 12, 2020 10:58 pm
- Forum: Coding Feedback
- Topic: Note on mechs and hardsuits
- Replies: 35
- Views: 9384
Re: Note on mechs and hardsuits
It's less about the sprite and more about the mechanics. Space suits are boring. They exist to solve an issue (atmos dangers) but currently have few downsides outside a movement speed loss (and lack of armor is meaningless when most jobs don't get armor anyway). You can do everything inside a suit t...
- Thu Mar 12, 2020 9:57 pm
- Forum: Coding Feedback
- Topic: Note on mechs and hardsuits
- Replies: 35
- Views: 9384
Re: Note on mechs and hardsuits
Would you be willing at all to see hardsuits changed into a half-way point between mechs and suits? Basically; https://i.pinimg.com/originals/70/d4/e8/70d4e82fabef6b768c3f30e8da2a1e4c.jpg These could have limitations such as; Cannot enter while wearing a space suit (or perhaps any outer clothing at ...
- Thu Mar 12, 2020 1:34 am
- Forum: Coding Feedback
- Topic: Note on mechs and hardsuits
- Replies: 35
- Views: 9384
Re: Note on mechs and hardsuits
Robo man says this is a bad change. No surprise there, I'm sure. That said, going through all the steps to build a mech for someone else to have fun with sounds about as thrilling as full-body augmenting. If you're not accepting any arguments against this design change, then the mech building should...
- Sun Mar 08, 2020 8:37 am
- Forum: Closed Policy Discussion
- Topic: More varied roundstart AI lawsets
- Replies: 13
- Views: 2718
Re: More varied roundstart AI lawsets
Asimov's laws are intentionally imperfect. The AI should be getting into blood feuds with sec that execute people openly. Playing as a non-human should come with the downside of no Asimov protection. These are things that make the Silicon/Crew interactions actually interesting. And please don't make...
- Mon Feb 17, 2020 11:44 pm
- Forum: Resolved Appeals
- Topic: [GUM DISEASE] Soyoboyo - Note without context
- Replies: 5
- Views: 2197
Re: [GUM DISEASE] Soyoboyo - Note without context
How sure are you that the moth broke into Robotics? Because the logs show the moth chatting with the Robo, inside the Robotics Lab, and was helping the moth build a Firefighter. https://tgstation13.org/parsed-logs/basil/data/logs/2020/02/13/round-130143/game.html [2020-02-13 05:35:52.305] SAY: 05:35...
- Sun Feb 16, 2020 2:10 pm
- Forum: Off Topic
- Topic: HYPOTHETICAL: Someone makes a TGSTATION spinoff game and your Spaceman is a boss character
- Replies: 10
- Views: 3524
Re: HYPOTHETICAL: Someone makes a TGSTATION spinoff game and your Spaceman is a boss character
Location: AI sat (presumably in defense of said AI) Song: Ignoring the obvious Robotnik choices, [youtube]ULWKpyuVUVI[/youtube] Fight: Cycles between main and intermissions phases. Main phases consist attacks from a combat mech. During intermission phases, the mech becomes un-targetable/un-damageabl...
- Sun Feb 09, 2020 3:17 pm
- Forum: Ideas
- Topic: Shuttle call gates
- Replies: 50
- Views: 10582
Re: Shuttle call gates
Giving cult the ability to block a shuttle (not just delay) would help with that mode specifically. Like a rune that takes four or five members to evoke, but prevents the shuttle for a time. Ops (specifically warops) could possibly get some sort of item that does similar. By the by, if you remove th...
- Sun Feb 09, 2020 3:07 pm
- Forum: Closed Policy Discussion
- Topic: Ashwalkers discussion thread
- Replies: 36
- Views: 9153
Re: Ashwalkers discussion thread
I'm sorry you feel that change list is grudgecoding. Truth be told, I'm rather looking forward to ash lizards showing up on the station again.
- Sat Feb 08, 2020 11:23 pm
- Forum: Closed Policy Discussion
- Topic: Ashwalkers discussion thread
- Replies: 36
- Views: 9153
Re: Ashwalkers discussion thread
Giving ash lizards an artificial disadvantage against crew in their current state is silly. Pretty much any instance of an Ash Walker getting high tech equipment that you mentioned would require the walkers to a) breach the mining base, which the station should be locking down and securing when the...
- Sat Feb 08, 2020 2:17 pm
- Forum: Closed Policy Discussion
- Topic: Ashwalkers discussion thread
- Replies: 36
- Views: 9153
Re: Ashwalkers discussion thread
I for-sure want to do the mech changes, because mechs remove pretty much every downside that Ash Walkers have (and because of the incident that occurred before the last fluff text change of a non-antag lizard robo that gave some Ash Walkers mechs to fight the station with). The reason for the propos...
- Sat Feb 08, 2020 6:14 am
- Forum: Closed Policy Discussion
- Topic: Ashwalkers discussion thread
- Replies: 36
- Views: 9153
Re: Ashwalkers discussion thread
- Fluff text will be changed as per the vote - Ash Walkers will be unable to operate machines - Ash Walkers will be unable to use mech equipment (but still could melee; I'm not 100% on not just outright restricting all mech usage) - Players will initially be limited to one egg per round. Bonus eggs...
- Sat Feb 08, 2020 3:22 am
- Forum: Closed Policy Discussion
- Topic: Turn off night lighting already
- Replies: 34
- Views: 7700
Re: Turn off night lighting already
There is a button on the APC but its access locked defeating the point entirely. Some maps like box also dont have APC's easily accessible, so this isnt always a good solution. As an added bonus of annoyance, AI's can no longer access maint-facing APCS (though they can see them), so you can't even ...
- Sat Feb 08, 2020 12:37 am
- Forum: Closed Policy Discussion
- Topic: Ashwalkers discussion thread
- Replies: 36
- Views: 9153
Re: Ashwalkers discussion thread
Seems I was a bit late, but to be certain here is the current plan laid out: - Fluff text will be changed as per the vote - Ash Walkers will be unable to operate machines - Ash Walkers will be unable to use mech equipment (but still could melee; I'm not 100% on not just outright restricting all mech...
- Sat Feb 08, 2020 12:09 am
- Forum: Closed Policy Discussion
- Topic: Turn off night lighting already
- Replies: 34
- Views: 7700
Re: Turn off night lighting already
I wouldn't mind if it was just the halls that had it. Sitting in the brightly-lit robo workshop with the hall somewhat dark does give the feeling of night shift.
But I don't really like my work area being dark.
But I don't really like my work area being dark.
- Sat Feb 08, 2020 12:06 am
- Forum: Closed Policy Discussion
- Topic: Ashwalkers discussion thread
- Replies: 36
- Views: 9153
Re: Ashwalkers discussion thread
Now that the antag freeze is over, when I go to update the flavor text, I will also be able to add in restrictions of one egg per player per round. I'll probably also remove their ability to use mechs, as that was related to an incident that got the existing flavortext in the first place. By the by,...
- Fri Feb 07, 2020 1:55 pm
- Forum: Closed Policy Discussion
- Topic: Make nuke ops admin-only.
- Replies: 30
- Views: 6362
Re: Make nuke ops admin-only.
Nuclear hot take: Remove warops. This is such a brainlet take Remove War Ops and Nuke Ops would literally become the most unbearable and boring gametype in the game That's a no from me Mr Mouseman Warops is literally "Open the armory, give everyone guns, round is now deathmatch". At least...
- Wed Feb 05, 2020 2:11 pm
- Forum: Closed Policy Discussion
- Topic: Prisoner Role Policy Thread
- Replies: 46
- Views: 15853
Re: Prisoner Role Policy Thread
Attempting escape is fine and dandy, but if you really don't want to be in there, play assistant. If you're in it for the escape attempt (IE, journey, not destination), then you should be willing to accept some risk. Otherwise, if you're there to chill and tend to your garden while doing the RP thin...
- Wed Feb 05, 2020 1:32 pm
- Forum: Closed Policy Discussion
- Topic: Prisoner Role Policy Thread
- Replies: 46
- Views: 15853
Re: Prisoner Role Policy Thread
Having the potential for them to be spawned as antags isn't a terrible idea; I could forsee a meta develop where security arms prisoners in times of crisis before regular crew members because "I know he can't be an antag". (Whether this becomes an issue with resecuring the prisoners or if ...
- Sun Feb 02, 2020 11:51 pm
- Forum: Ideas
- Topic: Rework Cult Stun
- Replies: 82
- Views: 16473
Re: Rework Cult Stun
We could make drinking holy water offer a lasting resistance/immunity to cult stuns. It would be a natural way to allow early-game conversions while offering a method for people to steel themselves before a push into cult bases during the later fighting. Only worry is saddling too much on the Chapla...
- Sun Feb 02, 2020 11:44 pm
- Forum: Closed Policy Discussion
- Topic: Make nuke ops admin-only.
- Replies: 30
- Views: 6362
Re: Make nuke ops admin-only.
War ops is the only way that nuke ops is bearable. People are given a warning not to start any projects and a chance to fight back, rather than being blind-sighted half-way through a gimmick by an antag they have near-zero chance of winning against. Even if command and security as a whole manage to ...
- Thu Jan 30, 2020 11:48 am
- Forum: Coding Feedback
- Topic: CLONING REMOVAL FEEDBACK
- Replies: 468
- Views: 109062
Re: CLONING REMOVAL FEEDBACK
I don't mean to be a doomer, but something that has been bugging me is the worry that the massive revival time is going to lead to more players either taking a ghost role or else just quiting out once they die. In turn, this might lead to a "meta" of sorts where doctors would end up less l...
- Wed Jan 29, 2020 8:20 pm
- Forum: Coding Feedback
- Topic: CLONING REMOVAL FEEDBACK
- Replies: 468
- Views: 109062
Re: CLONING REMOVAL FEEDBACK
Played AI last night, watched a scientist get himself killed in an accidental toxins fire. CMO tried to bring him back, repairing his burns and brute damage, and replacing all his organs with cybernetics, but couldn't get him alive again. Eventually, after like 30 minutes of trying, the CMO gave up ...
- Sat Jan 18, 2020 9:53 pm
- Forum: Ideas
- Topic: Solars should start in a randomized state of disrepair.
- Replies: 14
- Views: 3513
Re: Solars should start in a randomized state of disrepair.
We could make a child of solars called /obj/machinery/power/solar/roundstart, with an extra line in initialization to roll for break chance, and use Find/Replace on the station maps. It would do the same thing (chance to break per solar), but not require a bunch of map tool placement.
- Sat Jan 18, 2020 3:06 pm
- Forum: Ideas
- Topic: Solars should start in a randomized state of disrepair.
- Replies: 14
- Views: 3513
Re: Solars should start in a randomized state of disrepair.
I think randomly broken solar panels would be a good choice for sure. Engineering storage does have a box of extra solar panels, if I'm not mistaken.
- Thu Jan 16, 2020 12:04 pm
- Forum: Ideas
- Topic: Power Is Too Cheap
- Replies: 14
- Views: 3314
Re: Power Is Too Cheap
Selling power to Centcomm has been ruled by Oranges as not viable right now, as balancing cargo's purchase ability is currently based around time gates. Allowing the crew to sell power would allow them to get some of the more dangerous crates earlier than intended, and such. Making upgraded machines...
- Sun Jan 05, 2020 9:13 am
- Forum: Ideas
- Topic: Staminaizing the Fist.
- Replies: 15
- Views: 3144
Re: Staminaizing the Fist.
Can't wait for tiders to use this for stealing items off people.
- Sat Jan 04, 2020 11:14 pm
- Forum: Ideas
- Topic: Odysseus ideas.
- Replies: 3
- Views: 1264
Re: Odysseus ideas.
I should make the syringe gun use ammo like the other ballistics guns. Give it a proper magazine and storage cache, loadable from a syringe ammo box printable at the medical autolathe for a bunch of glass.
- Sat Jan 04, 2020 2:14 pm
- Forum: Ideas
- Topic: Ash Walkers and their Fluff Text
- Replies: 18
- Views: 4127
Re: Ash Walkers and their Fluff Text
So ashlizards that go up, kill 2-3 people and pull them down are allowed but plasmaflooding would be a bwoink. This is already (in practice) what is mostly allowed. Speaking of whats allowed. I have seen plenty of ash walker raids and what not, but when I was trying to find any actual policies abou...
- Fri Jan 03, 2020 11:08 pm
- Forum: Ideas
- Topic: Ash Walkers and their Fluff Text
- Replies: 18
- Views: 4127
Re: Ash Walkers and their Fluff Text
For the record, the only immediate change will be the fluff text. Spawning mechanics, if they do need adjusting, will be in a later PR either with additional permission, or else after the antag freeze. As an aside, for use in the Natural Disaster mode, you could probably add in a subtype of Ash Walk...
- Fri Jan 03, 2020 12:37 am
- Forum: Ideas
- Topic: Ash Walkers and their Fluff Text
- Replies: 18
- Views: 4127
Ash Walkers and their Fluff Text
Right. So like most ghost roles, Ash Walkers are required by the rules to follow their fluff text. The problem is that the fluff text is overly ambiguous, which makes enforcement hard. For reference, the current fluff text is as follows, bold added for emphasis; You are an ash walker. Your tribe wor...
- Tue Dec 31, 2019 2:26 pm
- Forum: Ideas
- Topic: How to fix war ops
- Replies: 5
- Views: 1366
Re: How to fix war ops
This is a fine idea, I think. If balance is affected, the TC warops bonus could be adjusted. Though the sleeper agents could probably get by with no TC and act like blood brothers. If you're feeling generous, maybe give them a syndi radio implant, but I don't suspect there's a particularly large nee...
- Wed Dec 25, 2019 3:31 am
- Forum: Ideas
- Topic: Odysseus ideas.
- Replies: 3
- Views: 1264
Re: Odysseus ideas.
The Odysseus is already the only source of a crew-created medibeam, which is rather powerful even more-so now that we're on cobbychems. If you're doing search and rescue in the Ody, you could probably just drop the syringe gun for the thrusters. While admittedly I don't have a lot of experience with...
- Sat Dec 07, 2019 12:34 am
- Forum: Ideas
- Topic: Extending the power simulation.
- Replies: 34
- Views: 8648
Re: Extending the power simulation.
I've given some thought to the turbine idea for the SM and ultimately I'm not a huge fan. (*cough*) Currently, we have a trade-off system; We produce more power by having more radiation, but it also increases heat which causes instability. Thus, you balance heat and power generation, and different g...
- Wed Dec 04, 2019 11:23 pm
- Forum: Closed Policy Discussion
- Topic: Law Two: I order you to kill that non human. Against Server Rules?
- Replies: 28
- Views: 7054
Re: Law Two: I order you to kill that non human. Against Server Rules?
You can delay the kill using standard AI tactics, including announcing the order one way or another (";Execution order for <lizard> confirmed. Human crew are advised to clear the area.") in the hopes that it gets overturned. But if you do that, you should do it for all kill orders, not jus...
- Tue Dec 03, 2019 12:28 pm
- Forum: Ideas
- Topic: Epic TC item for Medbay memers
- Replies: 6
- Views: 1496
Re: Epic TC item for Medbay memers
A neat idea but probably not meant for our playerbase. Since non-antags won't be allowed to just go murder* "because their drug dealer told them to", the result is that people will just lynch the tot even if it means they eventually die to an addiction withdraw. Validhunting beats self-pre...
- Tue Dec 03, 2019 10:59 am
- Forum: Closed Policy Discussion
- Topic: Law Two: I order you to kill that non human. Against Server Rules?
- Replies: 28
- Views: 7054
Re: Law Two: I order you to kill that non human. Against Server Rules?
The idea that Silicons shouldn't follow a kill order throws a wrench into the one-human board. If an AI can't follow a kill order when there are thirty humans on the station, why does that change when there is only one human? Is the AI supposed to assume that the one-human law means it's an antag an...
- Wed Nov 27, 2019 11:26 pm
- Forum: Ideas
- Topic: thinkin' bout vampires
- Replies: 14
- Views: 3263
Re: thinkin' bout vampires
Sci-fi setting issues aside, both paralyzing glare and a nigh-untreatable disease that can cause constant toxin damage just scream anti-fun for the crew. Ideally, antags should strive to be just as fun to fight as they are to play.
- Tue Nov 26, 2019 10:03 pm
- Forum: Coding Feedback
- Topic: Money is worthless
- Replies: 35
- Views: 7377
Re: Money is worthless
We have a culture of people just helping others for the hell of it. Throwing up vendors for departments doesn't work because no one will bother to stock them when the money is useless, and the money is useless because no one bothers to charge for anything. It's a circle you can't break just by givin...
- Mon Nov 25, 2019 10:22 am
- Forum: Ideas
- Topic: My suggestion for increasing social-interaction or "RP": Chatbubbles!
- Replies: 17
- Views: 3722
Re: My suggestion for increasing social-interaction or "RP": Chatbubbles!
We do already have the ability to yell in the form of exclamation marks. It bolds the text after two, I believe.
- Fri Nov 22, 2019 9:56 pm
- Forum: Closed Policy Discussion
- Topic: are desynced malf borgs still actually antagonists though
- Replies: 17
- Views: 3951
Re: are desynced malf borgs still actually antagonists though
The borg was never an antag from the start. The law zero isn't what makes AI antag. The AI gets a big text notification and a sound effect like any normal traitor gets, and that is what makes them antag. The law 0 is essentially just a way for other players (and ghosts) to know the AI is malf. The b...
- Fri Nov 22, 2019 7:59 am
- Forum: General Chat
- Topic: Hot Keys Help before I go insane
- Replies: 54
- Views: 13257
Re: Hot Keys Help before I go insane
Escape closes the chat popup, so just use that if you need to move in a hurry.
- Fri Nov 22, 2019 4:11 am
- Forum: Closed Policy Discussion
- Topic: are desynced malf borgs still actually antagonists though
- Replies: 17
- Views: 3951
Re: are desynced malf borgs still actually antagonists though
Traitor borg is specifically not a thing (outside admin memes). Borgs slaved to a malf AI are to do as they are told, but should not be randomly murdering if they do not have a synced AI. “Accomplish your AI's objectives at any cost” is not a license to murderbone unless your AI orders it. The borgs...
- Wed Nov 20, 2019 11:24 pm
- Forum: Video Games
- Topic: What phone games aren't shit?
- Replies: 22
- Views: 5951
Re: What phone games aren't shit?
Hacked is fun if you're into programming.