Search found 1099 matches
- Mon Sep 21, 2020 7:11 am
- Forum: Closed Policy Discussion
- Topic: Let Pirates Murderbone on Manuel
- Replies: 56
- Views: 10447
Re: Let Pirates Murderbone on Manuel
If we rationalize murderboning this way, pirates will eventually be expected to go in guns blazing when raiding the station, since they'll be supposed to be the deterrent to convince people to pay the ransom. Not that it's necessarily a bad idea, but if pirates were supposed to have the option to us...
- Fri Sep 18, 2020 7:35 am
- Forum: Closed Policy Discussion
- Topic: Let Pirates Murderbone on Manuel
- Replies: 56
- Views: 10447
Re: Let Pirates Murderbone on Manuel
I think the issue is how the definition of murderbone has been expanded to the point where murder = murderbone I suspect this kind of thing happens because the kind of person who likes murderboning will likely ignore the nuance required by any definition more permissive than "no killing",...
- Fri Sep 11, 2020 12:18 pm
- Forum: Ideas
- Topic: should virologists be removed and merged into doctors
- Replies: 24
- Views: 4861
Re: should virologists be removed and merged into doctors
The difference is the timeframe involved; unless the round has been going for hours, the only person who has had access to virology equipment long enough to engineer a proper death virus is the official virologist. Making a durand is not instantaneous, but it's a matter of few minutes at most if the...
- Thu Sep 10, 2020 7:20 am
- Forum: Ideas
- Topic: should virologists be removed and merged into doctors
- Replies: 24
- Views: 4861
Re: should virologists be removed and merged into doctors
How am I supposed to know who to lynch when I get a cough?!! Honestly this by itself is a pretty good reason to roll virologists into doctors; right now if a megavirus gets loose it's pretty obvious who did it, and the virologist has to change/hide their identity for the rest of the round to not ge...
- Wed Sep 09, 2020 2:16 pm
- Forum: General Chat
- Topic: Rest in Peace, /tg/Station
- Replies: 264
- Views: 54398
Re: Rest in Peace, /tg/Station
Gee i wonder why anyone would think that /tg/ attracts white supremacistsSkelus wrote:Is it unacceptable to spraypaint your face white as a black character and act as boring, productive, and well spoken as possible
- Wed Sep 02, 2020 12:33 pm
- Forum: Player's Club
- Topic: flopodil peanut
- Replies: 85
- Views: 17179
Re: flopodil peanut
As long as you can just willy-nilly murder the shit out of anybody you can see, you have to live with some fucking officer wanting to search you in your serial killer get-up. And if you really can't, then hide your cultie shit & blend in with the crowd. I don't get this pussy footing in this th...
- Tue Sep 01, 2020 7:39 pm
- Forum: Closed Policy Discussion
- Topic: Abductors and memory loss.
- Replies: 12
- Views: 2560
Re: Abductors and memory loss.
I treat it as if when abductors aren’t called out you can’t call them out If you knew there are abductors beforehand you can “””deduce””” that they were the ones that fucked you up That's probably ok, but i'd add that you shouldn't be "aware" of the gland inside you unless someone else te...
- Tue Sep 01, 2020 3:01 pm
- Forum: Player's Club
- Topic: flopodil peanut
- Replies: 85
- Views: 17179
Re: flopodil peanut
Yeah, the feeling of paranoia is enhanced if you can't arrest or shoot anything that looks slightly off. If you're looking for a feeling of pervasive paranoia in a deathtrap station, then this ruling is for the best, since it means that the most you can do is keeping an eye on the suspicious person,...
- Mon Aug 31, 2020 6:57 pm
- Forum: Player's Club
- Topic: MRP policy on LRP Goodoldtimes Peanut thread
- Replies: 13
- Views: 1959
Re: MRP policy on LRP Goodoldtimes Peanut thread
Man, I've never seen someone with such a validhunting withdrawal, they acted like they were in physical pain from not killing antags for 40 whole minutes
- Mon Aug 31, 2020 6:48 pm
- Forum: Off Topic
- Topic: Wholesome Debate: Antifa terrorism
- Replies: 81
- Views: 14370
Re: Wholesome Debate: Antifa terrorism
I mean, only one of those two ideologies has genocide as the main goal
- Mon Aug 31, 2020 6:55 am
- Forum: Coding Feedback
- Topic: General nanite nerfs
- Replies: 4
- Views: 1576
Re: General nanite nerfs
I've shared my thoughts on the PR in the comments; personally i'd revert some parts of it, although the armor nerf was justified. I am a bit stumped on how to encourage more players to learn nanites and therefore become able to sabotage them when they are used in a round, because it's necessary to k...
- Mon Aug 31, 2020 6:49 am
- Forum: Ideas
- Topic: True blindness during unconsciousness
- Replies: 20
- Views: 3785
Re: True blindness during unconsciousness
Even reducing to range 0 will still let you know whether and where you're being moved, which is a fairly big amount of info. Plus, with my example, you could see yourself on a surgery table and know something was done to you.
- Wed Aug 26, 2020 12:34 pm
- Forum: Ideas
- Topic: True blindness during unconsciousness
- Replies: 20
- Views: 3785
Re: True blindness during unconsciousness
Code-wise it should be fairly simple, putting it on a high layer would prevent those issues. I mostly posted this to gauge opinions and side effects i didn't consider
- Wed Aug 26, 2020 10:45 am
- Forum: Ideas
- Topic: True blindness during unconsciousness
- Replies: 20
- Views: 3785
True blindness during unconsciousness
The blindness status currently still lets you see more or less one tile around you. This is fine for people who are moving around and still need to interact with the game, since there's no other substitute for tactile feedback and interaction requires clicking the target. During unconsciousness, tho...
- Wed Aug 26, 2020 10:18 am
- Forum: Closed Policy Discussion
- Topic: [MRP] Memory loss on death
- Replies: 28
- Views: 5369
Re: [MRP] Memory loss on death
I don't think many of our players are quite good enough at roleplaying to expect them to be able to pull this off. This is meant to be MRP specific. The question still stands It's not all that different from being killed by an Unknown, following them as a ghost and seeing their identity, then prete...
- Wed Aug 26, 2020 7:49 am
- Forum: Closed Policy Discussion
- Topic: Abductors and memory loss.
- Replies: 12
- Views: 2560
Re: Abductors and memory loss.
I treat it as if when abductors aren’t called out you can’t call them out If you knew there are abductors beforehand you can “””deduce””” that they were the ones that fucked you up That's probably ok, but i'd add that you shouldn't be "aware" of the gland inside you unless someone else te...
- Wed Aug 26, 2020 7:42 am
- Forum: Closed Policy Discussion
- Topic: Disable assistant maintenance access
- Replies: 124
- Views: 25191
Re: Disable assistant maintenance access
It's worth noting that removing maint access from assistants will make maintenance a bit safer for anyone looking for secrecy. Even if there can still be prowling security, engineers, or people who simply hack in, this change would definitely reduce the random wanderers who could spot someone in the...
- Wed Aug 26, 2020 7:16 am
- Forum: Closed Policy Discussion
- Topic: Abductors and memory loss.
- Replies: 12
- Views: 2560
Re: Abductors and memory loss.
I tried to make is as big and red as i could to convey its importance, it is indeed meant to be followed. I couldn't find a more unambiguous way to say "this text is not for flavor, it's an actual rule".
- Wed Aug 26, 2020 7:04 am
- Forum: Closed Policy Discussion
- Topic: Brainwashing and Hypnosis. Policy and Clarification's
- Replies: 3
- Views: 2394
Re: Brainwashing and Hypnosis. Policy and Clarification's
I've pretty much made both of those mechanics; the way that would make more sense to me would be: - Both hypnosis and brainwashing override antag status, if an antag isn't meant to be affected they should receive proper immunity to the status itself with code. For example, i'd argue that changelings...
- Fri Aug 21, 2020 11:37 am
- Forum: Coding Feedback
- Topic: Okay seriously guys, how do we fix Devil?
- Replies: 44
- Views: 11657
Re: Okay seriously guys, how do we fix Devil?
An idea would be to move the devil to a side antag, mostly ethereal, that only comes when summoned via beetlejuice or something like that, and offers deals that give a powerful benefit, inflict some kind disability or trauma, and advance the devil's objective. If the devil gathers power, he can beco...
- Wed Aug 19, 2020 7:52 pm
- Forum: Coding Feedback
- Topic: Another One Bites The Space Dust: PR #52873 And The Banishment Of Engines
- Replies: 93
- Views: 18185
Re: Another One Bites The Space Dust: PR #52873 And The Banishment Of Engines
Anything that has scarcity can be used as a balancing mechanism for other features, allowing a range of options between on and off. To make a comparison, if TC worked the same way as power does you could only have traitors with a full arsenal or traitors without one. The potential of having limited...
- Mon Aug 17, 2020 3:13 pm
- Forum: Closed Policy Discussion
- Topic: Curse of Madness
- Replies: 9
- Views: 2247
Re: Curse of Madness
I only made it hypno because it is mind-affecting magic, if that really is too confusing for certain players it could be changed to a different color, or something static.
- Mon Aug 17, 2020 3:04 pm
- Forum: Coding Feedback
- Topic: Another One Bites The Space Dust: PR #52873 And The Banishment Of Engines
- Replies: 93
- Views: 18185
Re: Another One Bites The Space Dust: PR #52873 And The Banishment Of Engines
Why is it better off? Pretty simple, because they needed zero brains, needed zero input after they were set up, and generated enough energy to power at least 4 additional stations at the same time, with the tesla potentially infinite. Not to say that the SM isn't particularly demanding and complica...
- Fri Aug 07, 2020 9:48 am
- Forum: Ideas
- Topic: Emagging Exosuit Fabricators
- Replies: 8
- Views: 1625
Re: Emagging Exosuit Fabricators
I'd oppose adding anything at all as an emag function mostly because they'd end up being restricted to one single antag type, preventing that function from interacting with all the other gamemodes we have.
- Mon Aug 03, 2020 7:03 am
- Forum: Ideas
- Topic: should virologists be removed and merged into doctors
- Replies: 24
- Views: 4861
Re: should virologists be removed and merged into doctors
How am I supposed to know who to lynch when I get a cough?!! Honestly this by itself is a pretty good reason to roll virologists into doctors; right now if a megavirus gets loose it's pretty obvious who did it, and the virologist has to change/hide their identity for the rest of the round to not ge...
- Thu Jul 23, 2020 6:44 am
- Forum: Closed Policy Discussion
- Topic: AIs suiciding to prevent law changes/subversion
- Replies: 23
- Views: 6161
Re: AIs suiciding to prevent law changes/subversion
if you kill yourself while being subverted i think you should just ask admins to offer your free antag to ghosts lol, being subverted doesnt mean you cant be law changed anymore, if you harm alarm "evil man uploading evil laws" there is a good chance that a roboticist will print an upload...
- Mon Jul 20, 2020 3:05 pm
- Forum: Closed Policy Discussion
- Topic: AIs suiciding to prevent law changes/subversion
- Replies: 23
- Views: 6161
Re: AIs suiciding to prevent law changes/subversion
There is a fourth option where AIs have the choice to suicide or not, but they cannot use the OOC verb to do so since that is not the purpose of it. The suicide verb is to ooc state you do not want to play this character anymore (which is why it prevents revives), it should not be used as an insta-...
- Mon Jul 20, 2020 12:33 pm
- Forum: Closed Policy Discussion
- Topic: AIs suiciding to prevent law changes/subversion
- Replies: 23
- Views: 6161
Re: AIs suiciding to prevent law changes/subversion
if you kill yourself while being subverted i think you should just ask admins to offer your free antag to ghosts lol, being subverted doesnt mean you cant be law changed anymore, if you harm alarm "evil man uploading evil laws" there is a good chance that a roboticist will print an upload...
- Mon Jul 20, 2020 10:10 am
- Forum: Closed Policy Discussion
- Topic: AIs suiciding to prevent law changes/subversion
- Replies: 23
- Views: 6161
Re: AIs suiciding to prevent law changes/subversion
It would be a far milder issue if AIs were unable to suicide instantly. A suicide on a timer (somewhere between 1-3 minutes, i think) would leave the traitor time to do their subversion (and cancel the suicide timer as a result), but still encourage not being found out to delay the timer starting. O...
- Thu Jul 16, 2020 7:02 am
- Forum: Ideas
- Topic: [MRP] Make anesthetics desirable during surgery
- Replies: 31
- Views: 5322
Re: [MRP] Make anesthetics desirable during surgery
As long as lag and time dilation exist it's probably best to avoid anything based on timing.Sheodir wrote:Program in a rhythm game that slightly speeds up surgery when you get it right.Cobby wrote:here's what I said about it in a PR
snip
- Tue Jul 14, 2020 2:59 pm
- Forum: Ideas
- Topic: [MRP] Make anesthetics desirable during surgery
- Replies: 31
- Views: 5322
Re: [MRP] Make anesthetics desirable during surgery
Yeah, the lack of gameplay for anyone unconscious is the main issue against this. The only solution i can think of that would make unconsciousness (and the antag gimmicks that would follow) acceptable is to add some kind of minigame while you're knocked out. As a bonus, it would most likely prevent ...
- Tue Jul 14, 2020 6:44 am
- Forum: Ideas
- Topic: [MRP] Make anesthetics desirable during surgery
- Replies: 31
- Views: 5322
Re: [MRP] Make anesthetics desirable during surgery
The reason i like pushing for surgery anesthesia is because it gives a plusibly deniable reason to knock out the patient and do anything you want to them without them knowing. If anesthesia becomes the norm, then traitor surgeons become able to do gimmicks like planting bombs in their patient's ches...
Re: HARS is still broken in regards to revival.
Well that's some emergent gameplayIvuchnu wrote:I ended up fixing it by removing mutation with Necrotic Metabolism + Metabolic Boost virus (makes corpses metabolize chems, so mutadone worked).
- Mon Jul 13, 2020 3:17 pm
- Forum: Ideas
- Topic: [MRP] Make anesthetics desirable during surgery
- Replies: 31
- Views: 5322
Re: [MRP] Make anesthetics desirable during surgery
It might help if applying the anesthetic was easier. Perhaps it could be built into medical surgery tables, so all you'd need to do is press a button on the table or console to lower a mask and knock the patient out. Otherwise the time and fiddling needed for anesthesia will never be worth it to sav...
- Thu Jul 02, 2020 9:44 am
- Forum: General Chat
- Topic: the HRP conspiracy: Bar RP
- Replies: 29
- Views: 5585
Re: the HRP conspiracy: Bar RP
I suspect that some /tg/ players have an internal brain filter that replaces mentions of roleplay in any context with 'bar rp'
- Mon Jun 29, 2020 7:42 am
- Forum: Ideas
- Topic: Add the PTL from goonstation
- Replies: 10
- Views: 3104
Re: Add the PTL from goonstation
Neither power (either you have much more power than you need or you don't have any) nor economy (prices are still pretty arbitrary) are in a stable balance state , and interlinking the two systems will make it even harder to accomplish in the future. If power could be sold in the current state of th...
- Thu Jun 25, 2020 3:33 pm
- Forum: Ideas
- Topic: More interactions with plasma
- Replies: 1
- Views: 722
Re: More interactions with plasma
You can solidify liquid plasma into bar by combining it with frost oil and iron.
If we add a gas to liquid or metal reaction we run into the issue of making the station start with a much higher supply of plasma than intended.
If we add a gas to liquid or metal reaction we run into the issue of making the station start with a much higher supply of plasma than intended.
- Thu Jun 18, 2020 3:12 pm
- Forum: General Chat
- Topic: miner nerf #072095279
- Replies: 55
- Views: 11733
Re: miner nerf #072095279
snip I agree with the intention of the PR, but the implementation is hard to justify without breaking immersion. As i mentioned in a comment, there is no way a medipen would be designed to lock up in specific pressures if there is no actual downside otherwise, and having to depressurize a room on s...
- Thu Jun 18, 2020 9:16 am
- Forum: General Chat
- Topic: miner nerf #072095279
- Replies: 55
- Views: 11733
Re: miner nerf #072095279
I mean, miner interaction with the crew should definitely not be Medbay-In-A-Pen. Depending on the medipen balance it would either undermine medbay or be redundant.
- Thu Jun 18, 2020 9:09 am
- Forum: General Chat
- Topic: [Manuel] Let's define "powergaming"
- Replies: 32
- Views: 7467
Re: [Manuel] Let's define "powergaming"
I play virology, I know it very well to rush virus in a way similar to 50k bomb rush and I am damn sure that virologist IC knows that miasma exists and unless everyone literally does not breathe or has high resistance virus, there will be bad virus outbreaks. Highly infective virus will easily over...
- Thu Jun 18, 2020 7:43 am
- Forum: Ideas
- Topic: Split Mining into two jobs
- Replies: 37
- Views: 7607
Re: Split Mining into two jobs
Potential idea: heavily nerf the amount of minerals inside rock walls, and make the rarer ones not spawn there altogether. Instead, place several 'underground veins' which are marked by one or multiple floortiles, upon which miners or cargo techs can build a mining extractor providing a steady trick...
- Wed Jun 17, 2020 9:13 am
- Forum: General Chat
- Topic: [Manuel] Let's define "powergaming"
- Replies: 32
- Views: 7467
Re: [Manuel] Let's define "powergaming"
Even if these cases are commonly accepted, it is true that they stifle roleplaying/creativity for a gameplay advantage by essentially using a static meta strategy. That kind of problem is more of a code issue, though, and would ideally be solved through balancing and adding alternative routes which ...
- Wed Jun 17, 2020 6:50 am
- Forum: Coding
- Topic: cancelled bounty
- Replies: 7
- Views: 3300
Re: CODE BOUNTY: New xenobiology crossbreeds [$100 per color]
Are you looking for exactly the effects on the wiki or is there room for variation?
- Tue Jun 16, 2020 2:27 pm
- Forum: Ideas
- Topic: Slight Genetics remaster.
- Replies: 32
- Views: 8173
Re: Slight Genetics remaster.
The essential thing here is that it has to require another person: it's a dealbreaker for a lot of powergaming personalities, since relying on anyone else is something to be avoided at all costs. Thus, gating significant upgrades by requiring a heavy deal of trust you either reduce powergaming or pr...
- Tue Jun 16, 2020 12:52 pm
- Forum: Ideas
- Topic: Slight Genetics remaster.
- Replies: 32
- Views: 8173
Re: Slight Genetics remaster.
I had the opposite problem with nanites, where mostly players made a cloud for themselves and did not share it. That was most likely tied to the fact that another player originally had to operate the machine to implant nanites, and even after i added public nanite chambers they were still a bit of a...
- Tue Jun 16, 2020 10:09 am
- Forum: Ideas
- Topic: Slight Genetics remaster.
- Replies: 32
- Views: 8173
Re: Slight Genetics remaster.
Yeah, i believe that sharing genetics power should require an effort of the same caliber as surgical upgrades, hence my other suggestion of customized injectors.
- Tue Jun 16, 2020 10:08 am
- Forum: Coding Feedback
- Topic: Heretics Feedback
- Replies: 19
- Views: 6698
Re: Heretics Feedback
I'd avoid having a state where someone is an antag but has no possible way of achieving their objective, though. Either make them able to recover their tools in some way (doesn't have to be simple, but at least plausible) or just deconvert them if their tools are destroyed or irretrievably lost. An ...
- Tue Jun 16, 2020 9:47 am
- Forum: Ideas
- Topic: Slight Genetics remaster.
- Replies: 32
- Views: 8173
Re: Slight Genetics remaster.
This kind of solution would probably make geneticists behave the same way but not bother sharing anything anymore, much like old RnD where they used to print all the gamer gear and then go greytide/validhunt with it. A possible middle way would be to keep mutations infinite, but with some busywork b...
- Fri Jun 12, 2020 10:02 am
- Forum: Coding Feedback
- Topic: I ded: stop lavaland megafauna from getting on station.
- Replies: 12
- Views: 3344
Re: I ded: stop lavaland megafauna from getting on station.
why does lavaland have different balance to the rest of the game anyway As far as i know it's so there can be a PvE combat focused job without interfering with existing PvP balance (i.e. miner weapons are bad in PvP and PvP weapons do not make mining weapons obsolete in return). It does kinda make ...
- Fri Jun 12, 2020 6:44 am
- Forum: Coding Feedback
- Topic: I ded: stop lavaland megafauna from getting on station.
- Replies: 12
- Views: 3344
Re: I ded: stop lavaland megafauna from getting on station.
Megafauna are balanced for a completely different environment. It takes a fairly skilled miner to take one down in ideal conditions with proper equipment. How is the crew supposed to fight against that kind of enemy, but in cramped corridors, with weapons that have both less damage and limited ammo,...