Search found 5622 matches
- Sun Nov 11, 2018 10:35 am
- Forum: Town Hall
- Topic: Results of the felinid vote
- Replies: 171
- Views: 58805
Re: Results of the felinid vote
One potential future I can see is future head admins reverting the change and allowing Catpeople back as a round start race, as there is no assurance in the agreement noted that puts a timer on that.
- Sun Nov 11, 2018 5:04 am
- Forum: Town Hall
- Topic: Results of the felinid vote
- Replies: 171
- Views: 58805
Re: Results of the felinid vote
Thats the point of a compromise.
- Fri Nov 09, 2018 5:47 pm
- Forum: General Chat
- Topic: The Catgirl Vote - Summoning Oranges
- Replies: 310
- Views: 61817
Re: The Catgirl Vote - Summoning Oranges
I believe oranges said that the addition of new species, in this case Ethereals, is only on the condition that in the vote that the option to 'remove Catpeople/Add Ethereals' won. Furthermore he stated that if that vote option did not win that Ethereals would not be added irrespective. Your thoughts...
- Fri Nov 09, 2018 10:35 am
- Forum: General Chat
- Topic: The Catgirl Vote - Summoning Oranges
- Replies: 310
- Views: 61817
Re: The Catgirl Vote - Summoning Oranges
On the OP, what does it mean that 'remove catpeople' only won by 20 votes? The record seems to indicate the remove won (unfiltered) by a bit over 120 votes.
- Fri Nov 09, 2018 8:10 am
- Forum: Closed Policy Discussion
- Topic: New Mechanic: critical status ghost speak
- Replies: 23
- Views: 5250
Re: New Mechanic: critical status ghost speak
One unintentional thing I noticed, I think, is that when I "die" from Regen Coma via Virology I can hear other ghosted players talking for a very extended period until I regen out of the coma.
- Fri Nov 09, 2018 7:06 am
- Forum: General Chat
- Topic: The Catgirl Vote - Summoning Oranges
- Replies: 310
- Views: 61817
Re: The Catgirl Vote - Summoning Oranges
I thought we already had this argument.
Lizardpeople are not really a focus of removal since they are a true historical handover, they've been in the game far longer than most of us have played it even if their roundstart playable implementation is somewhat more recent.
Lizardpeople are not really a focus of removal since they are a true historical handover, they've been in the game far longer than most of us have played it even if their roundstart playable implementation is somewhat more recent.
- Fri Nov 09, 2018 6:04 am
- Forum: Coding Feedback
- Topic: Economy System Feedback Thread
- Replies: 334
- Views: 67335
Re: Economy System Feedback Thread
Round start as a Head of Staff (more so when there's no RD) I'm getting harassed by Cargo staff to toss em my Dept Budget Card for the money. I really think this economy system would work better if we had a way to actually spend the large sums of money. I can toss cargo staff 3000 credits for a crat...
- Thu Nov 08, 2018 6:19 pm
- Forum: General Chat
- Topic: Whats a thing that you did once on ss13 that you fear ever doing again?
- Replies: 159
- Views: 47953
Re: Whats a thing that you did once on ss13 that you fear ever doing again?
Trying to make armour a decent defensive item instead of paper thin cloth.
Also playing as Head of Security, but I keep punishing myself by playing that over and over.
Also playing as Head of Security, but I keep punishing myself by playing that over and over.
- Thu Nov 08, 2018 2:01 pm
- Forum: Ideas
- Topic: Replace Extended with a delayed version of the normal antag pool
- Replies: 9
- Views: 1994
Re: Replace Extended with a delayed version of the normal antag pool
To be fair, at least on Bagil, people already act like morons and greytide over literally nothing.
I've had rounds in a row where Assistants will have spears up 30 seconds into the round and they'll be raiding the Brig and Bridge.
I've had rounds in a row where Assistants will have spears up 30 seconds into the round and they'll be raiding the Brig and Bridge.
- Thu Nov 08, 2018 5:10 am
- Forum: Ideas
- Topic: Can Someone Please Make A PR To Re Add Self Surgery
- Replies: 21
- Views: 5747
Re: Can Someone Please Make A PR To Re Add Self Surgery
I'd keep that 'debraining' operation to a EMP. I dislike just giving the Emag a thousand functions and making it even more needed.
- Thu Nov 08, 2018 5:10 am
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 670667
Re: Little things you learned that are game changing
The DragNET is very damn powerful. When fired in snare mode, its a guaranteed stun on practically any target you hit irrespective of what defence they have (Nuke Op E-Shields? What's that). You have a lot more shots with your psudon stun round than any Taser or Adv Egun. You can stack the stun even ...
- Thu Nov 08, 2018 5:05 am
- Forum: Ideas
- Topic: Can Someone Please Make A PR To Re Add Self Surgery
- Replies: 21
- Views: 5747
Re: Can Someone Please Make A PR To Re Add Self Surgery
I'd be fine with letting people remove their own appendix since that has historical relevancy and was amusing, I'd say you'd need to be drunk to do it however. Jokes aside I disagree with self surgery being a concept, some of the later game implants and neuron operations you can do are very powerful...
- Wed Oct 31, 2018 2:45 pm
- Forum: Spriting and Mapping
- Topic: Donutstation(unmaintained)
- Replies: 159
- Views: 68364
Re: Donutstation (WIP)
I'm really interested in this map and hope to see it further developed. On the singularity issue. I think the singularity is a fine engine to use for this station, and if it gets loose its guaranteed to ruin some areas of the station outside of Engineering. PS: I am slightly disappointed that Resear...
- Wed Oct 31, 2018 3:44 am
- Forum: Closed Policy Discussion
- Topic: ban friendly antags
- Replies: 90
- Views: 16581
Re: ban friendly antags
I think there is a critical difference between being indifferent as a Traitor to your status and actively helping Security/Crew as a Syndicate agent openly and giving them your gear. Also, I only think friendly antags are an issue for Team antags (which is a non-issue since its banable) and for solo...
- Mon Oct 29, 2018 9:13 am
- Forum: Closed Policy Discussion
- Topic: ban friendly antags
- Replies: 90
- Views: 16581
Re: ban friendly antags
I do believe that Solo Antagonists (Which currently encompasses Wizard) whom are the singular antagonist of the round should make 'some' effort to be antagonistic to the crew. A solo antag should at the very least be neutral to passive aggressive to the majority of the crew, reserving hostility to i...
- Mon Oct 29, 2018 4:33 am
- Forum: Closed Policy Discussion
- Topic: ban friendly antags
- Replies: 90
- Views: 16581
Re: ban friendly antags
I hate to use the term, but we need to tread carefully so as to avoid a slippery slope of restricting antag actions. Nonetheless I do agree that solo antagonists going for a friendly gimmick tends to be boring UNLESS said antag is pulling off a interesting action. Above all else, antagonists are exp...
- Sun Oct 28, 2018 10:37 pm
- Forum: Closed Policy Discussion
- Topic: Allow People to Say ur
- Replies: 27
- Views: 6050
Re: Allow People to Say ur
I like to pretend we maintain some low level of immersion, and the last time I heard someone unironically use the term 'ur' or 'lol' was in high school, and as much as it seems so, NTS13 is a research station and not a school for the mentally handicapped. I would be opposed to allowing meme speak to...
- Sat Oct 27, 2018 4:36 pm
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
There is an effect in that if the person suiciding decided to not roll for Wizard and waste the slot, then the other people rolling for Wiz may have gotten picked instead.
- Sat Oct 27, 2018 3:51 pm
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
We already have some rules in place that antagonists cannot break. My argument is that round start suicide as a antag is intended as an OOC act and thus should be something to be discouraged.
- Fri Oct 26, 2018 3:26 pm
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
I fail to see the fun factor in a Wizard player committing suicide. The first time it happened, I chuckled. The second time, third time, fourth time, I did not chuckle. I believe it is a waste of a antag roll in to commit suicide because I do not believe that simply killing yourself, without any in ...
- Fri Oct 26, 2018 12:03 pm
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
The main reason I am giving round start Wizard suicide the attention is due to it being the only antagonist that ends the round instantly on their death and its a major occurance. A suiciding Traitor won't end the round and there will still be plenty of other antagonists, a Nuke Op can't commit roun...
- Fri Oct 26, 2018 8:59 am
- Forum: Closed Policy Discussion
- Topic: What can security count as contraband and what should they get away with taking?
- Replies: 32
- Views: 5867
Re: What can security count as contraband and what should they get away with taking?
I don't think making a hard and fast rule would be a good thing, nonetheless I think Security should have overt discretion in what they take from someone if they commited a crime and release them. What should we define as too far on contraband: insulated gloves, tools, soap, sunglasses, etc? I think...
- Fri Oct 26, 2018 7:55 am
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
I actually agree that any roundstart suicide is a shit thing.
Also, antag rolling assistants spacing themselves does not end the round
Also, antag rolling assistants spacing themselves does not end the round
- Fri Oct 26, 2018 7:51 am
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
It does have an effect in that its wasting an antag pick on someone who functionally does not want to use it and denying other people the chance to play it. I consider wiz suicide an OOC issue since there is no logical in universe reason for a Wizard to kill themselves immediately at round start and...
- Thu Oct 25, 2018 2:05 pm
- Forum: Ideas
- Topic: King of the Disk
- Replies: 18
- Views: 3575
Re: King of the Disk
One issue I can see with the game mode is encouraging Traitors to sit back and let the TCs build up while not bothering to engage with the disk. You can't call the Escape Ship early in the game so you have no real incentive to rush grab the disk early on since it'll make you a target for Security an...
- Thu Oct 25, 2018 5:01 am
- Forum: Ideas
- Topic: How to better the revolution game mode.
- Replies: 31
- Views: 6964
Re: How to better the revolution game mode.
Gang, Clock and Cult are what you get when you start to add more and more concepts to Rev
- Thu Oct 25, 2018 4:59 am
- Forum: Coding
- Topic: Code bounty: gamemodes!
- Replies: 28
- Views: 10453
Re: Code bounty: gamemodes!
Payed gamemodes seems like a bad idea, you'd be smarter to set it for more minor features
- Wed Oct 24, 2018 9:47 pm
- Forum: Coding Feedback
- Topic: Stun/Slip Rework
- Replies: 80
- Views: 22886
Re: Stun/Slip Rework
Long time ago we reduced movement speed to good effect, it made combat feel more tactical and involved.
However the server upgrades accidently reverted those changes.
I still believe that slowing movement down would be a positive change.
However the server upgrades accidently reverted those changes.
I still believe that slowing movement down would be a positive change.
- Wed Oct 24, 2018 2:16 am
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
Blob is a separate issue since they have a tendency of spawning very late into the round, usually when the crew is trying to evacuate, and as such the crew are less able to deal with the Blob. Claiming you suicide as a Wizard because you don't want to play the role, or can't think of something to do...
- Tue Oct 23, 2018 1:23 am
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
Well that's why I made this thread in the desire to see some form of discouragement against a Wizard commiting suicide round start.
- Tue Oct 23, 2018 1:08 am
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
Suiciding as an important role at round start is an established bannable offence via headmin decision, perhaps that's why.
Of course, I've yet to witness such an event occuring considering how common the suicide wizard theme is.
Of course, I've yet to witness such an event occuring considering how common the suicide wizard theme is.
- Mon Oct 22, 2018 2:26 pm
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
Off topic but I don't believe I've yet to get Wizard as a round start pick.
On topic, furthering my reasons I feel Wizard is a very hard antag to get picked for, so seeing people piss away the opportunity and denying the role to someone who may enjoy it is a shame.
On topic, furthering my reasons I feel Wizard is a very hard antag to get picked for, so seeing people piss away the opportunity and denying the role to someone who may enjoy it is a shame.
- Mon Oct 22, 2018 12:34 pm
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
The mass antag spawning is the bigger issue with the summon spells. It should be far more tamer than it is currently.
- Mon Oct 22, 2018 12:29 pm
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
If the issue is Wizard rounds being "boring", then wouldn't it be more conductive to open a discussion on how to make them more enjoyable instead of ignoring the issue and encouraging suicides?
- Mon Oct 22, 2018 12:27 pm
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Re: Roundstart Suicide as Antagonist/Wizard
There is a genuine effect since the individuals doing it are essentially wasting a antag pick for the same tired joke. I believe it is a genuine issue since its become more frequent, and I personally enjoy the possible chaos or uncertainty in Wizard rounds, which will not occur if the round ends in ...
- Mon Oct 22, 2018 11:58 am
- Forum: Closed Policy Discussion
- Topic: Roundstart Suicide as Antagonist/Wizard
- Replies: 143
- Views: 31372
Roundstart Suicide as Antagonist/Wizard
In recent time I've noticed a major trend of Wizard players rushing to commit suicide as fast as possible. This extends usually out of a desire to attain a "top score" for fastest suicide, or out of other desires such as a dislike of the round type. I believe that round start suiciding as ...
- Mon Oct 22, 2018 2:35 am
- Forum: Closed Policy Discussion
- Topic: Ethereal naming policy
- Replies: 57
- Views: 13487
Re: Ethereal naming policy
I support having more thematic naming conventions for Ethereals.
In fact Id support having proper, non meme, naming guide lines for all the other races
In fact Id support having proper, non meme, naming guide lines for all the other races
- Sun Oct 21, 2018 1:54 am
- Forum: Closed Policy Discussion
- Topic: Roundstart AI bolting/reinforcement
- Replies: 52
- Views: 9432
Re: Roundstart AI bolting/reinforcement
Because the round start configurations of the AI Sat (should) demand the authority to identify themselves irrespective due to the turrets and other obstacles blocking their route to the AI, furthermore the AI should be quick to figure out someone has entered their Sat and ascertain their identity.
- Sun Oct 21, 2018 1:49 am
- Forum: Closed Policy Discussion
- Topic: Roundstart AI bolting/reinforcement
- Replies: 52
- Views: 9432
Re: Roundstart AI bolting/reinforcement
Tell the AI to unbolt the doors, if you have legitimate authority (Read, Captain or RD) then it has no choice but to do so. Being on topic more so. I am personally against extreme boltings of the entire AI Sat at round start (without any real reason to do so) since I feel it's being done in poor spo...
- Sat Oct 20, 2018 1:29 pm
- Forum: General Chat
- Topic: What Happened To Hivebot Invasion
- Replies: 5
- Views: 1687
Re: What Happened To Hivebot Invasion
Good to know, still a shame.
I did search for any PR that reverts Hivebots. Seems the revert PR called em 'hive bots' and not 'hivebots'.
I did search for any PR that reverts Hivebots. Seems the revert PR called em 'hive bots' and not 'hivebots'.
- Sat Oct 20, 2018 12:22 pm
- Forum: General Chat
- Topic: What Happened To Hivebot Invasion
- Replies: 5
- Views: 1687
Re: What Happened To Hivebot Invasion
My Ancient Station with the Hivebots came didn't have an impact on it, I think the station came out before the PR was merged.
- Sat Oct 20, 2018 11:26 am
- Forum: General Chat
- Topic: What Happened To Hivebot Invasion
- Replies: 5
- Views: 1687
What Happened To Hivebot Invasion
See title. I remember when the invasion PR was added over a year ago (https://github.com/tgstation/tgstation/pull/28514). Yet I've never seen it happen ever since. In fact, I checked the code and it seems someone removed the whole concept from the game. I can't quite find a revert PR however. Curiou...
- Fri Oct 19, 2018 1:28 pm
- Forum: General Chat
- Topic: What Happened To Movement Speed
- Replies: 5
- Views: 2365
Re: What Happened To Movement Speed
I do kinda wish movement was slowed down slightly, I feel it'd make combat feel more involved and less floaty.
- Fri Oct 19, 2018 3:50 am
- Forum: Town Hall
- Topic: Regarding felinids/catpeople
- Replies: 426
- Views: 95963
Re: Regarding felinids/catpeople
Reenabling Catpeople on Sybil seems an odd choice. Wouldn't it make more sense to keep em disabled until the (fifty third) upcoming vote to try and plactate both sides?
- Thu Oct 18, 2018 6:03 pm
- Forum: Town Hall
- Topic: Regarding felinids/catpeople
- Replies: 426
- Views: 95963
Re: Regarding felinids/catpeople
Can we lock the thread. We're not going to get any civil discussions out of it.
- Thu Oct 18, 2018 4:20 pm
- Forum: Town Hall
- Topic: Regarding felinids/catpeople
- Replies: 426
- Views: 95963
Re: Regarding felinids/catpeople
I'll repost my argument on why I dislike Catpeople. Catpeople are going to remain a point of contention for a very long time, if the prior years are any indication. The only other feature I can recall that maintained a long heated debate over a long period of time was the movement speed changes, and...
- Thu Oct 18, 2018 2:43 pm
- Forum: Town Hall
- Topic: Regarding felinids/catpeople
- Replies: 426
- Views: 95963
Re: Regarding felinids/catpeople
People trying to make rational posts are drowned out by the shitposters.
- Thu Oct 18, 2018 5:44 am
- Forum: Town Hall
- Topic: Regarding felinids/catpeople
- Replies: 426
- Views: 95963
Re: Regarding felinids/catpeople
Lizards always had a pass due to them being in the game for an extremely long period of time. Catpeople are a more recent addition which has no real historical basis outside of the physical cat ears you could wear on your head if you got to an autodrobe, of which almost no one ever wore them to my r...
- Thu Oct 18, 2018 5:31 am
- Forum: Town Hall
- Topic: Regarding felinids/catpeople
- Replies: 426
- Views: 95963
Re: Regarding felinids/catpeople
I disagree. One way or the other, this is a major issue of contention irrespective of if one side got a few more votes than the other. Saying we should ignore the issue because the 'keep catpeople in' vote got a few more hits is just as bad as those stating the opposite. One thing I do believe is th...
- Thu Oct 18, 2018 2:55 am
- Forum: Coding Feedback
- Topic: Remove 'Particle Acceleration Rifles'
- Replies: 46
- Views: 11042
Re: Remove 'Particle Acceleration Rifles'
There's no point to long range when by the time you charge the rifle the person you were aiming for can be half way across the station.