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Re: Results of the felinid vote

I do kinda feel that this is not achieving much since Catpeople will remain in the game indefinitely.

I'd much rather just get a definitive answer of either gutting Catpeople utterly or keeping them in forever. Instead of a limbo state that changes nothing for the most part.
by Steelpoint
Sun Nov 11, 2018 1:09 pm
 
Forum: Town Hall
Topic: Results of the felinid vote
Replies: 171
Views: 18094

Re: The Catgirl Vote - Summoning Oranges

But the results and actions were announced...
by Steelpoint
Sun Nov 11, 2018 1:05 pm
 
Forum: General Chat
Topic: The Catgirl Vote - Summoning Oranges
Replies: 310
Views: 13185

Re: Results of the felinid vote

One potential future I can see is future head admins reverting the change and allowing Catpeople back as a round start race, as there is no assurance in the agreement noted that puts a timer on that.
by Steelpoint
Sun Nov 11, 2018 10:35 am
 
Forum: Town Hall
Topic: Results of the felinid vote
Replies: 171
Views: 18094

Re: Results of the felinid vote

Thats the point of a compromise.
by Steelpoint
Sun Nov 11, 2018 5:04 am
 
Forum: Town Hall
Topic: Results of the felinid vote
Replies: 171
Views: 18094

Re: The Catgirl Vote - Summoning Oranges

I believe oranges said that the addition of new species, in this case Ethereals, is only on the condition that in the vote that the option to 'remove Catpeople/Add Ethereals' won. Furthermore he stated that if that vote option did not win that Ethereals would not be added irrespective. Your thoughts...
by Steelpoint
Fri Nov 09, 2018 5:47 pm
 
Forum: General Chat
Topic: The Catgirl Vote - Summoning Oranges
Replies: 310
Views: 13185

Re: The Catgirl Vote - Summoning Oranges

On the OP, what does it mean that 'remove catpeople' only won by 20 votes? The record seems to indicate the remove won (unfiltered) by a bit over 120 votes.
by Steelpoint
Fri Nov 09, 2018 10:35 am
 
Forum: General Chat
Topic: The Catgirl Vote - Summoning Oranges
Replies: 310
Views: 13185

Re: New Mechanic: critical status ghost speak

One unintentional thing I noticed, I think, is that when I "die" from Regen Coma via Virology I can hear other ghosted players talking for a very extended period until I regen out of the coma.
by Steelpoint
Fri Nov 09, 2018 8:10 am
 
Forum: Policy Discussion
Topic: New Mechanic: critical status ghost speak
Replies: 23
Views: 1342

Re: The Catgirl Vote - Summoning Oranges

I thought we already had this argument.

Lizardpeople are not really a focus of removal since they are a true historical handover, they've been in the game far longer than most of us have played it even if their roundstart playable implementation is somewhat more recent.
by Steelpoint
Fri Nov 09, 2018 7:06 am
 
Forum: General Chat
Topic: The Catgirl Vote - Summoning Oranges
Replies: 310
Views: 13185

Re: Economy System Feedback Thread

Round start as a Head of Staff (more so when there's no RD) I'm getting harassed by Cargo staff to toss em my Dept Budget Card for the money. I really think this economy system would work better if we had a way to actually spend the large sums of money. I can toss cargo staff 3000 credits for a crat...
by Steelpoint
Fri Nov 09, 2018 6:04 am
 
Forum: Coding Feedback
Topic: Economy System Feedback Thread
Replies: 334
Views: 15098
PostThis post was deleted by PKPenguin321 on Fri Nov 09, 2018 9:37 pm.
Reason: Why are you people talking about movespeed
PostThis post was deleted by PKPenguin321 on Fri Nov 09, 2018 9:35 pm.
Reason: Response to delete
PostThis post was deleted by PKPenguin321 on Fri Nov 09, 2018 9:35 pm.
Reason: Why are you people talking about movespeed

Re: Whats a thing that you did once on ss13 that you fear ever doing again?

Trying to make armour a decent defensive item instead of paper thin cloth.

Also playing as Head of Security, but I keep punishing myself by playing that over and over.
by Steelpoint
Thu Nov 08, 2018 6:19 pm
 
Forum: General Chat
Topic: Whats a thing that you did once on ss13 that you fear ever doing again?
Replies: 159
Views: 16982

Re: Replace Extended with a delayed version of the normal antag pool

To be fair, at least on Bagil, people already act like morons and greytide over literally nothing.

I've had rounds in a row where Assistants will have spears up 30 seconds into the round and they'll be raiding the Brig and Bridge.
by Steelpoint
Thu Nov 08, 2018 2:01 pm
 
Forum: Ideas
Topic: Replace Extended with a delayed version of the normal antag pool
Replies: 9
Views: 499

Re: Can Someone Please Make A PR To Re Add Self Surgery

I'd keep that 'debraining' operation to a EMP. I dislike just giving the Emag a thousand functions and making it even more needed.
by Steelpoint
Thu Nov 08, 2018 5:10 am
 
Forum: Ideas
Topic: Can Someone Please Make A PR To Re Add Self Surgery
Replies: 21
Views: 1558

Re: Little things you learned that are game changing

The DragNET is very damn powerful. When fired in snare mode, its a guaranteed stun on practically any target you hit irrespective of what defence they have (Nuke Op E-Shields? What's that). You have a lot more shots with your psudon stun round than any Taser or Adv Egun. You can stack the stun even ...
by Steelpoint
Thu Nov 08, 2018 5:10 am
 
Forum: General Chat
Topic: Little things you learned that are game changing
Replies: 2435
Views: 285809

Re: Can Someone Please Make A PR To Re Add Self Surgery

I'd be fine with letting people remove their own appendix since that has historical relevancy and was amusing, I'd say you'd need to be drunk to do it however. Jokes aside I disagree with self surgery being a concept, some of the later game implants and neuron operations you can do are very powerful...
by Steelpoint
Thu Nov 08, 2018 5:05 am
 
Forum: Ideas
Topic: Can Someone Please Make A PR To Re Add Self Surgery
Replies: 21
Views: 1558

Re: Donutstation (WIP)

I'm really interested in this map and hope to see it further developed. On the singularity issue. I think the singularity is a fine engine to use for this station, and if it gets loose its guaranteed to ruin some areas of the station outside of Engineering. PS: I am slightly disappointed that Resear...
by Steelpoint
Wed Oct 31, 2018 2:45 pm
 
Forum: Spriting and Mapping
Topic: Donutstation(unmaintained)
Replies: 159
Views: 18153

Re: ban friendly antags

I think there is a critical difference between being indifferent as a Traitor to your status and actively helping Security/Crew as a Syndicate agent openly and giving them your gear. Also, I only think friendly antags are an issue for Team antags (which is a non-issue since its banable) and for solo...
by Steelpoint
Wed Oct 31, 2018 3:44 am
 
Forum: Policy Discussion
Topic: ban friendly antags
Replies: 90
Views: 4583

Re: ban friendly antags

I do believe that Solo Antagonists (Which currently encompasses Wizard) whom are the singular antagonist of the round should make 'some' effort to be antagonistic to the crew. A solo antag should at the very least be neutral to passive aggressive to the majority of the crew, reserving hostility to i...
by Steelpoint
Mon Oct 29, 2018 9:13 am
 
Forum: Policy Discussion
Topic: ban friendly antags
Replies: 90
Views: 4583

Re: ban friendly antags

I hate to use the term, but we need to tread carefully so as to avoid a slippery slope of restricting antag actions. Nonetheless I do agree that solo antagonists going for a friendly gimmick tends to be boring UNLESS said antag is pulling off a interesting action. Above all else, antagonists are exp...
by Steelpoint
Mon Oct 29, 2018 4:33 am
 
Forum: Policy Discussion
Topic: ban friendly antags
Replies: 90
Views: 4583

Re: Allow People to Say ur

I like to pretend we maintain some low level of immersion, and the last time I heard someone unironically use the term 'ur' or 'lol' was in high school, and as much as it seems so, NTS13 is a research station and not a school for the mentally handicapped. I would be opposed to allowing meme speak to...
by Steelpoint
Sun Oct 28, 2018 10:37 pm
 
Forum: Policy Discussion
Topic: Allow People to Say ur
Replies: 27
Views: 1432

Re: Roundstart Suicide as Antagonist/Wizard

There is an effect in that if the person suiciding decided to not roll for Wizard and waste the slot, then the other people rolling for Wiz may have gotten picked instead.
by Steelpoint
Sat Oct 27, 2018 4:36 pm
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: Roundstart Suicide as Antagonist/Wizard

We already have some rules in place that antagonists cannot break. My argument is that round start suicide as a antag is intended as an OOC act and thus should be something to be discouraged.
by Steelpoint
Sat Oct 27, 2018 3:51 pm
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: Roundstart Suicide as Antagonist/Wizard

I fail to see the fun factor in a Wizard player committing suicide. The first time it happened, I chuckled. The second time, third time, fourth time, I did not chuckle. I believe it is a waste of a antag roll in to commit suicide because I do not believe that simply killing yourself, without any in ...
by Steelpoint
Fri Oct 26, 2018 3:26 pm
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: Roundstart Suicide as Antagonist/Wizard

The main reason I am giving round start Wizard suicide the attention is due to it being the only antagonist that ends the round instantly on their death and its a major occurance. A suiciding Traitor won't end the round and there will still be plenty of other antagonists, a Nuke Op can't commit roun...
by Steelpoint
Fri Oct 26, 2018 12:03 pm
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: What can security count as contraband and what should they get away with taking?

I don't think making a hard and fast rule would be a good thing, nonetheless I think Security should have overt discretion in what they take from someone if they commited a crime and release them. What should we define as too far on contraband: insulated gloves, tools, soap, sunglasses, etc? I think...
by Steelpoint
Fri Oct 26, 2018 8:59 am
 
Forum: Policy Discussion
Topic: What can security count as contraband and what should they get away with taking?
Replies: 32
Views: 1791

Re: Roundstart Suicide as Antagonist/Wizard

I actually agree that any roundstart suicide is a shit thing.

Also, antag rolling assistants spacing themselves does not end the round
by Steelpoint
Fri Oct 26, 2018 7:55 am
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: Roundstart Suicide as Antagonist/Wizard

It does have an effect in that its wasting an antag pick on someone who functionally does not want to use it and denying other people the chance to play it. I consider wiz suicide an OOC issue since there is no logical in universe reason for a Wizard to kill themselves immediately at round start and...
by Steelpoint
Fri Oct 26, 2018 7:51 am
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: King of the Disk

One issue I can see with the game mode is encouraging Traitors to sit back and let the TCs build up while not bothering to engage with the disk. You can't call the Escape Ship early in the game so you have no real incentive to rush grab the disk early on since it'll make you a target for Security an...
by Steelpoint
Thu Oct 25, 2018 2:05 pm
 
Forum: Ideas
Topic: King of the Disk
Replies: 18
Views: 1002

Re: How to better the revolution game mode.

Gang, Clock and Cult are what you get when you start to add more and more concepts to Rev
by Steelpoint
Thu Oct 25, 2018 5:01 am
 
Forum: Ideas
Topic: How to better the revolution game mode.
Replies: 31
Views: 1751

Re: Code bounty: gamemodes!

Payed gamemodes seems like a bad idea, you'd be smarter to set it for more minor features
by Steelpoint
Thu Oct 25, 2018 4:59 am
 
Forum: Coding
Topic: Code bounty: gamemodes!
Replies: 28
Views: 3992

Re: Stun/Slip Rework

Long time ago we reduced movement speed to good effect, it made combat feel more tactical and involved.

However the server upgrades accidently reverted those changes.

I still believe that slowing movement down would be a positive change.
by Steelpoint
Wed Oct 24, 2018 9:47 pm
 
Forum: Coding Feedback
Topic: Stun/Slip Rework
Replies: 80
Views: 9036

Re: Roundstart Suicide as Antagonist/Wizard

Blob is a separate issue since they have a tendency of spawning very late into the round, usually when the crew is trying to evacuate, and as such the crew are less able to deal with the Blob. Claiming you suicide as a Wizard because you don't want to play the role, or can't think of something to do...
by Steelpoint
Wed Oct 24, 2018 2:16 am
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667
PostThis post was deleted by MrStonedOne on Tue Oct 23, 2018 4:58 pm.
Reason: Rule 1, Rule 1.3, Rule 7

Re: Roundstart Suicide as Antagonist/Wizard

Well that's why I made this thread in the desire to see some form of discouragement against a Wizard commiting suicide round start.
by Steelpoint
Tue Oct 23, 2018 1:23 am
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: Roundstart Suicide as Antagonist/Wizard

Suiciding as an important role at round start is an established bannable offence via headmin decision, perhaps that's why.

Of course, I've yet to witness such an event occuring considering how common the suicide wizard theme is.
by Steelpoint
Tue Oct 23, 2018 1:08 am
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: Roundstart Suicide as Antagonist/Wizard

Off topic but I don't believe I've yet to get Wizard as a round start pick.

On topic, furthering my reasons I feel Wizard is a very hard antag to get picked for, so seeing people piss away the opportunity and denying the role to someone who may enjoy it is a shame.
by Steelpoint
Mon Oct 22, 2018 2:26 pm
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: Roundstart Suicide as Antagonist/Wizard

The mass antag spawning is the bigger issue with the summon spells. It should be far more tamer than it is currently.
by Steelpoint
Mon Oct 22, 2018 12:34 pm
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: Roundstart Suicide as Antagonist/Wizard

If the issue is Wizard rounds being "boring", then wouldn't it be more conductive to open a discussion on how to make them more enjoyable instead of ignoring the issue and encouraging suicides?
by Steelpoint
Mon Oct 22, 2018 12:29 pm
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: Roundstart Suicide as Antagonist/Wizard

There is a genuine effect since the individuals doing it are essentially wasting a antag pick for the same tired joke. I believe it is a genuine issue since its become more frequent, and I personally enjoy the possible chaos or uncertainty in Wizard rounds, which will not occur if the round ends in ...
by Steelpoint
Mon Oct 22, 2018 12:27 pm
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Roundstart Suicide as Antagonist/Wizard

In recent time I've noticed a major trend of Wizard players rushing to commit suicide as fast as possible. This extends usually out of a desire to attain a "top score" for fastest suicide, or out of other desires such as a dislike of the round type. I believe that round start suiciding as ...
by Steelpoint
Mon Oct 22, 2018 11:58 am
 
Forum: Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 7667

Re: Ethereal naming policy

I support having more thematic naming conventions for Ethereals.

In fact Id support having proper, non meme, naming guide lines for all the other races
by Steelpoint
Mon Oct 22, 2018 2:35 am
 
Forum: Policy Discussion
Topic: Ethereal naming policy
Replies: 57
Views: 3570

Re: Roundstart AI bolting/reinforcement

Because the round start configurations of the AI Sat (should) demand the authority to identify themselves irrespective due to the turrets and other obstacles blocking their route to the AI, furthermore the AI should be quick to figure out someone has entered their Sat and ascertain their identity.
by Steelpoint
Sun Oct 21, 2018 1:54 am
 
Forum: Policy Discussion
Topic: Roundstart AI bolting/reinforcement
Replies: 52
Views: 2838

Re: Roundstart AI bolting/reinforcement

Tell the AI to unbolt the doors, if you have legitimate authority (Read, Captain or RD) then it has no choice but to do so. Being on topic more so. I am personally against extreme boltings of the entire AI Sat at round start (without any real reason to do so) since I feel it's being done in poor spo...
by Steelpoint
Sun Oct 21, 2018 1:49 am
 
Forum: Policy Discussion
Topic: Roundstart AI bolting/reinforcement
Replies: 52
Views: 2838

Re: What Happened To Hivebot Invasion

Good to know, still a shame.

I did search for any PR that reverts Hivebots. Seems the revert PR called em 'hive bots' and not 'hivebots'.
by Steelpoint
Sat Oct 20, 2018 1:29 pm
 
Forum: General Chat
Topic: What Happened To Hivebot Invasion
Replies: 5
Views: 610

Re: What Happened To Hivebot Invasion

My Ancient Station with the Hivebots came didn't have an impact on it, I think the station came out before the PR was merged.
by Steelpoint
Sat Oct 20, 2018 12:22 pm
 
Forum: General Chat
Topic: What Happened To Hivebot Invasion
Replies: 5
Views: 610

What Happened To Hivebot Invasion

See title. I remember when the invasion PR was added over a year ago (https://github.com/tgstation/tgstation/pull/28514). Yet I've never seen it happen ever since. In fact, I checked the code and it seems someone removed the whole concept from the game. I can't quite find a revert PR however. Curiou...
by Steelpoint
Sat Oct 20, 2018 11:26 am
 
Forum: General Chat
Topic: What Happened To Hivebot Invasion
Replies: 5
Views: 610

Re: What Happened To Movement Speed

I do kinda wish movement was slowed down slightly, I feel it'd make combat feel more involved and less floaty.
by Steelpoint
Fri Oct 19, 2018 1:28 pm
 
Forum: General Chat
Topic: What Happened To Movement Speed
Replies: 5
Views: 894

Re: Regarding felinids/catpeople

Reenabling Catpeople on Sybil seems an odd choice. Wouldn't it make more sense to keep em disabled until the (fifty third) upcoming vote to try and plactate both sides?
by Steelpoint
Fri Oct 19, 2018 3:50 am
 
Forum: Town Hall
Topic: Regarding felinids/catpeople
Replies: 426
Views: 20266
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