Search found 1099 matches
- Sun Mar 08, 2020 10:15 am
- Forum: Closed Policy Discussion
- Topic: Roleplay rules surrounding metagaming and 'staying in your lane' and the negative impacts they cause
- Replies: 34
- Views: 7463
Re: Roleplay rules surrounding metagaming and 'staying in your lane' and the negative impacts they cause
Roleplaying rules are a joke to begin with. To really solve the issue, the next round of headmins will have to rethink the implementation of anything MRP related on /tg/ and not just copy-paste rules from somewhere where the playerbase has a different mentality. I agree. Personally, I'm a big fan o...
- Thu Mar 05, 2020 1:25 pm
- Forum: Ideas
- Topic: Species Diversity Ideas
- Replies: 21
- Views: 4202
Re: Species Diversity Ideas
Special reactions to specific reagents, maybe, kinda like slimepeople invert poison damage (although not necessarily to that extent). Would give them some uniqueness and make doctoring a little more complex if, for example, mothpeople react badly to some medicines. Possible ideas include reagents be...
- Sat Feb 29, 2020 4:59 pm
- Forum: Ideas
- Topic: Nanite ideas
- Replies: 5
- Views: 1555
Re: Nanite ideas
Infective nanites are hard to get because they break the main point of nanites - voluntary great gains at huge risk. Infection makes nanites much more powerful by affecting the unwilling, and therefore it has to be limited to avoid abuse.
- Wed Feb 26, 2020 7:37 am
- Forum: Ideas
- Topic: What techwebs was supposed to be
- Replies: 19
- Views: 3727
Re: What techwebs was supposed to be
snip aside from NTSL, what you said is not true. none of our other jobs have a pastebin that is the ONLY viable thing to do like old R&D had. link one to prove me wrong. Virology tends to crystallize around the most effective healing symptoms with little variation, but that mostly means that it...
- Tue Feb 25, 2020 9:53 am
- Forum: General Chat
- Topic: Do people feel genetics moving to science was a good move?
- Replies: 39
- Views: 8309
Re: Do people feel genetics moving to science was a good move?
genetics in science is another case of science department bloat. Space Station 13 is a research platform. It's like you're complaining that Star Trek ships don't have enough guns lore shouldn't fuck gameplay, ever. Lore does and should influence gameplay, especially in a roleplaying game. Thankfull...
- Thu Feb 20, 2020 4:20 pm
- Forum: Coding Feedback
- Topic: Suit sensor nanites
- Replies: 3
- Views: 1122
Re: Suit sensor nanites
I'll look into it
- Wed Feb 19, 2020 1:33 pm
- Forum: General Chat
- Topic: Petty crimes on Manuel: The Rise of the RP-Sec
- Replies: 20
- Views: 5184
Re: Petty crimes on Manuel: The Rise of the RP-Sec
The original bogeyman may no longer exist but the term is alive and well, with the meaning Vekter explained. Words can change meaning over time.
- Tue Feb 18, 2020 11:39 pm
- Forum: Closed Policy Discussion
- Topic: Make Manuel Dynamic As Well [POLL]
- Replies: 15
- Views: 3432
Re: Make Manuel Dynamic As Well
If we had more abductor-style nonlethal side antags we couls use those inbetween big threats to keep the round moving fluidly
- Tue Feb 18, 2020 9:06 am
- Forum: Closed Policy Discussion
- Topic: Make Manuel Dynamic As Well [POLL]
- Replies: 15
- Views: 3432
Re: Make Manuel Dynamic As Well
Remember when datum antags (and by extension dynamic) were an impossible dream that kept burning out coders trying to make it happen? Feels weird that there's so much pushback against it; once tuned properly it has the potential to both fix many deep-rooted gamemode issues, and allow for much deeper...
- Thu Feb 13, 2020 2:04 pm
- Forum: Ideas
- Topic: plating removal
- Replies: 11
- Views: 2536
Re: plating removal
You do have a point, it makes megaprojects kinda hard. Maybe the cost could be lowered for platings already adjacent to space, so once you do the first the rest is cheap?
- Thu Feb 13, 2020 2:02 pm
- Forum: Coding Feedback
- Topic: Phobia Feedback
- Replies: 21
- Views: 4246
Re: Phobia Feedback
I'd be glad to touch up phobias and update the fear reactions; when i initially made them i didn't expect for them to be so widespread, so i kinda just made up four things before i ran out of ideas.
- Thu Feb 13, 2020 10:26 am
- Forum: Ideas
- Topic: plating removal
- Replies: 11
- Views: 2536
Re: plating removal
Being able to make holes in space anywhere is a really strong ability, which is why it's restricted to a fairly job-specific tool, and still expensive when using it.
- Wed Feb 12, 2020 2:02 pm
- Forum: Closed Policy Discussion
- Topic: A new MRP ruling.
- Replies: 8
- Views: 1874
Re: A new MRP ruling.
In all the forum threads i've seen so far space law seems to be mostly cited to justify executing valids (since antags, regardless of their actions during the round, fall under "enemy of the corporation"). If it was rewritten, the best solution is probably going to be fuzzy suggestions, op...
- Wed Feb 12, 2020 11:19 am
- Forum: Closed Policy Discussion
- Topic: A new MRP ruling.
- Replies: 8
- Views: 1874
Re: A new MRP ruling.
Sportmanship goes both ways. The captain permas you instead of shooting you down, and in return you comply with the imprisonment until you find an interesting way to escape. If you just try to abuse the mercy of your captor (enforced by rules or not) by immediately trying to slip out, you're just co...
- Tue Feb 11, 2020 9:03 am
- Forum: Coding Feedback
- Topic: Doctor is a Less Shit Job Now: The State of Medbay
- Replies: 51
- Views: 10848
Re: Doctor is a Less Shit Job Now: The State of Medbay
When i made brain traumas i always thought the system would be very portable onto other organs, especially now that we have organ damage to trigger it (at the time the only organ-specific damage was brain damage and eye/ear damage).
- Fri Feb 07, 2020 2:39 pm
- Forum: Closed Policy Discussion
- Topic: Make nuke ops admin-only.
- Replies: 30
- Views: 6384
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 2:46 pm
- Forum: Closed Policy Discussion
- Topic: Prisoner Role Policy Thread
- Replies: 46
- Views: 15971
Re: Prisoner Role Policy Thread
What's the policy for 'volunteering' prisoners as guinea pigs? I can imagine there are virologists, surgeons, nanite scientists, and possibly others who would appreciate having live subjects for their experiments.
- Wed Feb 05, 2020 11:47 am
- Forum: Coding Feedback
- Topic: Stun Baton: Best Melee or Benchmark for Change?
- Replies: 45
- Views: 8478
Re: Stun Baton: Best Melee or Benchmark for Change?
A great improvement to melee in general would be directional attacks that don't require trying to hit a moving sprite. To build on that, you could add backswing and attack speed as tweakable statistics for weapons, making it possible to miss melee attacks. Batons could then be slower weapons that n...
- Wed Feb 05, 2020 10:53 am
- Forum: Coding Feedback
- Topic: Stun Baton: Best Melee or Benchmark for Change?
- Replies: 45
- Views: 8478
Re: Stun Baton: Best Melee or Benchmark for Change?
A great improvement to melee in general would be directional attacks that don't require trying to hit a moving sprite. To build on that, you could add backswing and attack speed as tweakable statistics for weapons, making it possible to miss melee attacks. Batons could then be slower weapons that ne...
- Wed Feb 05, 2020 8:45 am
- Forum: Video Games
- Topic: Synthetik
- Replies: 17
- Views: 6020
Re: Synthetik
The rogue assassin (the one with the backstab) seems really beginner friendly, since it heals every 3 consecutive shots you just need to get a decently accurate machine gun to fullheal every fight, on top of having invis as a panic button. Actually backstabbing people seems to be less optimal, altho...
- Wed Feb 05, 2020 8:25 am
- Forum: General Chat
- Topic: Mindshock Gland
- Replies: 2
- Views: 964
Re: Mindshock Gland
It hits all targets in a 7 tile view radius from the gland host (i.e. does not pierce walls and opaque objects). Note that the gland host himself is not affected. As for abductors self-brainwashing, it should generally be a non-issue since you're meant to use the mind control tool through the camera...
- Fri Jan 31, 2020 8:25 am
- Forum: General Chat
- Topic: Do people feel genetics moving to science was a good move?
- Replies: 39
- Views: 8309
Re: Do people feel genetics moving to science was a good move?
Considering the Lore™ about the station being a research station, I really like the idea of making Research the Big Main Department and splitting it into inter-connected sectors, with Biomedical including the official station medbay. If i were to design the map anew, i would probably keep robotics i...
- Thu Jan 30, 2020 2:35 pm
- Forum: Ideas
- Topic: Surgery and anesthesia on RP servers
- Replies: 24
- Views: 4121
Re: Surgery and anesthesia on RP servers
Even with anesthesia i feel that the lack of full blindness prevents a lot of subterfuge as well. If someone were to strip my ID to scan it with their agent ID and then put it back on, for example, i would see it even if i was blind and in crit. Plus i think that there's fun potential in waking up i...
- Sun Jan 26, 2020 2:12 am
- Forum: General Chat
- Topic: Do people feel genetics moving to science was a good move?
- Replies: 39
- Views: 8309
Re: Do people feel genetics moving to science was a good move?
Medical and science being directly connected and having limited shared access, kinda like bartender and cook, does sound like an interesting experiment to try.
- Fri Jan 24, 2020 11:38 am
- Forum: Closed Policy Discussion
- Topic: Manuel: What game modes actually fit the server rules?
- Replies: 63
- Views: 15162
Re: Manuel: What game modes actually fit the server rules?
providing sec with something to do the problem is that most players that trot out this line don't put any consideration into whether sec players want or need "something to do" right now, and certainly not whether the "something" they want is what the tiding shithead in question ...
- Fri Jan 24, 2020 11:32 am
- Forum: Coding
- Topic: Trying to make a chameleon tongue for comms agents
- Replies: 1
- Views: 1305
Re: Trying to make a chameleon tongue for comms agents
You're unregistering the mob_say signal right after registering it; try putting unregister first instead.
- Fri Jan 24, 2020 11:27 am
- Forum: Closed Policy Discussion
- Topic: Manuel: What game modes actually fit the server rules?
- Replies: 63
- Views: 15162
Re: Manuel: What game modes actually fit the server rules?
Assistants needs to be given leeway to commit crimes since this is integral to how the game works by providing sec with something to do on extended and providing some cover to antagonists on non-extended. The requirement that you should act like you want to keep your job should be relaxed or done a...
- Mon Sep 30, 2019 5:19 pm
- Forum: Ideas
- Topic: Removing most "kill symptoms" from virology
- Replies: 13
- Views: 2995
Re: Removing most "kill symptoms" from virology
Of course, it's definitely taking far longer than i thought, i was just sharing my approach to the problem.
- Mon Sep 30, 2019 5:17 pm
- Forum: Coding
- Topic: Best code comments
- Replies: 78
- Views: 35943
Re: Best code comments
It's clearly accounting for time dilation
- Wed Sep 25, 2019 7:33 pm
- Forum: Coding
- Topic: Code Bounty: Var Editable Timestop
- Replies: 7
- Views: 2150
Re: Code Bounty: Var Editable Timestop
Blacklisted lights, here's a wide-range timestop.
- Wed Sep 25, 2019 7:23 pm
- Forum: Ideas
- Topic: Removing most "kill symptoms" from virology
- Replies: 13
- Views: 2995
Re: Removing most "kill symptoms" from virology
I'm making some progress on a complete rework that'd address this by gating the most lethal symptoms behind either lategame, antag tools, or interdepartmental cooperation in the form of research.
- Wed Sep 25, 2019 7:19 pm
- Forum: Coding
- Topic: Code Bounty: Var Editable Timestop
- Replies: 7
- Views: 2150
Re: Code Bounty: Var Editable Timestop
As you can see, the corner of the room is visibly darker; with very wide range timestop this can result in total blackouts (minus other light sources) so i'm considering blacklisting light fixtures as a simple solution, since it doesn't look great.
- Wed Sep 25, 2019 6:38 pm
- Forum: Coding
- Topic: Code Bounty: Var Editable Timestop
- Replies: 7
- Views: 2150
Re: Code Bounty: Var Editable Timestop
As a bonus I also made it so it visually freezes affected turfs and machinery, although mechanically the only effect is that it prevents them from being dragged. As well as obscuring light fixtures, because apparently it behaves as if they were sprayed on due to the atom color change. Let me know if...
- Wed Sep 25, 2019 5:44 pm
- Forum: Coding
- Topic: Code Bounty: Var Editable Timestop
- Replies: 7
- Views: 2150
Re: Code Bounty: Var Editable Timestop
Can do, should be quick
- Wed Jul 31, 2019 5:04 pm
- Forum: Ideas
- Topic: Do deep-rooted traumas need a rework/ removal?
- Replies: 10
- Views: 2170
Re: Do deep-rooted traumas need a rework/ removal?
I think lobotomy is nice. I especially like that it forces you to make a choice: Do you live with your deep-rooted trauma, or do you take your chances with a lobotomy? Exactly the design decision behind it. If you get a deep rooted trauma, something happened beyond common brain damage, which at wor...
- Mon Jul 29, 2019 4:48 pm
- Forum: Coding
- Topic: Code Bounty 30USD PLASMEME MASKS
- Replies: 5
- Views: 2056
Re: Code Bounty 30USD PLASMEME MASKS
It should literally be a matter of reducing the opacity of the visor screen i think
- Fri Jul 26, 2019 9:42 pm
- Forum: Closed Policy Discussion
- Topic: Incentivizing perma over execution for non-harmful traitors
- Replies: 62
- Views: 15743
Re: Incentivizing perma over execution for non-harmful traitors
space law IC suggestion LOL In all seriousness, if you're a traitor/ling/antag and ask me to perma/gulag you after we're sure you've killed people I won't hesitate in sending you straight to the spectator script with a stun baton. "Non-harmful" traitors are most of the time ignoring their...
- Sun Jul 14, 2019 10:51 am
- Forum: Ideas
- Topic: Some sort of teleportation blocking is really needed
- Replies: 49
- Views: 8232
Re: Some sort of teleportation blocking is really needed
The code is already there for tile-based teleportation interception or denial. Even if someone codes a teleportation blocking machine, though, it's unlikely that someone will ever bother to build it in the AI core in a normal round, so it would have to be placed there at roundstart, which is a quest...
- Tue Jul 02, 2019 8:14 am
- Forum: General Chat
- Topic: How do you unlock Hazard/Military Nanites?
- Replies: 5
- Views: 3058
Re: How do you unlock Hazard/Military Nanites?
To get those, you need to scan an abductor tool (most likely a surgery tool since you can find them in ruins) and for illegal tech anything that can be bought from the uplink should work.
- Sun Oct 07, 2018 1:36 pm
- Forum: Coding Feedback
- Topic: My Greatest Chemistry Bamboozle
- Replies: 7
- Views: 2238
Re: My Greatest Chemistry Bamboozle
Something about mixing the two seems to trigger liver toxin filtration for some reason, i am trying to find out why
- Sun Sep 30, 2018 4:17 pm
- Forum: Ideas
- Topic: Vampire re"vamp" (sorry)
- Replies: 36
- Views: 8017
Re: Vampire re"vamp" (sorry)
everyone will throw themselves into the vampires for anteg stetus without team obligations like cult or cock cult But there are things against it. 1. If this gets added, it'll probably be against the rules to do that. 2. The vampire might just drink all your blood and leave you to die. Or they'll t...
- Sun Sep 30, 2018 2:01 pm
- Forum: Ideas
- Topic: Vampire re"vamp" (sorry)
- Replies: 36
- Views: 8017
Re: Vampire re"vamp" (sorry)
Now that we have hypnosis we could use that in lieu of full conversion
- Fri Sep 14, 2018 5:02 pm
- Forum: General Chat
- Topic: What brought you to tgstation
- Replies: 54
- Views: 15569
Re: What brought you to tgstation
A thread on digg about free multiplayer games, the concept was interesting.
From there i went to goon, then to yog, then i swapped from yog to /tg/ because /tg/ had a far better wiki.
From there i went to goon, then to yog, then i swapped from yog to /tg/ because /tg/ had a far better wiki.
- Sun Sep 09, 2018 12:05 pm
- Forum: Coding Feedback
- Topic: Paranoia on a deathtrap
- Replies: 222
- Views: 45115
Re: Paranoia on a deathtrap
As long as the paranoia does not turn to powergaming at the cost of roleplay interactions. Stuff like pizza ops would never happen if the command staff decided to kill them on sight because of the obvious pizza bombs. Being okay with dying leads to better interactions, in my opinion. This doesn't me...
- Fri Sep 07, 2018 1:02 pm
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 669904
Re: Little things you learned that are game changing
Breathing tube implants prevent suffocation fron crit, letting you stay alive much longer
- Tue Sep 04, 2018 4:55 pm
- Forum: Ideas
- Topic: Unanesthetized Surgery Should Have Lower Success Chance
- Replies: 48
- Views: 10006
Re: Unanesthetized Surgery Should Have Lower Success Chance
The process of hooking up an anesthetic tank on a patient takes almost as much as a full surgery though
- Wed Aug 29, 2018 5:15 pm
- Forum: Closed Policy Discussion
- Topic: War ops and shuttle hunting
- Replies: 73
- Views: 20172
Re: War ops and shuttle hunting
We could replace the nuke altogether with nuke beacons (kinda like the syndicate bomb beacon). Each op gets a remote, only one bomb can be summoned, and once summoned it obviously can't be unsummoned. Removes the part of gameplay where you have to keep your win condition unguarded. As for bombing th...
- Mon Aug 27, 2018 6:21 pm
- Forum: Coding Feedback
- Topic: Nanite techwebs too disruptive
- Replies: 13
- Views: 3004
Re: Nanite techwebs too disruptive
On the topic of Research Directors having the power to mandate a research tech progression, I strongly disagree with the points contended. There have been many rounds I've played this week where the RD or the R&D-specialized Scientist has been attempting to rush Adv. Mining and parts, but are c...
- Sun Aug 26, 2018 11:02 am
- Forum: Coding Feedback
- Topic: Nanite techwebs too disruptive
- Replies: 13
- Views: 3004
Re: Nanite techwebs too disruptive
It's definitely doable, but the issue is that techwebs are pretty much the only gating mechanism that limits nanites; if i integrated their research with nodes that you'd research in any case i'd be removing that roadblock and would have to introduce something else in its place (material costs, time...
- Fri Aug 17, 2018 9:11 am
- Forum: Coding
- Topic: issues i'm probably never going to get around to reporting
- Replies: 14
- Views: 4746
Re: issues i'm probably never going to get around to reporting
Subtypes of ethanol not working as a virus cure is intended