4chains tg and v threads over the years
Watching Texicus' videos of maintaining an attempted roleplay style while shit hit the fan all around him inspired me to play though.
Search found 134 matches
- Fri Jul 13, 2018 6:51 pm
- Forum: General Chat
- Topic: What brought you to tgstation
- Replies: 54
- Views: 16062
- Wed Jun 13, 2018 12:49 am
- Forum: Closed Policy Discussion
- Topic: Streaming and rule 3?
- Replies: 43
- Views: 26821
Re: Streaming and rule 3?
It's probably fine if the stream is private and the friends aren't playing. I play a lot of short streams for my friends since they want to watch, and if they're playing then there's no point in streaming. If someone's streaming publicly and it comes back to bite them in the ass when someone snipes ...
- Fri May 04, 2018 7:21 pm
- Forum: Closed Policy Discussion
- Topic: The naming policy IS DUMB
- Replies: 165
- Views: 35156
Re: The naming policy IS DUMB
The policy should be whether most admins think it's too dumb to stay This, just write as something like: Names are decided on a case-by-case basis, if the admins that are currently around to make the decision decide that your name is too dumb / doesn't pass the entertaining enough / named in bad fa...
- Mon Mar 26, 2018 8:12 pm
- Forum: Ideas
- Topic: Crew/Non-antagonist objectives.
- Replies: 40
- Views: 7951
Re: Crew/Non-antagonist objectives.
What if you had a menu you could access from someplace like near the HoP line, where you could choose from a category of objectives to add to your round. Have production/department related stuff come from a centcomm manager, interdepartmental relation stuff from the HR department head, and RP relate...
- Thu Mar 15, 2018 3:45 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108390
Re: Clockwork Cult 2.0
give cultists the ability to respawn at the cost of power. I like this idea, can be done thematically matching as well. (Maybe make them have the appearance of a clockwork golem after so it's harder to conceal yourself if you die) For the finale thing, maybe make some way to channel energy into the...
- Sat Mar 10, 2018 4:22 am
- Forum: Ideas
- Topic: Machine fabricator.
- Replies: 10
- Views: 2685
Re: Machine fabricator.
Something like a machine prefabrication kit that an engineer could make to send to another department, where they deploy the machine there would be neat. Put together all of the components in engineering since the manufacturing facilities are there, then send a kit to whoever needs it.
- Thu Mar 08, 2018 12:55 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108390
Re: Clockwork Cult 2.0
The issue I see with a conversion limit is that of metagaming - yes, as it is currently I know Newbie Lagsmuch is a way less valuable convert then Powergame McGee, but I still want to convert Newbie Lagsmuch, because he can at least serve as a distraction/generate some resources. If theres a conver...
- Thu Mar 08, 2018 12:51 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108390
Re: Clockwork Cult 2.0
It didn't occur to me until recently that conversion is like this. Converting people leads to more people who can convert others, which leads to more conversions... I'm not sure at what point it gets out of control, but it absolutely does. The issue with applying a limit, unfortunately, is the way ...
- Thu Mar 08, 2018 12:45 am
- Forum: Ideas
- Topic: Crew/Non-antagonist objectives.
- Replies: 40
- Views: 7951
Re: Crew/Non-antagonist objectives.
sec leaderboards, where the sec team is given points for number of live antags under arrest at round end, and points deducted for false imprisonment. strive to become the best redshirt you can be!
- Wed Mar 07, 2018 5:21 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108390
Re: Clockwork Cult 2.0
I think one of the main things leading to snowballing of either side, leading to the perception of unfairness/no chance, is conversion, and it inherently problematic due to its self escalating nature. Perhaps for conversion mode antags, a static limit that's applied depending on the population of th...
- Tue Feb 27, 2018 3:31 am
- Forum: Ideas
- Topic: Crew/Non-antagonist objectives.
- Replies: 40
- Views: 7951
Re: Crew/Non-antagonist objectives.
I love this idea, and was thinking along the same lines as I was playing the longer rounds on Terry and late-night Sybil. Maybe have them as a request that you can have the HoP send in (or just your department head) and it picks from a random pool of objectives. Give greentext commendations at the e...
- Tue Feb 27, 2018 3:22 am
- Forum: General Chat
- Topic: Bringing an end to the Shitter Safari
- Replies: 16
- Views: 4563
Re: Bringing an end to the Shitter Safari
Perhaps tie some sort of PvE conflict together with the station objectives, so that if the round goes on long enough (enough for the objective to be completed without necessarily rushing it), the crew is equipped to tackle a foe or situation that the goal is preparing them for. An easy example would...
- Thu Feb 15, 2018 12:16 am
- Forum: Town Hall
- Topic: Trialmin Review: Ispiria
- Replies: 14
- Views: 4404
Re: Trialmin Review: Ispiria
Always pleasant and helpful.
OCEAN MAN, TAKE ME BY THE HAND
OCEAN MAN, TAKE ME BY THE HAND
- Tue Feb 13, 2018 9:15 pm
- Forum: Ideas
- Topic: factorio/big pharma/literally roblox tycoon BUT its in CARGO [now with a SICK poll]
- Replies: 20
- Views: 6363
- Mon Jan 29, 2018 2:44 am
- Forum: Coding Feedback
- Topic: Techwebs & Bags of Holding
- Replies: 29
- Views: 5904
Re: Techwebs & Bags of Holding
How about a progress bar and big red text announcement that "______ is attempting to shove a bag of holding into another! Oh noes!" Gives time to react to people nearby, and requires some set up by the person if they wanna get a target specifically with it, and not just set it loose in som...
- Mon Jan 29, 2018 2:41 am
- Forum: Ideas
- Topic: bring back singularity as main powersource
- Replies: 110
- Views: 23602
Re: bring back singularity as main powersource
Remember back when I said we can just have 3 engines and the engineers pick which one they set up in an empty room I quite like this idea, given that maybe some tools are added or things like creating the components for each engine are readily available, maybe ordered via cargo as a voucher sorta d...
- Sun Jan 28, 2018 3:58 am
- Forum: Ideas
- Topic: Cult/Antag Practice Sleepers
- Replies: 6
- Views: 1191
Re: Cult/Antag Practice Sleepers
Trial by fire is !FUN! and getting burned is part of the game. I agree, and I personally have fun running face first into things and ending up in hilarious situations because of it, but I see a lot of people raging in deadchat at others who don't know what they're doing, and the experience leaves t...
- Sat Jan 27, 2018 10:58 pm
- Forum: Closed Policy Discussion
- Topic: Admins pressing buttons in rounds they are/were playing
- Replies: 51
- Views: 11985
Re: Admins pressing buttons in rounds they are/were playing
I think of admins doing things like this from a Dungeon Master perspective: it's important for them to keep the round moving along, and throwing a wrench (that doesn't just screw over the antag of course) in their plans to mix it up is welcome. Heck, having an announcement that says you basically n...
- Sat Jan 27, 2018 10:49 pm
- Forum: Ideas
- Topic: Cult/Antag Practice Sleepers
- Replies: 6
- Views: 1191
Re: Cult/Antag Practice Sleepers
At the end of the day, the best testing environment is a private server. Everything else is covered in-game on a page in the slab/tome. This is true, and there's a lot I messed around with on my own on a compiled build, but I'm not sure the average player would want to or know how to do that. I mig...
- Sat Jan 27, 2018 10:22 pm
- Forum: Closed Policy Discussion
- Topic: Admins pressing buttons in rounds they are/were playing
- Replies: 51
- Views: 11985
Re: Admins pressing buttons in rounds they are/were playing
As a normal player, I'd give the benefit of the doubt to the admins if they chose to press some buttons after I did something like run around having my way with the station for a while, having some extra attention thrown your way because your influence of the round was so great should be perceived a...
- Sat Jan 27, 2018 10:12 pm
- Forum: Ideas
- Topic: Cult/Antag Practice Sleepers
- Replies: 6
- Views: 1191
Cult/Antag Practice Sleepers
From observing and playing for a little while, the biggest hurdle and learning curve that I've seen for newer players including myself is "What the heck am I supposed to do now that I've been converted to a (insert cult) here?". Getting dragged away then expected to know how to accomplish ...
- Thu Jan 25, 2018 5:37 am
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 674401
Re: Little things you learned that are game changing
Alt Clicking things. Moving one inventory to another storage all at once. Clicking on foam darts with the magazine to pick them all up at once.
- Thu Jan 25, 2018 5:25 am
- Forum: Former Admins
- Topic: [No Longer Admin] Krusvik
- Replies: 27
- Views: 11180
Re: Krusvik
Ran a cool event with a serial murderer in maint, was REAL SPOOKY.
- Mon Jan 15, 2018 1:13 pm
- Forum: Ideas
- Topic: Enlarge your round
- Replies: 61
- Views: 13907
Re: Enlarge your round
You could try to add more station goals that are really hard to make/do but make the rewards really OP/fun. It would give people incentive to stay and try for it. Giving random crew members goon-esque objectives to work on for discount greentext... ...Give departments strong endgame projects to wor...
- Thu Jan 11, 2018 8:31 am
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 674401
Re: Little things you learned that are game changing
What is the source of these crafting recipes with the drop-down steps?
- Wed Jan 10, 2018 3:19 pm
- Forum: Coding Feedback
- Topic: Chemistry macros
- Replies: 89
- Views: 21020
Re: Chemistry macros
Another option that I recall someone mentioning was making a larger container (like a stationary cauldron or something) that would allow you to mix larger amounts of chems at once, that would effectively allow for mass production of needed things while cutting down the steps as well. It's called st...
- Wed Jan 10, 2018 11:44 am
- Forum: Coding Feedback
- Topic: Chemistry macros
- Replies: 89
- Views: 21020
Re: Chemistry macros
From someone that just picked up chemistry to try and learn it, this system, while convenient, seems like you're not playing it properly if you don't write out and copy/paste the macros to make things during a round. I spent around 30 mins or so stocking up the fridge during a round, when another ch...
- Wed Jan 10, 2018 11:24 am
- Forum: Former Admins
- Topic: [No Longer Admin] Ispiria
- Replies: 16
- Views: 6216
Re: Ispiria
Guardian of late night Sybil. Does a good job keeping the rounds that can kinda drag on a for long time interesting for the ghosts, and remains fair to the people still in the round trying to accomplish their goals. A bit relaxed on enforcing rules down to the letter, but that's probably good for th...
- Fri Dec 08, 2017 3:41 am
- Forum: General Chat
- Topic: New player feedback
- Replies: 30
- Views: 6605
Re: New player feedback
notedcaptain sawrge wrote:Make sure to commit lots of crimes its the most efficient way to have fun
- Tue Dec 05, 2017 10:01 pm
- Forum: General Chat
- Topic: New player feedback
- Replies: 30
- Views: 6605
Re: New player feedback
Which jobs (that you've tried) were easiest/hardest to pick up? Which were the most/least helpful wiki pages? I've only messed around with the civilian jobs so far on the live servers, they've been pretty simple to pick up as a lot of what they entail deals with interacting with the crew, rather th...
- Tue Dec 05, 2017 5:25 am
- Forum: General Chat
- Topic: New player feedback
- Replies: 30
- Views: 6605
Re: New player feedback
Also, whoever wrote most of the wiki articles is hilarious. T-t-r-riple post!
- Tue Dec 05, 2017 5:19 am
- Forum: General Chat
- Topic: New player feedback
- Replies: 30
- Views: 6605
Re: New player feedback
This is a good thread, its nice to see people enjoying the game for the first time. My first round consisted of asking the HoP for an assistant position somewhere I wouldn't blow the entire station up, and went over to botany to grow some food for the chef. The botanist there taught me the basics, ...
- Tue Dec 05, 2017 5:14 am
- Forum: General Chat
- Topic: New player feedback
- Replies: 30
- Views: 6605
Re: New player feedback
Oh, and the only thing that's been off-putting so far has been some people raging and taking the shit out of people that they converted to their antagonist side, that didn't perform up to their expectations. While I don't really let the bants effect me, I know what probably sucks even worse for the ...
- Tue Dec 05, 2017 5:03 am
- Forum: General Chat
- Topic: New player feedback
- Replies: 30
- Views: 6605
New player feedback
Yo. after playing a few rounds, and practicing a bit on a locally ran server to get a hold of the controls, I thought I'd give some feedback from the perspective of someone new to spess. First of all, the admins that I've talked to have been very helpful, and the ghost chat people that I shot questi...