Search found 344 matches
- Wed Apr 19, 2017 5:35 pm
- Forum: Video Games
- Topic: Attorney Online, or "HE HAD GLOVES ON"
- Replies: 69
- Views: 18256
Re: Attorney Online, or "HE HAD GLOVES ON"
I played this game when it was first around, there was a lot of pony OCs
- Mon Apr 17, 2017 4:29 pm
- Forum: Coding Feedback
- Topic: His Grace
- Replies: 36
- Views: 12735
Re: His Grace
snip The revolver was never intended to be used in such an aggro way. Yes but with the damage it does it's going to be used an aggro way 9/10 times. But people don't use that as much as they use the desword, which is sure as hell meant to go on a rampage with, considering it deflects energy project...
- Mon Apr 17, 2017 4:03 pm
- Forum: Coding Feedback
- Topic: Borg "Speedwagon" free access piggyback rides
- Replies: 155
- Views: 28606
Re: Piggy back rides
*<|:o(Sligneris wrote:Oh yes, I sure love borgs giving their clown metabuddies all access rides every round.
- Mon Apr 17, 2017 6:45 am
- Forum: Coding Feedback
- Topic: His Grace
- Replies: 36
- Views: 12735
Re: His Grace
Silly murderbone-enabling item. Should not be added to the game. Guess we better get rid of eswords, revolvers, pistols and minibombs too :roll: All of the above are just normal items used to hurt people. Its different from a weapon that feeds on dead bodies and kills you if you do not constantly k...
- Sun Apr 16, 2017 7:35 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3938
- Views: 1048981
Re: ITT: We make shitty suggestions and come up with poor id
Screemonster wrote:A wizard spell that leaves barely-visible snowflakes on the ground.
Anyone stepping on one gets their name and appearance randomised.
50% chance of becoming a Tajaran
- Sun Apr 16, 2017 7:01 pm
- Forum: Coding Feedback
- Topic: His Grace
- Replies: 36
- Views: 12735
Re: His Grace
Guess we better get rid of eswords, revolvers, pistols and minibombs tooAlex Crimson wrote:Silly murderbone-enabling item. Should not be added to the game.
- Sun Apr 16, 2017 5:25 pm
- Forum: Coding Feedback
- Topic: Borg "Speedwagon" free access piggyback rides
- Replies: 155
- Views: 28606
Re: Piggy back rides
In my experience I've only ever seen it used as a metabuddy power gaming tool. Borg riding at least makes some sense. Players riding players with full free hands and moving at full speed is dumb. the person riding can't use their hands at all though silly cedarbridge EDIT: nvm but i do agree in tha...
- Sun Apr 16, 2017 5:09 pm
- Forum: Coding Feedback
- Topic: His Grace
- Replies: 36
- Views: 12735
Re: His Grace
I'd been trying to fish for this item for a while, and when I finally rolled Chaplain Traitor, I was so fucking excited, I got it, unlatched it, and started going ham in the hallways. I managed to eat one assistant with it.. until someone ran up and cucked me by disarming me, grabbing it, and runnin...
- Thu Apr 13, 2017 7:03 pm
- Forum: Spriting and Mapping
- Topic: Derelict station discrepancy
- Replies: 9
- Views: 2721
Re: Derelict station discrepancy
Oh I see, is that just to prevent drones from doing RnD on their own like Armhulenn suggested?Remie Richards wrote:research machines are networked though.
- Thu Apr 13, 2017 6:56 pm
- Forum: Spriting and Mapping
- Topic: Derelict station discrepancy
- Replies: 9
- Views: 2721
Derelict station discrepancy
Derelict station's supposed high security research area with the broken turrets and boards starts with every research board EXCEPT for the destructive analyzer, I assume that's not intentional as it's impossible to make a destructive analyzer by normal means. Can somebody please add one?
- Thu Apr 13, 2017 5:22 am
- Forum: Ideas
- Topic: Cybernetic ears - (radio & radioscopic)
- Replies: 14
- Views: 3214
Re: Cybernetic ears - (radio & radioscopic)
...You hear something about...A-AI S-ST-STOP S-SH-SH-OCK-KING D-DOORS C-CAT-TPEOPLE A-ARE H-HUM-MANGun Hog wrote:I would want to give cat ears a small hearing advantage, but of course that would be destroyed by SLIPPERY SLOPE memes.
- Mon Apr 10, 2017 4:37 am
- Forum: Former Admins
- Topic: [No longer an admin]IcePacks
- Replies: 183
- Views: 47049
- Sat Apr 08, 2017 6:47 am
- Forum: Ideas
- Topic: Clockwork golems are walking slabs
- Replies: 19
- Views: 3784
Re: Clockwork golems are walking slabs
Only if the clockwork slab makes their head oblong and makes them look like Pyramid Head from silent hill
- Fri Apr 07, 2017 5:02 pm
- Forum: Ideas
- Topic: Make megafauna spawns have a minimum distance
- Replies: 82
- Views: 17255
Re: Make megafauna spawns have a minimum distance
Give every job a rare chance for their workplace to be fucked at round start too Science starts pre-bombed, engineering starts flooded with plasma and on fire, sec has 10 hostile clown NPCs in the armory, etc I know you're making fun of my point but the whole drive of Lavaland is D A N G E R and a ...
- Thu Apr 06, 2017 7:51 am
- Forum: Ideas
- Topic: Make megafauna spawns have a minimum distance
- Replies: 82
- Views: 17255
Re: Make megafauna spawns have a minimum distance
Give every job a rare chance for their workplace to be fucked at round start too Science starts pre-bombed, engineering starts flooded with plasma and on fire, sec has 10 hostile clown NPCs in the armory, etc Clearly this is the solution to the problem, how could I have been so blind You are a genius
- Tue Apr 04, 2017 7:46 am
- Forum: Ideas
- Topic: Make megafauna spawns have a minimum distance
- Replies: 82
- Views: 17255
Re: Make megafauna spawns have a minimum distance
I don't understand why somebody is fighting something like this tooth and nail when it just fixes something that's most likely unintended
- Sat Apr 01, 2017 7:08 am
- Forum: Ideas
- Topic: Make megafauna spawns have a minimum distance
- Replies: 82
- Views: 17255
Re: Make megafauna spawns have a minimum distance
The main reason I suggest the regular mobs being moved as well is because goliath and legion will start breaking shit if they see you and since there's almost always an ash storm at round start you can't do much but watch as they smash your windows and cause all the items including GPS's and suits y...
- Thu Mar 30, 2017 6:20 am
- Forum: Ideas
- Topic: Make megafauna spawns have a minimum distance
- Replies: 82
- Views: 17255
Re: Make megafauna spawns have a minimum distance
Change megafauna to everything hostile to mining including tendrils
- Mon Mar 27, 2017 5:01 pm
- Forum: Former Admins
- Topic: [No Longer Admin] Cedarbridge
- Replies: 79
- Views: 29708
Re: Cedarbridge
Had sour first impressions but thats really because I am an idiot and compared how he acted IC to how he would act as an admin, pretty chill person and the exact opposite of how I expected them to act
- Sun Mar 26, 2017 4:40 am
- Forum: Ideas
- Topic: Cameras running on Environmental power
- Replies: 28
- Views: 5867
Re: Cameras running on Environmental power
Nobody seems to like this idea so I'm just going to shut it down and stop trying to defend it
- Sun Mar 26, 2017 4:24 am
- Forum: Ideas
- Topic: Cameras running on Environmental power
- Replies: 28
- Views: 5867
Re: Cameras running on Environmental power
Why would you turn off environment after bolting doors? Power loss won't make a bolted door any harder to break down with a fire axe, and you can just disable Airlock power manually on each airlock Motion alarmed cameras make it impossible to pass areas to cut the cameras before they can see you Mo...
- Sun Mar 26, 2017 3:27 am
- Forum: Ideas
- Topic: Cameras running on Environmental power
- Replies: 28
- Views: 5867
Re: Cameras running on Environmental power
You are the literal Gordon Ramsay of suggestions & Ideaskevinz000 wrote:no ais don't need more nerfs please don't suggeset such horribad ideas.
- Sat Mar 25, 2017 11:48 pm
- Forum: Ideas
- Topic: Cameras running on Environmental power
- Replies: 28
- Views: 5867
Re: Cameras running on Environmental power
Screemonster wrote:Maybe you should try avoiding the areas with motion sensors if you're trying to be stealthy.
Fair enough but there are other reasons the cameras should run on power
- Sat Mar 25, 2017 8:37 pm
- Forum: Ideas
- Topic: Cameras running on Environmental power
- Replies: 28
- Views: 5867
Re: Cameras running on Environmental power
Why would you turn off environment after bolting doors? Power loss won't make a bolted door any harder to break down with a fire axe, and you can just disable Airlock power manually on each airlock
Motion alarmed cameras make it impossible to pass areas to cut the cameras before they can see you
Motion alarmed cameras make it impossible to pass areas to cut the cameras before they can see you
- Sat Mar 25, 2017 7:42 pm
- Forum: Ideas
- Topic: Cameras running on Environmental power
- Replies: 28
- Views: 5867
Re: Cameras running on Environmental power
He argued that camera lights would be useless, I pointed out that lighting will be killed before Environmental power, so the camera lights could still be utilized with broken lights/offline lighting before they are shut downDemonFiren wrote:>he does not know what camera lights are
- Sat Mar 25, 2017 6:06 pm
- Forum: Ideas
- Topic: Cameras running on Environmental power
- Replies: 28
- Views: 5867
Re: Cameras running on Environmental power
This would lock AIs out of APC control should they need to shut that APC off, or otherwise assist. This would also greatly reduce the utility of camera lights. This function is one of the things most people want an AI to have, because it makes them more helpful. Lighting runs on a seperate power so...
- Sat Mar 25, 2017 6:04 pm
- Forum: Ideas
- Topic: Cameras running on Environmental power
- Replies: 28
- Views: 5867
Re: Cameras running on Environmental power
Make Cameras run on environmental power to make the AI more dependent on power and give tactical stealth ops more of a chance to get spotted without AI screaming over comms at the sight of a hardsuit before they even enter the station Cameras are not very power hungry and consume 2W each To combat ...
- Sat Mar 25, 2017 4:29 pm
- Forum: Ideas
- Topic: Cameras running on Environmental power
- Replies: 28
- Views: 5867
Cameras running on Environmental power
Make Cameras run on environmental power to make the AI more dependent on power and give tactical stealth ops more of a chance to get spotted without AI screaming over comms at the sight of a hardsuit before they even enter the station Cameras are not very power hungry and consume 2W each To combat a...
- Sat Mar 25, 2017 3:58 pm
- Forum: Ideas
- Topic: Update Spiders = Xenobio compatible (Part 1 of 2)
- Replies: 7
- Views: 2208
Re: Update Spiders = Xenobio compatible (Part 1 of 2)
Interesting idea but the only reason mobs are made sentient from xenobio is to release them because 'studying' them would imply icky roleplay
Also they would need some sort of environment system since they can be as annoying as revenants with the breaking of windows to space
Also they would need some sort of environment system since they can be as annoying as revenants with the breaking of windows to space
- Sat Mar 25, 2017 3:53 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3766
- Views: 944216
Re: Minor Suggestions
Probably best to compile a list. Chameleon projectors look like timers. Bomb beacons look like tracking beacons. Parapens and pen uplinks (empty? Two TCs?) look like... pens. Non-slip chameleon shoes and jumpsuits look like regular shoes and jumpsuits. So on and so forth. I dont think giving greysh...
- Fri Mar 24, 2017 7:46 pm
- Forum: Ideas
- Topic: Make megafauna spawns have a minimum distance
- Replies: 82
- Views: 17255
Re: Make megafauna spawns have a minimum distance
Fuck you shitty adminLazengann wrote:rekt
- Fri Mar 24, 2017 7:45 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3938
- Views: 1048981
Re: ITT: We make shitty suggestions and come up with poor id
With enough bluespace technology, the Research and Development team can make prototype paintings, that you can jump into to travel across time and space to get to an area you want on a different z-level. Teleporters are a thing of the past!
- Fri Mar 24, 2017 7:39 pm
- Forum: Ideas
- Topic: Make megafauna spawns have a minimum distance
- Replies: 82
- Views: 17255
Make megafauna spawns have a minimum distance
Subject is self explanatory
Make megafauna have a minimum distance away from the mining base
If there is something that already does this, it needs to be expanded, because I was killed by a colossus right after stepping outside at the beginning of a round
Make megafauna have a minimum distance away from the mining base
If there is something that already does this, it needs to be expanded, because I was killed by a colossus right after stepping outside at the beginning of a round
- Thu Mar 23, 2017 6:38 am
- Forum: General Chat
- Topic: Please put gang back in rotation
- Replies: 75
- Views: 17366
Re: Please put gang back in rotation
Revolution is a pure and simple game mode with most of the filler cut out. Gang was a over complicated game mode that relied massively on the competence, but also RNG, of the placement and viability of the Gang Leaders. Here are the main issues Gang Mode had. Security was in a weird place. The game...
- Mon Mar 20, 2017 8:10 pm
- Forum: Ideas
- Topic: Food, Nutrition, and a Balanced Diet
- Replies: 48
- Views: 11721
Re: Food, Nutrition, and a Balanced Diet
I need this so I can run around in the hallways with boxing gloves and athlete shorts and punch everyone I see with Rocky music playing
- Mon Mar 20, 2017 7:46 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3938
- Views: 1048981
Re: ITT: We make shitty suggestions and come up with poor id
Quadesword that delimbs you if you try to disarm it when its on, and can be spun rapidly for 5 seconds. When you walk into people while it's spinning, it instantly shreds them into a pile of gibs
Made by combining two deswords
Made by combining two deswords
- Mon Mar 20, 2017 7:13 am
- Forum: Video Games
- Topic: Friday the 13th: The Vidya - NES Jason update
- Replies: 150
- Views: 41996
Re: Friday the 13th: The Vidya - STILL NO RELEASE DATE
I anticipate this game eagerly and hope it does not get cancelled
- Sat Mar 04, 2017 7:54 am
- Forum: Video Games
- Topic: Blackwake - Davy Jones' Locker
- Replies: 30
- Views: 5872
Re: Blackwake - Davy Jones' Locker
I can just do that in SS13Quanti wrote:Just make a black pirate and start mutiny votes while saying "I am de kepten now" a lot.Togopal wrote:Expected to be able to play as a somalian pirate, utterly disappointed
- Sat Mar 04, 2017 7:40 am
- Forum: Video Games
- Topic: Blackwake - Davy Jones' Locker
- Replies: 30
- Views: 5872
Re: Blackwake - Davy Jones' Locker
Expected to be able to play as a somalian pirate, utterly disappointed
- Sun Feb 26, 2017 6:51 pm
- Forum: Ideas
- Topic: Give AI the ability to control medibots
- Replies: 13
- Views: 2381
Re: Give AI the ability to control medibots
to the last two replies, i know the interface exists, but the medbot moves on its own as slow as a snail in the matrix, and when security officer griffin is on the other side of the map, chances are he's going to die before the medbot even makes it halfway
- Sun Feb 26, 2017 5:11 am
- Forum: Ideas
- Topic: Give AI the ability to control medibots
- Replies: 13
- Views: 2381
Re: Give AI the ability to control medibots
Ask Shadowlight to revive this: https://github.com/tgstation/tgstation/pull/23571 using RR's new soul thingy. You can then take your own borg shell and do the medicals yourself! Failing that, ask the Robos to make you an Oddy mech to use! that PR is actually awesome, wonder why it got closed tg see...
- Sun Feb 26, 2017 5:08 am
- Forum: Ideas
- Topic: Give AI the ability to control medibots
- Replies: 13
- Views: 2381
Re: Give AI the ability to control medibots
I think the AI has enough on their hands that they don't need to be worrying about controlling simple bots, especially when borgs can fulfill those functions but they can already control mechs, and like i said, if there's a situation that requires medical aid and the human crew are not bothering wi...
- Sun Feb 26, 2017 4:53 am
- Forum: Ideas
- Topic: Give AI the ability to control medibots
- Replies: 13
- Views: 2381
Re: Give AI the ability to control medibots
because when I am AI I lack the hands and the movementD&B wrote:Why don't you just make an extra Borg and order it to go medbot.
besides, most cyborgs don't really want to change module just for a situation
- Sun Feb 26, 2017 4:36 am
- Forum: Ideas
- Topic: Give AI the ability to control medibots
- Replies: 13
- Views: 2381
Give AI the ability to control medibots
title, this can be implemented in a similar way of the pAI, requiring a robotics-fabricated card inside the medical bot to operate
this will allow the AI to become a little more useful to the station and be able to heal crew members in crit when nobody else can be arsed to help
this will allow the AI to become a little more useful to the station and be able to heal crew members in crit when nobody else can be arsed to help