Search found 1482 matches
- Tue Jul 30, 2019 7:55 pm
- Forum: Ideas
- Topic: Security buffs
- Replies: 112
- Views: 28066
Re: Security buffs
If you are going to do security buffs do so via gear changes and not via traits. Adding mindshield firing pins to all their weapons would be a huge buff, and adding it to BATONS would be an even bigger one. Giving all security officers a death alarm implant would also be a significant buff to them w...
- Mon Jul 29, 2019 2:55 pm
- Forum: Ideas
- Topic: Mining rework: epic floyd style
- Replies: 50
- Views: 13390
Re: Mining rework: epic floyd style
I mean, factorio mining would be pretty fun. especially if you had to solve engineering problems such as power generation to get it to function. One of the most interesting projects is making geothermal energy on lavaland, but its utterly useless. Previously another person suggested a more engineeri...
- Mon Jul 29, 2019 5:39 am
- Forum: Ideas
- Topic: I want to nerf the damage, armor, and HP of lavaland.
- Replies: 28
- Views: 6232
Re: I want to nerf the damage, armor, and HP of lavaland.
Plasma gun damage was nerfed so hard to make them unattractive as a weapon. Nerfing the brute and laser armor on the mobs would probably be enough. Stationside weapons fighting megafauna should be ok as they have the distinct disadvantage of using ammo. If a miner wants to ask for a combat shotgun t...
- Mon Jul 29, 2019 5:25 am
- Forum: Spriting and Mapping
- Topic: Zeta Station - Brainstorm Thread
- Replies: 25
- Views: 9031
Re: Un-Named Station - Brainstorm Thread
Same suggestion I made for Cere I will make for you. putting medbay in a far off location will make actually saving people hell, so consider adding medical stations with gear for patient stabilization. Basically a table with bandages, epinephrine, and roller beds with a medical tileset. Transit tube...
- Sun Jul 28, 2019 9:01 am
- Forum: Coding Feedback
- Topic: Add Headrevs to Blood Cult.
- Replies: 20
- Views: 5316
Re: Add Headrevs to Blood Cult.
Cult is too powerful as it is, the reason the shuttle is called asap is because cult snowball is almost inevitable unless you completely snuff them out. Which was caused by poor balance decisions based on cult winrates. Cult winrates being as low as they were because the crew's only win condition w...
- Sun Jul 28, 2019 1:47 am
- Forum: Closed Policy Discussion
- Topic: Escalation discussion
- Replies: 51
- Views: 11606
Re: Escalation discussion
What really concerns me going forward is as the medical system changes getting the shit kicked out of you will actually matter. An assistant running around causing shit to get in fights will now actually be a serious problem as they are a drain on the limited amount of manpower and resources medbay ...
- Fri Jul 26, 2019 4:53 am
- Forum: Closed Policy Discussion
- Topic: Escalation discussion
- Replies: 51
- Views: 11606
Re: Escalation discussion
If a simple "knock it off" message from an admin isnt enough to stop someone from being a dick then they deserve a ban for it. An admin saying "loljustkillthem" mean that admin is shitty. Escalation should not be an excuse for admins to pass the buck of dealing with griefers to ...
- Fri Jul 26, 2019 4:17 am
- Forum: Ideas
- Topic: Flash changes
- Replies: 56
- Views: 12943
Re: Flash changes
I'd rather give all the borgs a stun arm combat upgrade (isn't this already a malf power) than keep the stun on the flash Or bring back secborgs? eh? eh? joking aside, secborg baton has a superhigh energy cost when used so that would be a good baseline for other borgs if the "combat upgrade&qu...
- Fri Jul 26, 2019 2:41 am
- Forum: Closed Policy Discussion
- Topic: Escalation discussion
- Replies: 51
- Views: 11606
Re: Escalation discussion
Escalation is how you can ensure proper, organic conflict even from non-antags. Between players, most of the time it works. But if someone goes from, say, being slipped and then buckshotting someone to death, well that's just them being a cunt. And yes, not making an effort to bring them back into ...
- Fri Jul 26, 2019 2:36 am
- Forum: Coding Feedback
- Topic: Fusion temperatures are getting a little stupid.
- Replies: 50
- Views: 13774
Re: Fusion temperatures are getting a little stupid.
Personally I wanted to see fusion require powered shielding to actually do, seeing as temperatures at those heat levels should destroy ordinary materials that the station is made out of (immediately venting to space) That's a bit of an understatement. Here's the boiling point of a bunch of metals ....
- Thu Jul 25, 2019 9:16 pm
- Forum: Closed Policy Discussion
- Topic: Escalation discussion
- Replies: 51
- Views: 11606
Re: Escalation discussion
Escalation is how you can ensure proper, organic conflict even from non-antags. Between players, most of the time it works. But if someone goes from, say, being slipped and then buckshotting someone to death, well that's just them being a cunt. And yes, not making an effort to bring them back into ...
- Thu Jul 25, 2019 5:25 pm
- Forum: Closed Policy Discussion
- Topic: Escalation discussion
- Replies: 51
- Views: 11606
Re: Escalation discussion
The escalation issue is a direct result imo of the lack of actual gameplay present for people to entertain themselves properly. It's not entirely at fault but over time, and it has been a long time, it has contributed towards the attitude, 'ease' of which it is used, and just general acceptance. To...
- Wed Jul 24, 2019 10:44 pm
- Forum: Closed Policy Discussion
- Topic: Escalation discussion
- Replies: 51
- Views: 11606
Re: Escalation discussion
Murdering someone as a non-antag used to net you a dayban. This lead to a situation where security could actually tell who the fucking criminals are because everyone on the crew wasnt a homicidal maniac who uses murder to solve all their problems. Escalation made security's job fucking impossible. ...
- Wed Jul 24, 2019 7:04 pm
- Forum: Closed Policy Discussion
- Topic: Escalation discussion
- Replies: 51
- Views: 11606
Re: Escalation discussion
Murdering someone as a non-antag used to net you a dayban. This lead to a situation where security could actually tell who the fucking criminals are because everyone on the crew wasnt a homicidal maniac who uses murder to solve all their problems.
Escalation made security's job fucking impossible.
Escalation made security's job fucking impossible.
- Mon Jul 22, 2019 9:36 pm
- Forum: Coding Feedback
- Topic: Fusion temperatures are getting a little stupid.
- Replies: 50
- Views: 13774
Re: Fusion temperatures are getting a little stupid.
So why is a heat threshold on hardsuits reasonable but a heat threshold on walls, pipes, and canisters unreasonable?Ghilker wrote: also also the suits are not immune to heat, they are heat resistant. Is normal to have a certain threshold above that even hardsuits burn up
- Mon Jul 22, 2019 8:57 pm
- Forum: Coding Feedback
- Topic: Fusion temperatures are getting a little stupid.
- Replies: 50
- Views: 13774
Re: Fusion temperatures are getting a little stupid.
Once i reached 4*10^30 K in a canister. You can't put logic in a game, otherwise many things that are present should be removed, like if you go to space with a shirt only you die in 2 seconds because you should literally explode from the inside due to the low pressure Also fusion in distro takes ti...
- Mon Jul 22, 2019 7:50 pm
- Forum: Coding Feedback
- Topic: Fusion temperatures are getting a little stupid.
- Replies: 50
- Views: 13774
Fusion temperatures are getting a little stupid.
Seriously, someone reached 18,873,400,000,000C on the escape shuttle by pumping fusion into the distro.
Tungsten vaporizes at 5930C the surface of a class O star is only around 49726.85.
The canister should vaporize before even getting near that point.
Tungsten vaporizes at 5930C the surface of a class O star is only around 49726.85.
The canister should vaporize before even getting near that point.
- Mon Jul 22, 2019 2:19 pm
- Forum: Ideas
- Topic: Hivemind Remastered: A Stealthier Side Antag
- Replies: 7
- Views: 2326
Re: Hivemind Remastered: A Stealthier Side Antag
Getting killed from ranged telepathic entities is never fun, and it would be incredibly frustrating to lose an antag round because some hivemind mind-controlled you into attacking the captain. I don't think they're really side-antag material. Mind control is only after the obvious one mind mode is ...
- Sun Jul 21, 2019 12:23 am
- Forum: Coding Feedback
- Topic: Cracking open a canister of 4e+026K in the supermatter engine destroyed reality
- Replies: 4
- Views: 1851
Re: Cracking open a canister of 4e+026K in the supermatter engine destroyed reality
Did the heat of the fire cause the fucking fire color system to overflow from white to black? jesus christ.
- Sun Jul 21, 2019 12:22 am
- Forum: Ideas
- Topic: Enhanced Research Department
- Replies: 10
- Views: 3204
Re: Enhanced Research Department
Augments currently suck because unlike a non-augmented person. It takes a very long time for a welder to heal you. People don't always have time to waste being healed. Like miners fighting megafauna and such. So buff it or combo it with aug repair nanites. You get a pretty substantial damage resist...
- Sun Jul 21, 2019 12:14 am
- Forum: General Chat
- Topic: What draws people to certain jobs on /tg/?
- Replies: 34
- Views: 8384
Re: What draws people to certain jobs on /tg/?
I am a sucker for a good construction game, so I tend to roll Engineer. Its the job that allows you to play around with the most systems in the game, and it lets me flex the lego building child in me with fun builds.
- Fri Jul 19, 2019 4:57 pm
- Forum: Coding Feedback
- Topic: Add Headrevs to Blood Cult.
- Replies: 20
- Views: 5316
Re: Add Headrevs to Blood Cult.
I would love to have a cult based around a fixed number of cultists who gain powers by sacrificing people. We already did that, and it was fucking awful. I'll say that again, bring back papercult. Back then it had a shit interface and everyone was just turned into constructs instead. That was also ...
- Fri Jul 19, 2019 6:37 am
- Forum: Coding Feedback
- Topic: Add Headrevs to Blood Cult.
- Replies: 20
- Views: 5316
Re: Add Headrevs to Blood Cult.
I agree with you. But try to do it without the playerbase screaming its fucking head off.oranges wrote:Notice how cult is really a broken implementation of rev?
Remove cult
- Thu Jul 18, 2019 2:51 pm
- Forum: Coding Feedback
- Topic: Dynamic gamemode
- Replies: 41
- Views: 12892
Re: Dynamic gamemode
While I like it in theory, the balance leaves alot to be desired. For example it is possible to have 15 antags active with a total crew of around 40.
That point it stops being fun to play a non-antag and starts being a shitshow.
That point it stops being fun to play a non-antag and starts being a shitshow.
- Wed Jul 17, 2019 2:08 am
- Forum: Coding Feedback
- Topic: Dynamic gamemode
- Replies: 41
- Views: 12892
Re: Dynamic gamemode
Redpill me on Dynamic gamemode Imagine being a traitor trying to escape on an escape pod alone. But then A Ling, A Valid-Hunter and another traitor see you and try to get into your pod. And you get into a fight you brutally lose. Imagine it being like that nigh every round. One gamer versus multipl...
- Wed Jul 17, 2019 2:07 am
- Forum: Coding Feedback
- Topic: Add Headrevs to Blood Cult.
- Replies: 20
- Views: 5316
Re: Add Headrevs to Blood Cult.
Great idea. While we're at it, revert cult back to tome and talisman days. this. i hate having the action buttons all over my screen The talismans also allowed security to disarm a cultist of their weapons fully. The current spell system means you are better off just murdering a cultist if you catc...
- Tue Jul 16, 2019 6:56 am
- Forum: Coding Feedback
- Topic: Add Headrevs to Blood Cult.
- Replies: 20
- Views: 5316
Re: Add Headrevs to Blood Cult.
Maybe take some ideas from nuke ops. Crew Major Victory: Sacrifice target is alive, cult leaders are killed. Crew Minor Victory: Cult leaders are killed, sacrifice target is dead. Neutral Win: The shuttle leaves the station with the sacrifice target on it. Cult Minor Victory: The sacrifice target i...
- Tue Jul 16, 2019 5:21 am
- Forum: Coding Feedback
- Topic: Add Headrevs to Blood Cult.
- Replies: 20
- Views: 5316
Add Headrevs to Blood Cult.
For the longest time bloodcult has had the same design problem. The crew has no win condition besides calling the shuttle. This has lead to a skewed winrate for cult, because there is no incentive for the crew to actually fight the cult. The buffs to cultists like talisman-less spells, and cult bola...
- Tue Jul 16, 2019 2:18 am
- Forum: Closed Policy Discussion
- Topic: Let wardens secure the armory how they want to
- Replies: 122
- Views: 38506
Re: Let wardens secure the armory how they want to
by the logic that "the station is supposed to be flawed" you shouldn't be able to use a better SM setup because that would make it harder to sabotage. Pretty massive double standard. security man bad antags are ENTITLED to those guns This is the thinking that people sadly take seriously. ...
- Tue Jul 16, 2019 2:12 am
- Forum: Closed Policy Discussion
- Topic: Incentivizing perma over execution for non-harmful traitors
- Replies: 62
- Views: 15912
Re: Incentivizing perma over execution for non-harmful traitors
If the dynamic game mode gets fully implemented it has an in built method for incentivizing perma over killing and borging in that murdering an antag opens up the threat slots used to spawn them for a ghost or latejoin. So in dynamic, you are better off keeping tabs on a confirmed antagonist than mu...
- Sat Jul 13, 2019 6:31 pm
- Forum: Closed Policy Discussion
- Topic: Gulagging should not be equivalent to a regular brig sentence.
- Replies: 33
- Views: 10962
Re: Gulagging should not be equivalent to a regular brig sentence.
I got to try this as warden sometime. Sounds fucking hilarious.Dax Dupont wrote: Also me and beesting have put people in the gulag with like 5 points and they still suicided or ahelped.
- Sat Jul 13, 2019 1:23 am
- Forum: Closed Policy Discussion
- Topic: Reading smut/wgw/spamming comms as a comms agent
- Replies: 30
- Views: 6145
Re: Reading smut/wgw/spamming comms as a comms agent
If the GPS was moved under the self destruct bomb it would be an actual solution That's a good idea, let me PR that. Edit: Turns out that the voice changer mask contains the GPS signal. That way, the comms agent will eat shit even when he's not on base anymore. Huh, so I guess it DID work. Sadly th...
- Fri Jul 12, 2019 12:29 pm
- Forum: Coding Feedback
- Topic: Antag math is confusing as hell
- Replies: 8
- Views: 3050
Re: Antag math is confusing as hell
Oranges is going hard on making people actually document their PRs in the code to prevent this kind of confusion. Say what you will about orange man, but that is a good change to make.SpacePrius wrote:The math should be documented IN the code, which is the problem in the first place.
- Fri Jul 12, 2019 12:23 pm
- Forum: Closed Policy Discussion
- Topic: Reading smut/wgw/spamming comms as a comms agent
- Replies: 30
- Views: 6145
Re: Reading smut/wgw/spamming comms as a comms agent
Did you know comms agents have an internal GPS? Did you know this makes it stupid easy to shoot them with a BSA? The GPS is in a crate in the storage room. Ive actually shot the comms agent with a BSA for just this reason, it blew up the supply room and part of the chemistry lab, but nothing else. ...
- Wed Jul 10, 2019 2:19 pm
- Forum: Closed Policy Discussion
- Topic: Gulagging should not be equivalent to a regular brig sentence.
- Replies: 33
- Views: 10962
Re: Gulagging should not be equivalent to a regular brig sentence.
You get money for finishing your gulag work now. Why are you complaining?
- Wed Jul 10, 2019 2:18 pm
- Forum: Ideas
- Topic: give cyborgs a mouth module so they can eat garbage and drink oil so we can feed them treats
- Replies: 13
- Views: 2522
Re: give cyborgs a mouth module so they can eat garbage and drink oil so we can feed them treats
SLIPPERY SLOPE!Super Aggro Crag wrote:Eating tin cans is different from swallowing humans whole and giving your sprite a big sloshy bellyDr_bee wrote:This is basically asking to port vorestation voreborgs.
Yes they have voreborgs
- Tue Jul 09, 2019 8:26 pm
- Forum: Ideas
- Topic: give cyborgs a mouth module so they can eat garbage and drink oil so we can feed them treats
- Replies: 13
- Views: 2522
Re: give cyborgs a mouth module so they can eat garbage and drink oil so we can feed them treats
This is basically asking to port vorestation voreborgs.
Yes they have voreborgs
Yes they have voreborgs
- Tue Jul 09, 2019 2:44 pm
- Forum: Ideas
- Topic: Change combat mech melee from knockout to knockdown
- Replies: 22
- Views: 4540
Re: Change combat mech melee from knockout to knockdown
Gee it is almost like those races have an intended weakness, and sometimes that weakness fucks them.adamkad1 wrote: Saying this again
1-GYGAX
2-ASHLIGGERS, GOLEMS, ETC.
Also the gygax is not as great as youd think.
- Mon Jul 08, 2019 8:58 pm
- Forum: Closed Policy Discussion
- Topic: Xenomorphs should not be allowed to turn the escape shuttle into a hive
- Replies: 10
- Views: 2542
Re: Xenomorphs should not be allowed to turn the escape shuttle into a hive
Or buy the raven battlecruiser and watch the xenos try to break through lasers and shields.
- Sat Jul 06, 2019 8:46 pm
- Forum: Ideas
- Topic: Change combat mech melee from knockout to knockdown
- Replies: 22
- Views: 4540
Re: Change combat mech melee from knockout to knockdown
Have you tried not attacking the 15 foot tall heavily powered mobile robot armor suit in melee?adamkad1 wrote:Its a real cheap stun, and in taser nerf they said they dont want those. You can say to not get in melee with mechs but i say, what about gygax
- Sat Jul 06, 2019 5:13 pm
- Forum: Ideas
- Topic: Add cyborg upgrades that give them multitools (like jaws of life)
- Replies: 21
- Views: 4210
Re: Add cyborg upgrades that give them multitools (like jaws of life)
Medborg tools are baseline but have 100% success chance no matter where the surgery is performed. So you can, for example, do a liver transplant on the bar-room floor with no risk of failure. That would imply the medborg can pick up the liver and shove it in. the patient can do that unless he's unc...
- Sat Jul 06, 2019 12:25 pm
- Forum: Ideas
- Topic: Add cyborg upgrades that give them multitools (like jaws of life)
- Replies: 21
- Views: 4210
Re: Add cyborg upgrades that give them multitools (like jaws of life)
Medborg tools are baseline but have 100% success chance no matter where the surgery is performed. So you can, for example, do a liver transplant on the bar-room floor with no risk of failure.adamkad1 wrote:what about medborgs? surgical multitools would help a lot
- Sat Jul 06, 2019 8:10 am
- Forum: Closed Policy Discussion
- Topic: Make "Do not state this law" a valid silicon policy law
- Replies: 53
- Views: 15204
Re: Make "Do not state this law" a valid silicon policy law
Could you imagine being a silicon and having a law 3 that says you must protect your existence, but a human can law 2 you and say "Stop moving and let me kill you" because law 2 is above law 3? This is an explicit exception to the law precedence rules, which is ironic because that's exact...
- Fri Jul 05, 2019 1:31 pm
- Forum: Closed Policy Discussion
- Topic: Gateway
- Replies: 56
- Views: 14505
Re: Gateway
Gateway never should have been reenabled with its current issues. It creates more headaches and trouble then it's worth and just encourages people to abandon the station in search of easily cheeseable powergamer loot. It either needs to be reworked entirely to change what the loot is or change the ...
- Fri Jul 05, 2019 1:28 pm
- Forum: Coding Feedback
- Topic: It should be easier to rebuild after a hull breach
- Replies: 17
- Views: 4086
Re: It should be easier to rebuild after a hull breach
Arent smartpipes coming as well? I guess it will do different loops with layering.CPTANT wrote:New wires are already an improvement.
- Fri Jul 05, 2019 11:23 am
- Forum: Coding Feedback
- Topic: It should be easier to rebuild after a hull breach
- Replies: 17
- Views: 4086
Re: It should be easier to rebuild after a hull breach
Simply having an easy way to see how the room used to look before an explosion would be nice. Right now there are enough tools to quickly seal breaches with smart foam and RCDs, its the full repairs that require a bit more time. Hell if you made air and disposal pipes bomb resistant so only the obli...
- Fri Jul 05, 2019 11:20 am
- Forum: Ideas
- Topic: Add cyborg upgrades that give them multitools (like jaws of life)
- Replies: 21
- Views: 4210
Re: Add cyborg upgrades that give them multitools (like jaws of life)
Arent engieborg tools better than regular tools by default?
The design around them was that engieborgs would be better right off the bat but humans could get better tools with rare tech.
I think the current engieborg tools are slightly faster than the jaws of life tier tools anyway.
The design around them was that engieborgs would be better right off the bat but humans could get better tools with rare tech.
I think the current engieborg tools are slightly faster than the jaws of life tier tools anyway.
- Fri Jul 05, 2019 5:50 am
- Forum: Closed Policy Discussion
- Topic: Let wardens secure the armory how they want to
- Replies: 122
- Views: 38506
Re: Let wardens secure the armory how they want to
The armory is designed as a "secure area" by default. Also nice joke. Really. To be fair, the only places more secure than that are the vault, AI upload, SM, gravity gen, and the bridge...wait hold on, why is the bridge more secure than the fucking armory? Unless you're talking about the ...
- Wed Jul 03, 2019 11:59 am
- Forum: Closed Policy Discussion
- Topic: Gateway
- Replies: 56
- Views: 14505
Re: Gateway
Second person. You forget the meat grinder.Shadowflame909 wrote:Fight at least 100+ faithless simple mobs to reach the end, and if your the first person to get there. You use the wish-granter.
- Wed Jul 03, 2019 1:26 am
- Forum: Ideas
- Topic: space ants idea sheet
- Replies: 5
- Views: 2296
Re: space ants idea sheet
Just having Goon's system of having space ants appear on food left on the ground would be wonderful.