Search found 220 matches
- Mon Oct 05, 2015 5:06 am
- Forum: Coding Feedback
- Topic: Plasmamen at Roundstart (MERGED!)
- Replies: 196
- Views: 48439
Re: Plasmamen at Roundstart
Thanks for the support DNS and Daemonbomb! @ Violaceus : Please be constructive if you have something to say, your condescending sarcasm doesn't provide anything to the thread. As I've already stated, Plasmamen are wildly different from Tajarans, and I don't need to repeat myself on why. Saying &quo...
- Mon Oct 05, 2015 4:03 am
- Forum: Coding Feedback
- Topic: Plasmamen at Roundstart (MERGED!)
- Replies: 196
- Views: 48439
Re: Plasmamen at Roundstart
Well, not until chameleon voice changers become a thing. Glad to see everything's accessible, anyway. Taking a mask off as security would cause temporary suffocation, but I assume it wouldn't set them alight. Temporary strangling doesn't hurt for long and it's entirely possible to set up internals ...
- Mon Oct 05, 2015 2:28 am
- Forum: Coding Feedback
- Topic: Plasmamen at Roundstart (MERGED!)
- Replies: 196
- Views: 48439
Re: Plasmamen at Roundstart
Just FYI shift clicking always shows race and gender regardless of how obscured you are. Oh, I didn't realize that. I don't personally think that will be too bad, although frankly if we eliminated seeing race on fully-obscured crewmembers, it may eliminate some gripe people had with Lizards as well...
- Sun Oct 04, 2015 2:00 pm
- Forum: Coding Feedback
- Topic: Plasmamen at Roundstart (MERGED!)
- Replies: 196
- Views: 48439
Re: Plasmamen at Roundstart
A full search includes looking at their mask, glasses, and headset, since all of these can be related to syndicate activity. It ought to be possible to remove these as well, not just items in pockets. I apologize, I was so focused on addressing pockets that I didn't make it clear that all items ben...
- Sun Oct 04, 2015 12:51 pm
- Forum: Coding Feedback
- Topic: Plasmamen at Roundstart (MERGED!)
- Replies: 196
- Views: 48439
Re: Plasmamen at Roundstart
@J_madison: They are not Fire suits, they simply have a self-extinguisher built in, with limited charges. The only 'defensive' stats the suit has is Bio 100. Their suits are not intended to grant them any particular bonuses aside from keeping them from bursting into flames. And while comparing them ...
- Sun Oct 04, 2015 12:27 pm
- Forum: Coding Feedback
- Topic: Plasmamen at Roundstart (MERGED!)
- Replies: 196
- Views: 48439
Re: Plasmamen at Roundstart
oh man more snowflake races that are impossible to disguise as just what we need!!!!! Except that they're arguably easier than humans to disguise as, since their suit completely obscures your face (and body) and no one will ever in their right mind ask you to take it off. So disguising as a Plasmam...
- Sun Oct 04, 2015 11:11 am
- Forum: Coding Feedback
- Topic: Plasmamen at Roundstart (MERGED!)
- Replies: 196
- Views: 48439
Re: Plasmamen at Roundstart
I suggest implementing race bans, especially if people start taking plasmen/skellington/zombie for free space worthiness to griff. Okay, clearly you didn't even read the OP. They will not start with space-worthy suits. It's literally the first mechanical issue I address. Please read the post before...
- Sun Oct 04, 2015 9:50 am
- Forum: Coding Feedback
- Topic: Plasmamen at Roundstart (MERGED!)
- Replies: 196
- Views: 48439
Re: Plasmamen at Roundstart
@J_Madison: I don't mean to be rude, but I honestly have no idea what you're trying to tell me. Plasmamen do not have "powers to ruin everything". They have a severe disadvantage and die easily. /Tg/ gets wild, but it is not Hippie. People here get bwoinked when they set a roomful of peopl...
- Sun Oct 04, 2015 9:30 am
- Forum: Coding Feedback
- Topic: Plasmamen at Roundstart (MERGED!)
- Replies: 196
- Views: 48439
Re: Plasmamen at Roundstart
@Misterperson: I did my best to keep the coding as simple as possible, and have as few things be snowflake code as possible. It shouldn't make anything too nightmarish to change. Also, I've been very thorough about documenting what changes will need to be made, so while you note that this is "q...
- Sun Oct 04, 2015 8:46 am
- Forum: Coding Feedback
- Topic: Plasmamen at Roundstart (MERGED!)
- Replies: 196
- Views: 48439
Re: Plasmamen at Roundstart
@Steelpoint: They do not ignite in a pure plasma environment. The tolerances are indeed low. After these changes you should be able to fully search them. As far as the lore goes, I've heard people wanting it both ways (as Aliens or Plasma-exposed humans), I personally prefer the former, but I left t...
- Sun Oct 04, 2015 8:22 am
- Forum: Coding Feedback
- Topic: Plasmamen at Roundstart (MERGED!)
- Replies: 196
- Views: 48439
Plasmamen at Roundstart (MERGED!)
UPDATE 11/13/2015 - PLASMAMEN HAVE BEEN MERGED Hello everyone! After more than a month of coding and testing and spriting, Plasmamen were merged and enabled on the live server. Unfortunately, there were some issues and rather large bugs, so they were disabled, taking the poor lizardpeople along wit...
- Wed Sep 16, 2015 6:22 am
- Forum: Coding Feedback
- Topic: PR#11689 Security Weapon Overhaul: Auto Rifle Edition
- Replies: 203
- Views: 36952
Re: PR#11689 Security Weapon Overhaul: Auto Rifle Edition
I really like the idea of making it a requirement to wield it two-handed before being able to fire. It's thematic, deals with some of the balance concerns as it takes longer to equip and fire, and eliminates the potential of wielding it with a riot shield/e-shield. It doesn't reduce the firepower of...
- Wed Sep 16, 2015 5:30 am
- Forum: Former Admins
- Topic: [No Longer Admin] Ausops
- Replies: 135
- Views: 37876
Re: Ausops
Great admin, all interactions have been positive. As others have said, he does a great job of spicing up slow rounds/low-pop and getting people back into the game without disrupting the flow too much. Recently he did a "non-human migration" mini event on Sybil with about 30 players on, end...
- Wed Sep 16, 2015 5:07 am
- Forum: Ideas
- Topic: [Nuke Ops] Option to Play Syndiborg When Purchased
- Replies: 82
- Views: 19244
Re: [Nuke Ops] Option to Play Syndiborg When Purchased
I feel as though this may have gone a little off the rails. Again, this is merely a request to have the option to make Person A = Syndiborg and Person B = Operative instead of the normal Person A = Operative and Person B = Syndiborg. This isn't a change to balance at all, just who is playing what. F...
- Mon Sep 14, 2015 5:58 am
- Forum: Ideas
- Topic: [Nuke Ops] Option to Play Syndiborg When Purchased
- Replies: 82
- Views: 19244
Re: [Nuke Ops] Option to Play Syndiborg When Purchased
@Steelpoint/Kevinz, that's a good idea, but outside of the scope of what I'm trying to accomplish with this thread. Game balance is a whole separate ball game, I just want a small change that allows you OR a ghost to play the syndiborg. The power armor idea sounds cool, but a balance change to the m...
- Mon Sep 14, 2015 2:45 am
- Forum: Ideas
- Topic: Atmo: Lag Edition
- Replies: 49
- Views: 11182
Re: Atmo: Lag Edition
I miss the old incinerator room. Why the fuck was that taken out again? I used to be able to make singletank bombs and death cans in there as a greyshirt. I'm guessing that's why, given the amount of shitler greyshirts we have on this server. I certainly don't want them having access to bombs and t...
- Mon Sep 14, 2015 2:25 am
- Forum: Ideas
- Topic: [Nuke Ops] Option to Play Syndiborg When Purchased
- Replies: 82
- Views: 19244
[Nuke Ops] Option to Play Syndiborg When Purchased
Exactly what it says on the tin. It's a shame that you have to be observing to ever have a chance to play Syndicate Cyborg. I propose simply that when you order the Syndicate Cyborg teleporter, you're given the option to inhabit the borg yourself and grab an observer to be an operative, or to simply...
- Sun Sep 06, 2015 1:51 pm
- Forum: Admin Feedback
- Topic: Shaps
- Replies: 112
- Views: 53763
Re: Shaps
Shaps for headmin 2015. But seriously, I'm rather new to /tg/ server (not to ss13) and Shaps has been one of the most consistently enjoyable and friendly players I've had the pleasure of interacting with, both in IC and OOC. While my interaction with them in an admin setting is limited, I think pers...
- Sat Sep 05, 2015 11:38 am
- Forum: Resolved Requests
- Topic: FonedSky-needs a cult ban
- Replies: 4
- Views: 1372
Re: FonedSky-needs a cult ban
I was observing this round, and he completely ruined the round for his team. He's spotted and the cult is outed immediately, before anyone had any idea what game mode it was. Definitely would not want to be in a team antag with this guy when he's salty.
- Thu Sep 03, 2015 11:00 pm
- Forum: Coding Feedback
- Topic: Major Cult Refactor
- Replies: 39
- Views: 8266
Re: Major Cult Refactor
I love all the new stuff this adds, but I'm with a few of the other posters on the sound; I'm fan of the original more, as it was suitably terrifying. I don't see any reason why the two couldn't be combined - have the loud, world-rending thunder sound first, a slight pause, then "I'm here" .