Search found 1475 matches
- Thu Mar 14, 2019 2:44 am
- Forum: Thinking Cap
- Topic: he locked the thread
- Replies: 485
- Views: 126924
Re: he locked the thread
delete the hut so it goes back to singulo The extreme long con. Fuck, why not run a singulo server to REALLY contain those shitters? Whitelist only, only people banned from regular /tg/station can play. You can even trialmin people so they can be admined instantly when the ban duration is up to spe...
- Wed Mar 13, 2019 1:35 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3938
- Views: 1036661
Re: ITT: We make shitty suggestions and come up with poor ideas.
stickied this thread Why wasn't this stickied earlier? What kind of horrible mod team does this forum have? Add clothing durability and a tailor job. Overtime everyone jumpsuits, gloves and shoes start to deteriorate Fallout 3 style. They either have to get them repaired by a qualified tailor (or r...
- Sat Mar 09, 2019 4:12 am
- Forum: General Chat
- Topic: MSO: Give up your host vote for a second player vote.
- Replies: 27
- Views: 8203
Re: MSO: Give up your host vote for a second player vote.
Only if you want ASCII penis to win. ASCII penis was a Jannetty who never drew a dime after our feud, and we all remember who went over in that election brother. - HH you're getting your position back after I or ASCII penis wins Corporate wants you to spot the differences between these two pictures.
- Wed Mar 06, 2019 10:18 pm
- Forum: Ideas
- Topic: Make grabbing/pulling things and people take up a hand, and add slowdown
- Replies: 39
- Views: 7451
Re: Make grabbing/pulling things and people take up a hand, and add slowdown
Would just activating a flat slow that lasts as long as the click cooldown for any action be a good idea instead of just limiting it to melee or ranged. I mean running at full speed and searching in your backpack while shooting a laser should be a bit harder to pull off than just running. Probably ...
- Wed Mar 06, 2019 5:57 pm
- Forum: Ideas
- Topic: Make grabbing/pulling things and people take up a hand, and add slowdown
- Replies: 39
- Views: 7451
Re: Make grabbing/pulling things and people take up a hand, and add slowdown
BTW something we can do with chases is add like a 0.5 second movement delay when you melee attack. Not enough to be annoying in a real fight, but enough to not allow hitting someone you're dragging if you're being chased. Obviously this doesn't help with getting spaced though. actually fucking geni...
- Wed Mar 06, 2019 6:08 am
- Forum: Ideas
- Topic: Make grabbing/pulling things and people take up a hand, and add slowdown
- Replies: 39
- Views: 7451
Re: Make grabbing/pulling things and people take up a hand, and add slowdown
BTW something we can do with chases is add like a 0.5 second movement delay when you melee attack. Not enough to be annoying in a real fight, but enough to not allow hitting someone you're dragging if you're being chased. Obviously this doesn't help with getting spaced though.
- Wed Mar 06, 2019 5:10 am
- Forum: Ideas
- Topic: Make grabbing/pulling things and people take up a hand, and add slowdown
- Replies: 39
- Views: 7451
Re: Make grabbing/pulling things and people take up a hand, and add slowdown
I do love the idea of an assistant intentionally resting to piss of the sec officer arresting him, not realizing that this just extends the brig sentence AND the time it takes to get dragged to the brig in the first place. Ya played yourself, son.
- Tue Mar 05, 2019 2:34 am
- Forum: Ideas
- Topic: Make grabbing/pulling things and people take up a hand, and add slowdown
- Replies: 39
- Views: 7451
Re: Make grabbing/pulling things and people take up a hand, and add slowdown
Negating it on cuffed people just means that your kidnapper will handcuff you first. That's not really much of a slowdown in the scheme of things. That kind of negates the purpose of adding the slowdown in the first place.
- Mon Mar 04, 2019 10:21 pm
- Forum: Ideas
- Topic: Make grabbing/pulling things and people take up a hand, and add slowdown
- Replies: 39
- Views: 7451
Re: Make grabbing/pulling things and people take up a hand, and add slowdown
The big problem with this has traditionally been that slowing down dragging by half will make arresting someone take twice as long. Solutions have traditionally involved a port-a-brig or something similar.
- Fri Mar 01, 2019 6:17 pm
- Forum: Coding
- Topic: Directional windows and dealing with them
- Replies: 6
- Views: 2177
Re: Directional windows and dealing with them
I get that it's not possible to check in window/Cross() because we don't pass vital information like the fucking direction of movement to Cross(). But if we did pass that info, side-only blockers would be fairly trivial. Directional windows were annoying to repair for players btw. Made fixing bombs ...
- Fri Mar 01, 2019 3:37 am
- Forum: Coding Feedback
- Topic: Stamina regeneration Vs disablers
- Replies: 8
- Views: 2641
Re: Stamina regeneration Vs disablers
Have this chemical remove the slowdown from stam (or all?) damage. Probably would have to combine with some other facet since I don't think that's good enough to warrant spending TC's on. Still a great buff though, especially for taking on a crowd. Also kind of tense since unlike a rapid regen, your...
- Thu Feb 28, 2019 1:48 am
- Forum: Coding Feedback
- Topic: Untelegraphed attacks
- Replies: 12
- Views: 3483
Re: Untelegraphed attacks
That change wouldn't make it fun though. In fact it would make it net less fun because now even the traitor has less fun than the minimal amount they already had. It's frankly just a failure of a concept to begin with.
- Mon Feb 25, 2019 8:14 pm
- Forum: Coding Feedback
- Topic: Disembowelment on living targets is a bad mechanic.
- Replies: 41
- Views: 9276
Re: Disembowelment on living targets is a bad mechanic.
getting a disarm is the random crits of ss13 Thread is slowly becoming about RNG in combat and less about the original mechanic I complained about, which was fixed thank goodness. Could someone rename the thread? or should I start a new one? You should make a new one. If it's the same thread, some ...
- Mon Feb 25, 2019 6:55 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3938
- Views: 1036661
Re: ITT: We make shitty suggestions and come up with poor ideas.
Ghost rubber ducky: It honks every time a ghost passes over it. Inspiration.
- Sat Feb 23, 2019 12:29 pm
- Forum: Coding Feedback
- Topic: Disembowelment on living targets is a bad mechanic.
- Replies: 41
- Views: 9276
Re: Disembowelment on living targets is a bad mechanic.
And yet disarming is still a thing and it would probably be overall bad if it got removed. So be careful with generalizations like this.Dr_bee wrote:I think we can all agree that RNG in combat sucks.
- Sat Feb 23, 2019 3:23 am
- Forum: Ideas
- Topic: Make it so you can't put C4 onto a bomb.
- Replies: 17
- Views: 4066
Re: Make it so you can't put C4 onto a bomb.
yo dawg I heard you like bombs so I put a bomb on yo bomb so you can explode while you explode
Frankly I'd agree that the delay from syndiebombs should be on TTV's as well, although people would complain about removing the wires. And if you don't remove the wires, what's the point?
Frankly I'd agree that the delay from syndiebombs should be on TTV's as well, although people would complain about removing the wires. And if you don't remove the wires, what's the point?
- Fri Feb 22, 2019 11:50 pm
- Forum: Ideas
- Topic: Change the Destructiveness of the Singularity and Tesla
- Replies: 19
- Views: 4800
Re: Change the Destructiveness of the Singularity and Tesla
Seems like what people hate about the singulo and like about SM is how much of a warning there is before shit goes wrong. We could copy those warnings as the singulo approaches stage 5. Also possible would be expanding the size of the singulo's effect on stage 4 (large enough to be felt from outside...
- Fri Feb 22, 2019 3:52 pm
- Forum: Ideas
- Topic: Change the Destructiveness of the Singularity and Tesla
- Replies: 19
- Views: 4800
Re: Change the Destructiveness of the Singularity and Tesla
If people really want to, we could fix the singulo. Seems like there's no appetite for it though, which is fair enough.
- Tue Feb 19, 2019 2:14 am
- Forum: Ideas
- Topic: Split Xenobiology off from the rest of science.
- Replies: 5
- Views: 1510
Re: Split Xenobiology off from the rest of science.
There is merit to the point of having only x number of jobs for a room designed to hold x people. Still, I was under the impression conflict was fun, so idk.
- Mon Feb 18, 2019 5:13 am
- Forum: Ideas
- Topic: Make crawling speed depend on free hands
- Replies: 2
- Views: 810
Re: Make crawling speed depend on free hands
Would probably result in people crawling and going slow and not realizing why. I've watched like 5 different streamers play Subnautica and not realize you swim faster when you put your shit away -even after being explicitly told as such-. Personally I think it's because it's not obvious that the pla...
- Sat Feb 16, 2019 8:35 pm
- Forum: Ideas
- Topic: Complete Mining Overhaul
- Replies: 46
- Views: 13545
Re: Complete Mining Overhaul
Operating the drill sounds wildly unfun. You have to trial-and-error a meaningless number (old old genetics), bang it with a tool you spawn with (old botany), and feed it resources you have an abundance of (manual xenobio, filling engineering's collectors, wiring the solars, etc). Oh and you're surr...
- Sat Feb 16, 2019 4:47 am
- Forum: Ideas
- Topic: Remove the bad moodlet for the clown not wearing clown stuff.
- Replies: 29
- Views: 5325
Re: Remove the bad moodlet for the clown not wearing clown stuff.
I should probably point out I wasn't saying I personally want the change, I was simply pointing out that, all things being equal, a reward is more liked than a punishment. If you want to argue that the punishment is still necessary, that's fair. There are concerns much greater than being liked. Dyin...
- Fri Feb 15, 2019 4:37 am
- Forum: Ideas
- Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
- Replies: 16
- Views: 3760
Re: Replace walk toggle with "staggered" indicator / mobility toggle.
We could special case mobs that are being dragged so they slip no matter how fast they move.
- Thu Feb 14, 2019 1:20 am
- Forum: Ideas
- Topic: Replace walk toggle with "staggered" indicator / mobility toggle.
- Replies: 16
- Views: 3760
Re: Replace walk toggle with "staggered" indicator / mobility toggle.
Walk-wait-walk-wait sounds fiddly, but I fucking hate the walk toggle, so I'm on board. I dislike the "toggle to climb tables" idea but only because my preferred way to climb onto tables would just be to walk into the table continuously for a duration to climb it. I agree click-drag sucks ...
- Wed Feb 13, 2019 2:11 pm
- Forum: Coding Feedback
- Topic: Proposed change - Merge chemistry and botany
- Replies: 96
- Views: 24233
Re: Proposed change - Merge chemistry and botany
I was under the impression chemists and botanists would be merged, not kept separate but occupying the same workspace. Keeping them seperate makes no sense, especially compared to scientists who are all together in a much larger area. Are you going to call security if a chemist starts growing plants...
- Wed Feb 13, 2019 2:03 pm
- Forum: Ideas
- Topic: Icon Layering Question
- Replies: 7
- Views: 2099
Re: Icon Layering Question
Yeah we shouldn't be using client.dir at all. Even if it did work correctly, it wouldn't handle overlays. Just offhand, what actually uses client.dir anyway? Rotatium? Why? It could just work like skewium.
- Tue Feb 12, 2019 11:12 pm
- Forum: Coding Feedback
- Topic: Proposed change - Merge chemistry and botany
- Replies: 96
- Views: 24233
Re: Proposed change - Merge chemistry and botany
Habitation doesn't actually describe the proposed department well since you don't actually need anything from it to keep the station habitable. Also, what would the resulting job be called, habitatists? Most jobs basically have the department name in the job name (engineer:engineering, geneticist:ge...
- Tue Feb 12, 2019 6:42 pm
- Forum: Ideas
- Topic: Icon Layering Question
- Replies: 7
- Views: 2099
Re: Icon Layering Question
One thing to keep in mind is that planes have "priority" over layers. Something on plane 1 layer 2 will appear above something on plane 0 layer 3. So you don't need to worry at all about stuff that's not in the game world (HUD, lighting, AO, fullscreen effects, the HUD backing, parallaxing...
- Tue Feb 12, 2019 12:30 pm
- Forum: Ideas
- Topic: Ghost role issue
- Replies: 60
- Views: 13577
Re: Ghost role issue
If you actually were not a retard and read what is said, i kept proposing a quiz with answers being LITERALLY COPYPASTEABLE FROM WIKI (can it even be called quiz then...), therefore you dont really need to know how to play the role, you just need to prove you are literate and applied RTFM (Read the...
- Mon Feb 11, 2019 11:12 pm
- Forum: Coding Feedback
- Topic: Remove Cult Recall
- Replies: 7
- Views: 2166
Re: Remove Cult Recall
It can still be like 4 or 5, that's usually not too hard to accomplish assuming the cultists are reasonable. Alternatively introduce a price to teleporting, such as serious damage, long stun times, or what have you. It really depends on what the actual problem is.
- Mon Feb 11, 2019 4:46 pm
- Forum: Coding Feedback
- Topic: Remove Cult Recall
- Replies: 7
- Views: 2166
Re: Remove Cult Recall
Maybe the real question is, why force 9 people to be together if you have to force them to do it? It's not interesting to stand around a circle and it's even less interesting to be forced to do so. IOW, if you remove recall, remove the 9-needed requirement for summoning Nar-Nar.
- Mon Feb 11, 2019 2:01 am
- Forum: Ideas
- Topic: Replace the arrival shuttle
- Replies: 5
- Views: 1277
Re: Replace the arrival shuttle
I had an idea once to replace arrivals with cloning vats so that knocking out power in Genetics would also mean no new arrivals, but frankly that sounds shitty for a variety of reasons. The suggestions on the table for replacing Arrivals don't sound great, although I could maybe get behind docking a...
- Sun Feb 10, 2019 10:56 am
- Forum: Coding Feedback
- Topic: Proposed change - Merge chemistry and botany
- Replies: 96
- Views: 24233
Re: Proposed change - Merge chemistry and botany
Why not go whole hog and just make the Barman another biochemist who also has access to the Bar (can keep the gun and shit obv)? I mean when you think about it, mixology literally is chemistry and you can make vodka from potatoes just as well as you can make french fries or biofuel.
- Sat Feb 09, 2019 11:17 pm
- Forum: Coding Feedback
- Topic: Proposed change - Merge chemistry and botany
- Replies: 96
- Views: 24233
Re: Proposed change - Merge chemistry and botany
I had forgotten about autism forts and all that. Hmm... People did react positively to moving Botany next to the Kitchen originally, but maybe that says more about Chefs than Botanists? Maybe an exterior facing vendor would be enough to get the Chef what he needs? It seems to have helped Chemistry d...
- Sat Feb 09, 2019 12:29 pm
- Forum: Coding Feedback
- Topic: Proposed change - Merge chemistry and botany
- Replies: 96
- Views: 24233
Re: Proposed change - Merge chemistry and botany
That's a problem with virology cures and should be handled separately.
- Sat Feb 09, 2019 11:15 am
- Forum: Coding Feedback
- Topic: Proposed change - Merge chemistry and botany
- Replies: 96
- Views: 24233
Re: Proposed change - Merge chemistry and botany
Distribution: Readd telescience but with predetermined destinations (beacons) and you can only send, not receive, and only if the "target" accepts the package. Or make disposals more robust to have a worse result but take literally 1000 times more effort to actually do, both for the progra...
- Thu Feb 07, 2019 1:51 pm
- Forum: Ideas
- Topic: Cargonia's Irrelevance
- Replies: 38
- Views: 8171
Re: Cargonia's Irrelevance
Move some fun stuff to Cargo and then randomize what they can buy. Automatically reroll every 8 minutes, plus you can spend money to reroll. I chose 8 minutes because it's long enough to gather money if something good appears yet is short enough to passively get 5-8 rerolls in a round generally, whi...
- Thu Feb 07, 2019 1:38 pm
- Forum: Ideas
- Topic: Assistants... actually assisting.
- Replies: 43
- Views: 9609
Re: Assistants... actually assisting.
Anyways no we're not gonna job ban people for ditching their jobs. Player freedom and "running off from your job is now a hard tell that you're an antag because nonantags would get banned for it" are two reasons off the top of my head. Just lynch the engineers if they're being shitters If...
- Wed Feb 06, 2019 12:48 pm
- Forum: Ideas
- Topic: Assistants... actually assisting.
- Replies: 43
- Views: 9609
Re: Assistants... actually assisting.
Doing those tasks isn't fun, which is why they're not getting done.
- Tue Feb 05, 2019 2:07 am
- Forum: Coding Feedback
- Topic: Lights making sparks
- Replies: 14
- Views: 3598
Re: Lights making sparks
In my experience, released plasma has never needed any help catching on fire.Anuv wrote:Maybe just remove the sound effect for broken flickers
I like the mild danger it brings to released plasma.
- Mon Feb 04, 2019 10:53 pm
- Forum: Ideas
- Topic: Assistants... actually assisting.
- Replies: 43
- Views: 9609
Re: Assistants... actually assisting.
If someone wanted to "assist engineering" they'd just be an engineer. Assistants don't want to assist, that's why they're assistants.
- Mon Feb 04, 2019 10:51 pm
- Forum: Coding Feedback
- Topic: Hygiene Removal
- Replies: 254
- Views: 60640
Re: Hygiene Removal
the ship has sailed, it's almost impossible to remove a feature after a bunch of other stuff dependent on it has been added It can get awfully messy :honk: :honk: It will never become a config option because oranges doesn't like config options Rightfully so, config locking just means the server tur...
- Mon Feb 04, 2019 11:44 am
- Forum: Coding Feedback
- Topic: Hygiene Removal
- Replies: 254
- Views: 60640
Re: Hygiene Removal
https://atlantaned.space/statbus/poll.php?id=205 61.8% of players who voted dislike hygiene. So when are we gonna see a removal PR? When you make the PR I don't have time to clean up so much shitcode sadly. Revert button Revert button doesn't work after a bunch of changes and new mergers you chumbi...
- Sat Feb 02, 2019 8:16 am
- Forum: Ideas
- Topic: epic idea for sleeping carp changes
- Replies: 23
- Views: 4327
Re: epic idea for sleeping carp changes
Still slightly better than exploding in your face I'd say.Karp wrote:if they deflect a missile into the wall they're going to kill themselves though
- Wed Jan 30, 2019 3:47 pm
- Forum: Ideas
- Topic: on the topics of medbay and death
- Replies: 133
- Views: 31620
Re: on the topics of medbay and death
Simply refuting someone's point doesn't enhance the conversation. I know you've already said you dislike that kind of incentivization, but you could at least address Goof's claim that said coercion is necessary.
- Wed Jan 30, 2019 1:51 pm
- Forum: Ideas
- Topic: Thoughts about methods to make the AI immune to law changes
- Replies: 9
- Views: 2826
Re: Thoughts about methods to make the AI immune to law changes
I like the core upgrade idea. It's risky for both the AI (surprise law upload, carding, EMP) and the person applying the upgrade (woah there AI why are your turrets set to kill?). Lots of fun.
- Mon Jan 28, 2019 1:41 pm
- Forum: Ideas
- Topic: New health system needs ideas for traumas and their interactions
- Replies: 42
- Views: 13644
Re: New health system needs ideas for traumas and their interactions
*music stops* *freeze frame* Narrator: Yeah that's me. You're probably wondering how I got into this mess. Don't use bitflags. You'll never want a bruise+nerve injury. If you did, make it 2 different injuries instead of one weird omniinjury. Unless you mean the organ would store the traumas as a bi...
- Sun Jan 27, 2019 10:42 pm
- Forum: Ideas
- Topic: Round length
- Replies: 81
- Views: 22210
Re: Round length
Self, this is why it's important to actually read ideas instead of just assuming I "got the gist of it" and "understand it completely". Haha. If we could basically ensure that the station is still functional for about 40 minutes, then honestly I think this kind of structure would...
- Sun Jan 27, 2019 3:11 pm
- Forum: Ideas
- Topic: Round length
- Replies: 81
- Views: 22210
Re: Round length
If the round type encourages calling the shuttle ASAP and we don't want people to call the shuttle ASAP, the only solution is to change the round type. No, I mean let's say for example that the shuttle by default will dock with the station in an hour on most roundtypes, and comms consoles allow peop...
- Sun Jan 27, 2019 3:28 am
- Forum: Ideas
- Topic: Assistants... actually assisting.
- Replies: 43
- Views: 9609
Re: Assistants... actually assisting.
While I'm against the idea, this is a terrible argument. They can already table you to steal your ID. If anything this idea actually helps out a bit since the assistant will have a good reason to give you your ID back.4dplanner wrote:This would 100% just lead to assistants tabling people for access