Search found 243 matches
- Thu Feb 21, 2019 7:54 am
- Forum: Ideas
- Topic: Change the Destructiveness of the Singularity and Tesla
- Replies: 19
- Views: 4850
Re: Change the Destructiveness of the Singularity and Tesla
Or just remove them already and replace them on every map with an SM. You can still cause Tesla and SM delams but it can't be done with zero effort almost instantly.
- Thu Feb 21, 2019 7:52 am
- Forum: Ideas
- Topic: Automated ERTs and Deathsquads
- Replies: 23
- Views: 5760
Re: Automated ERTs and Deathsquads
>jo dinky kills half the station >deathsquad called >they kill the other half because they’re the fucking deathsquad that’s what they’re for >10th round in a row Ideally the deathsquad would only be summoned if the round has hit "irreversible levels of fucked." More of an early round ende...
- Wed Feb 20, 2019 12:32 am
- Forum: Ideas
- Topic: Automated ERTs and Deathsquads
- Replies: 23
- Views: 5760
Re: Automated ERTs and Deathsquads
In my experience as an admin ERTs and DS are hardly used because you're generally punishing a player for doing well. That's part of the goal here actually. Punish murderboners for murderboning really hard in a mechanical way that gives them something besides a bunch of unarmed dumbasses to fight. T...
- Tue Feb 19, 2019 1:15 pm
- Forum: Ideas
- Topic: Automated ERTs and Deathsquads
- Replies: 23
- Views: 5760
Automated ERTs and Deathsquads
Been thinking about this one a while. Something to lengthen rounds, get more people actually playing, and give murderbones a real threat to worry about. Suit sensors activation/death report being below a certain threshold, large amount of fire alarms triggered, high amounts of atmos air alarms, or h...
- Wed Feb 13, 2019 3:01 am
- Forum: Ideas
- Topic: Remove the bad moodlet for the clown not wearing clown stuff.
- Replies: 29
- Views: 5346
Re: Remove the bad moodlet for the clown not wearing clown stuff.
never got the "clowns HAVE TO wear shooooos" circlejerk. like yeah it's easily a sign of being more robust or whatever, but it's not fucking required It because wearing the shoes is a significant gimp, and if you take them off you're probably either a mega powergamer or up to some shady s...
- Fri Feb 08, 2019 11:25 am
- Forum: Ideas
- Topic: on the topics of medbay and death
- Replies: 133
- Views: 32060
Re: on the topics of medbay and death
Making antags require more skill and thought without actually nerfing them directly would only be a good thing. Antags in general are pretty ludicrously overpowered, and it's largely because the average stationgoer has no adequate way to defend themselves unless they go full powergame doomsday prepp...
- Fri Feb 08, 2019 9:33 am
- Forum: Ideas
- Topic: Remove Common
- Replies: 12
- Views: 2697
Re: Remove Common
Remove common, but give every crew member a self-defense tazer in their starting box. Make it like a weakened tazer that can't penetrate armor (like Sec and the captain wear) or hardsuits. I actually kind of like this idea, but separate from the whole common removal side. Give everyone some kind of...
- Thu Feb 07, 2019 2:08 pm
- Forum: Ideas
- Topic: Remove Common
- Replies: 12
- Views: 2697
Re: Remove Common
It's different this time because I suggested it.
I think it would be worth a second shot though.
I think it would be worth a second shot though.
- Thu Feb 07, 2019 1:56 pm
- Forum: Ideas
- Topic: Remove Common
- Replies: 12
- Views: 2697
Re: Remove Common
How often does actually meaningful interdepartment communication happen on the common channel? It's pretty much always just a "shouting at each other for no good reason" channel. Lack of interaction between departments is entirely a mechanical problem and not a communication problem. If in...
- Thu Feb 07, 2019 12:40 pm
- Forum: Ideas
- Topic: Remove Common
- Replies: 12
- Views: 2697
Remove Common
Headsets would be tuned to their department instead of common, using ; would send a message to the department radio instead and so on. Assistants would get their own dipshit channel. This would give an actual purpose to a lot of shit in the game like holopads and requests consoles that currently are...
- Wed Feb 06, 2019 8:51 am
- Forum: Ideas
- Topic: Cargonia's Irrelevance
- Replies: 38
- Views: 8264
Re: Cargonia's Irrelevance
I've been saying it for a while now, each department is becoming its own minigame. That's why they scream EMAG whenever they see it, that's because ordering dozens of syndicate crates is par for the course, and if you oppose you gonna get laughed at. The chain of supply from mining through cargo to...
- Mon Feb 04, 2019 10:04 am
- Forum: Ideas
- Topic: New health system needs ideas for traumas and their interactions
- Replies: 42
- Views: 13914
Re: New health system needs ideas for traumas and their interactions
Woah now.Razharas wrote:simple stuff like a bondage,
Memes aside, this sounds neat. Med scanners not just showing a straight list of traumas would be definitely a good decision though.
- Fri Feb 01, 2019 2:15 pm
- Forum: Ideas
- Topic: on the topics of medbay and death
- Replies: 133
- Views: 32060
Re: on the topics of medbay and death
It's almost entirely a psychological effect though. I've read a lot into this actually because it's a serious problem in game design. Functionally identical mechanics tend to be received differently if they are presented to the player differently. A really good example is health loss on death in Dem...
- Tue Jan 29, 2019 6:11 am
- Forum: Ideas
- Topic: on the topics of medbay and death
- Replies: 133
- Views: 32060
Re: on the topics of medbay and death
You could also just up the lethality of common station equipment and items. People are going to be more hesitant to murderbone if every encounter has an element of risk even when you are significantly overpowering them. Or conditionally remove some of the more lethal tools from the standard traitor ...
- Sun Jan 27, 2019 2:01 pm
- Forum: General Chat
- Topic: Coding & Community number 991
- Replies: 19
- Views: 4127
Re: Coding & Community number 991
It's also fucking hilarious to me that you actually think coders don't play the game. oranges cyberboss ninjanomnom iamgoofball if u took a list of the /tg/ maintainers, threw all the names into the hat and picked one out that didn't start with E and end in xcessiveuseofcobblestone, it's a 90% chan...
- Sun Jan 27, 2019 1:10 pm
- Forum: Coding Feedback
- Topic: 4DPlanner + Oranges
- Replies: 54
- Views: 13782
Re: 4DPlanner + Oranges
All the mainters definitely ARE NOT orange alts, I am in shook that any one would think this...disgusting! Moderator staff please remove this post!
- Sun Jan 27, 2019 1:07 pm
- Forum: Ideas
- Topic: Cargonia's Irrelevance
- Replies: 38
- Views: 8264
Re: Cargonia's Irrelevance
Then the cargo techs can shoot their asses with all the guns they order every round.Electronics wrote:If you do this, people are just going to break in.actioninja wrote:Radical idea: remove the ore silo and move the ORM to inside cargo.
- Sat Jan 26, 2019 10:24 am
- Forum: Ideas
- Topic: on the topics of medbay and death
- Replies: 133
- Views: 32060
Re: on the topics of medbay and death
I've been writing up a plan for a BRAND NEW(tm) medical system. Here's some ideas I've had that haven't been mentioned: Remove the basic health scanner entirely, make the advanced health scanner purely an in body chem scanner. Replace with examine descriptions that are specific, but don't just outri...
- Sat Jan 26, 2019 10:04 am
- Forum: Ideas
- Topic: Cargonia's Irrelevance
- Replies: 38
- Views: 8264
Re: Cargonia's Irrelevance
Radical idea: remove the ore silo and move the ORM to inside cargo. Add a method to build "delivery crates" that are single use things you can put on MULEs, and then add a machine that links to the ORM and dispenses a delivery crate full of mats. Cargo would then have to use MULEs or drag ...
- Sat Jan 26, 2019 9:59 am
- Forum: Coding Feedback
- Topic: Hygiene Removal
- Replies: 254
- Views: 63083
Re: Hygiene Removal
No, that only counts when it's something I like.4dplanner wrote:hey guys improve don't remove am I right?
- Sat Jan 26, 2019 1:52 am
- Forum: Coding Feedback
- Topic: 4DPlanner + Oranges
- Replies: 54
- Views: 13782
Re: 4DPlanner + Oranges
As someone who is not an oranges alt, mods please delte this thread
- Fri Jan 25, 2019 2:45 am
- Forum: General Chat
- Topic: Coding & Community number 991
- Replies: 19
- Views: 4127
Re: Coding & Community number 991
Also not necessarily true. Plenty of bad things are loved.somerandomguy wrote:Things being bad makes them disliked though
If you see something disliked, you should at least take a look at it
Just to make it clear, not a big fan of stink though.
- Thu Jan 24, 2019 7:51 pm
- Forum: General Chat
- Topic: Coding & Community number 991
- Replies: 19
- Views: 4127
Re: Coding & Community number 991
Things being disliked doesn't make them bad.
Making games "for the community" is stupid. Design by committee just results in everyone being unhappy.
It's also fucking hilarious to me that you actually think coders don't play the game. Unless that's some 70d Minecraft bullshit.
Making games "for the community" is stupid. Design by committee just results in everyone being unhappy.
It's also fucking hilarious to me that you actually think coders don't play the game. Unless that's some 70d Minecraft bullshit.
- Wed Jan 23, 2019 3:44 pm
- Forum: Ideas
- Topic: On Chemistry
- Replies: 66
- Views: 15705
Re: Chemistry is a disease
That's possible to do, but based on what was provided and assuming it's on top of the existing chemical recipes, the optimal way to make all chemicals is fairly trivial (protip: It's what you would do in your hand, just in a machine!). If someone wants to make the chem recipes more involved, well y...
- Wed Jan 23, 2019 11:22 am
- Forum: Ideas
- Topic: On Chemistry
- Replies: 66
- Views: 15705
Re: Chemistry is a disease
Sounds like Jegub is describing a fun game, but I'm not sure that it would be fun as a repetitive, multiplayer game. Once you figure out how to make whatever chemical really fast, you basically just recreate that exact sequence over and over. Even if there's no explicit macro/copy-and-paste/whateve...
- Wed Jan 23, 2019 4:55 am
- Forum: Ideas
- Topic: Round length
- Replies: 81
- Views: 22614
Re: Round length
Why not just remove big bombs from the standard traitor uplink. The issue isn't and never has been syndie bombs. While super destructive, unless they're on sale you can only get one. And they're expensive enough to discourage people from doing that unless they have a specific plan with it. It's not...
- Mon Jan 21, 2019 11:31 pm
- Forum: Ideas
- Topic: On Chemistry
- Replies: 66
- Views: 15705
Re: Chemistry is a disease
Players don't ever know what the fuck they want.Shadowflame909 wrote:If the code is going against the whims of the playerbase, who is it for?
- Mon Jan 21, 2019 12:19 pm
- Forum: Ideas
- Topic: On Chemistry
- Replies: 66
- Views: 15705
Re: Chemistry is a disease
What's wrong with chemistry is that even without macros, clicking buttons on one screen is not engaging gameplay. The reworks here that oranges are proposing WOULD be engaging gameplay. I don't know if any of you have ever gone out of your way to make some of the chems you can't make with just a che...
- Mon Jan 21, 2019 6:40 am
- Forum: Closed Policy Discussion
- Topic: Headmins should rule based on rules
- Replies: 71
- Views: 16979
Re: Headmins should rule based on rules
Can 1.5 just be removed, it's both poorly worded and redundant. It's derailing this thread super hard it's so bad.
- Mon Jan 21, 2019 1:43 am
- Forum: Closed Policy Discussion
- Topic: Headmins should rule based on rules
- Replies: 71
- Views: 16979
Re: Headmins should rule based on rules
The rule clearly states that people who break in at roundstart are valid to be killed by security, no overescalation about it. This was 100% allowed by the rules. Probably not ideal play, but definitely not bannable. I don't believe that you genuinely think that "breaking into cap's office at ...
- Sat Jan 19, 2019 8:08 am
- Forum: Closed Policy Discussion
- Topic: Headmins should rule based on rules
- Replies: 71
- Views: 16979
Re: Headmins should rule based on rules
The wording of the rule states that the break in must occur at or near roundstart. It does not give a limitation as to when the punishment can occur. That is what I meant when I wrote that sentence and I apologize for not being clearer. This kind of thinking is exactly why the rules and "polic...
- Sun Dec 30, 2018 2:58 am
- Forum: Resolved Appeals
- Topic: [TheMidnightRose] istoprocent - Unjustified Ban
- Replies: 64
- Views: 18801
Re: [TheMidnightRose] istoprocent - Unjustified Ban
Janice turned a question into an ahelp, That is literally one of the entire purposes of ahelp existing. Asking a question without disclosing round info to all of ooc. I've used ahelp in this manner a shitload of times and never even gotten as much as a warning for it. The wiki page for definining a...
- Fri Dec 28, 2018 11:34 pm
- Forum: General Chat
- Topic: I am just...done
- Replies: 44
- Views: 13858
Re: I am just...done
It sure sucks that this is the only server in existence with no alternatives.
It also sucks that you can't just start your own server and do things differently.
It also sucks that you can't just start your own server and do things differently.
- Thu Dec 27, 2018 3:38 am
- Forum: Resolved Appeals
- Topic: [MrAlphonzo] I did the right thing
- Replies: 8
- Views: 3349
Re: [MrAlphonzo] I did the right thing
Despite wesoda just saying he doesn't like referencing past decisions, there is policy precedent for this: https://tgstation13.org/phpBB/viewtopic.php?f=33&t=14718#p369897 It's almost a year old now and was made by a past headmin, so it would probably be good to have a more up to date decision o...
- Thu Dec 27, 2018 3:26 am
- Forum: General Chat
- Topic: How much do we want to redefine death on /tg/ station?
- Replies: 62
- Views: 16653
Re: How much do we want to redefine death on /tg/ station?
I think the current players like the fast paced game play of life and death, how the medical system is right now is perfect. Moving to a bay med to slowdown everything will end in catastrophe, while there will be a few who learn and dedicate themselves to the job I feel like it will change the game...
- Mon Dec 10, 2018 2:43 am
- Forum: Closed Policy Discussion
- Topic: Is there any reason to really have a naming policy?
- Replies: 247
- Views: 58210
Re: Is there any reason to really have a naming policy?
While I personally would be more in favor of stricter rules for naming, the current state is fucking stupid no matter what side you're on. It's this stupid mixture of being strict and not being strict that results in harmless players with names technically against policy getting ID banned while some...
- Fri Nov 23, 2018 1:18 pm
- Forum: General Chat
- Topic: Admins disappeared my thread
- Replies: 222
- Views: 52162
Re: Admins disappeared my thread
I can't believe I'm going up to bat for fucking goof, but this is beyond fucked and he's being treated like shit.
He just got six years of work destroyed because of some offhand rude comments. "You get what comes to you" only goes so far.
He just got six years of work destroyed because of some offhand rude comments. "You get what comes to you" only goes so far.
- Tue Nov 13, 2018 1:33 pm
- Forum: General Chat
- Topic: Shitty antagonist round stories thread + my own
- Replies: 19
- Views: 5883
Re: Shitty antagonist round stories thread + my own
This one had me pretty fanny flustered when it happened because I hadn't rolled antag in nearly a week. >Be CE >YOU ARE THE TRAITOR >Get engine setup, retreat to dorms to mess around with tator setup in peace. >Chameleon, Noslips, Thermals, Emag, Agent card, the works >Had to kill an assistant or so...
- Mon Nov 12, 2018 2:16 pm
- Forum: Town Hall
- Topic: Results of the felinid vote
- Replies: 171
- Views: 59074
Re: Results of the felinid vote
Can you get off this rigging bullshit already? It was funny to start but now it's just pathetic when cats got such a favorable compromise. In terms of the actual compromise, I can't say I'm too happy with it but I also think it's probably the least inflammatory move to make. Which, while less juicy ...
- Sun Nov 11, 2018 1:43 pm
- Forum: General Chat
- Topic: The Catgirl Vote - Summoning Oranges
- Replies: 310
- Views: 62176
Re: The Catgirl Vote - Summoning Oranges
I still can't tell if this is some kind of 7D chess galaxy brain trolling or if you actually lack this much reading comprehension.
Either way this is one of the funniest forum threads I have read in a long time.
Either way this is one of the funniest forum threads I have read in a long time.
- Wed Oct 31, 2018 2:18 am
- Forum: Resolved Appeals
- Topic: [Kangtut] YakumoChen Note Appeal
- Replies: 20
- Views: 4224
Re: [Kangtut] YakumoChen Note Appeal
My post wasn't about whether the salid was valid, it was about you acting like a dickhead. I was still alive for the clown chronicles and so never saw it directly. I got a couple details wrong but it doesn't change that you gulaged the clown for harmless law changes on extended. The beach bum, howev...
- Wed Oct 31, 2018 1:43 am
- Forum: Resolved Appeals
- Topic: [Kangtut] YakumoChen Note Appeal
- Replies: 20
- Views: 4224
Re: [Kangtut] YakumoChen Note Appeal
I was in this round, I died early due to various bad decisions unrelated to Marisa so I got to witness a lot of fuckery firsthand. There's a pretty big detail of this round that I feel like is being glossed over, which is that it was an announced extended round. While announced extended is basically...
- Thu Aug 30, 2018 1:55 am
- Forum: Resolved Appeals
- Topic: [StickyMayhem] actioninja - How Not to Respond to Bwoinks
- Replies: 2
- Views: 1091
[StickyMayhem] actioninja - How Not to Respond to Bwoinks
Byond account and character name: actioninja - Hudson Marcotte Banning admin: StickyMayhem Ban type (What are you banned from?): serverban Ban reason and length: "During extended, got bored and killed someone because they 'felt like being a shitter'" - 1 day. Time ban was placed (including...