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Showing content with the highest reputation on 06/04/2017 in all areas

  1. its still going.. Requests still open
    3 points
  2. Personally I'd like to see the Chaplain more tied to the chapel. The holy sword and armor thing is nice, but if there's any sort of 'chaplain magic' going on it should be tied to the chapel itself. Perhaps set up the Chaplain like a benign cultist? They start with nothing but the robes on their back and the ability to convert people to their religion RP-Rev style. With greater numbers of worshipers comes greater powers. Various heals and wards. Eventually the ability to sanctify an area. Making it count as 'the chapel' for all intents and purposes as like their 'end-game'
    2 points
  3. 2 points
  4. Updated from current list at request that isn't actually 100% up to date but it's what i had that was the most up to date because reasons for real i dont acutally know what all is needed anymore this is just an old list and something something honestly who reads this shit. Basic Capacitor, made in PROTOLATHE, AUTOLATHE (Power: 1) Micro Manipulator, made in PROTOLATHE, AUTOLATHE (Materials: 1Data: 1) Basic Micro-Laser, made in PROTOLATHE, AUTOLATHE (Magnets: 1) toolbox, made in ? (Combat: 1) welding tool, made in ? (Plasma: 1) High-Capacity Power Cell, made in PROTOLATHE, AUTOLATHE, MECHFAB, PODFAB (Power: 2) Science Goggles, made in PROTOLATHE (Engineering: 1, Magnets: 2) Advanced Capacitor, made in PROTOLATHE (Power: 3) Advanced Scanning Module, made in PROTOLATHE (Magnets: 3) Mass-Spectrometer, made in PROTOLATHE (Biotech: 1, Plasma: 2) Advanced Reagent Scanner, made in PROTOLATHE (Biotech: 3, Magnets: 4, Plasma: 3) advanced hard disk drive, made in PROTOLATHE (Data: 2, Engineering: 2 Tracking Beacon, made in PROTOLATHE (Bluespace: 1) global positioning system, made in PROTOLATHE (Bluespace: 2, Materials: 2) Holographic Sign Projector, made in PROTOLATHE (Data: 3) Mining Drill, made in PROTOLATHE (Engineering: 3, Materials: 2) cluster hard disk drive, made in PROTOLATHE (Data: 4, Engineering: 4) Advanced Matter Bin, made in PROTOLATHE (Materials: 3) Upgrade Circruit Imprinter with Nano Manips Machine Board (SUPERPACMAN-type Generator), made in IMPRINTER (Power: 4 Console Board (Telepad Control Console), made in IMPRINTER (Bluespace: 3, Plasma: 4) Make a Portable Chem Dispenser and Autolathe Machine Board (Quantum Pad Board), made in IMPRINTER (Bluespace: 4) Machine Board (Teleportation Hub), made in IMPRINTER (Materials: 4) Security HUD, made in PROTOLATHE (Combat: 2) Large Grenade, made in PROTOLATHE (Combat: 3) Exosuit Board ("Gygax" Weapons & Targeting Control module), made in IMPRINTER (Combat: 4, Data: 4) Floral Somatoray, made in PROTOLATHE (Biotech: 4) heart/brain, made in ? (Biotech: 5) Reviver implant, made in PROTOLATHE, MECHFAB (Materials: 5) Bluespace Crystal Bluespace Crystal AI Module (Purge), made in IMPRINTER (Data: 5) Diamond Mining Drill, made in PROTOLATHE (Materials: 6) PCMK-6 Bolar Launcher, Made in Exosuit Fabricator (Combat 5 Materials 4 Engineering 4) P-X Tesla Cannon, Made in Exosuit Fabricator (Material 4 Engineering 4Combat 6 Magnet 5) P-X Tesla Cannon, Made in Exosuit Fabricator (Material 4 Engineering 4Combat 6 Magnet 5) Phazon Torso (Plasma: 5) Print 10 Tech disks, take to Cargo after loading a tech level on every disk of different techs machine prototype, made in ? (Engineering: 6) machine prototype, made in ? (Engineering: 6) Bug Cargo and Botany for stuff. Bribe Cargo with tech disks ambrosia gaia branch, made in ? (Biotech: 6) or sentience potion, made in ? (Biotech: 6) charged slime core, made in ? (Power: 5) or glowcap cluster, made in ? (Power: 6) glowcap cluster, made in ? (Power: 6) Notable Items Required: Ambrosia Gaia Branch or Sentience Potion One to two glowcaps, if one charged slime core. One to Two Machine Prototypes from cargo, if one, mining jetpack Illegal Tech: Xray Laser Gun, made in PROTOLATHE (Illegal: 1)
    1 point
  5. Preface: Okay, so in response to the very clear want for changes to vampire mechanics, I made the following PR: https://github.com/ParadiseSS13/Paradise/pull/7462 Now, this PR was initially to prevent cheese which made the life of people trying to get their blood in the intended way even harder to to elevated security and valid hunters caused by these 5 minute screamers. While I think vampires are in a tolerable state, they have several flaws to their design that come together to create something that's too weak in the early game, requiring external robustness rather than use of powers to be effective, that turns into a monster once it's arbitrarily priced powers are unlocked. This Thread is intended to host the rebalance discussion. The goals of the redesign: Give the vampire an early game tool that can't be abused against readied players once discovered Make ability unlocks fit the ramping power and aggression themes vampires are supposed to have Reward better execution of captures with faster ramping without making imperfect captures prohibitively harmful. Now then, onto the proposed changes CURRENT Abilities Unlock Cost CD(s) --------------------------------------------------------- Rejuvinate 0 0 20 Glare 0 0 30 Hypnotize 0 20 180 Vamp Vision 100 N/A N/A Shapeshift 100 50 180 Disease 150 100 180 Cloak 150 0 1 Rejuv+ 200 N/A N/A Bats 200 75 120 Screech 200 30 180 Shadowstep 250 30 2 Mist Form 300 30 60 Enthrall 300 300 180 Full Power 500 N/A N/A Notes: One full body gets to bats Two unlocks all abilities Three unlocks full power No quiet options for first kill, prod or other stun is almost required for first kill to be able to strip headset in time. Stealthy options only available after first full drain. No real evasion tools until second kill mimimum. Forces vampire to expose self early. Only solid counter is to not use powers for first kill as you can't defend yourself or run. PROPOSED Abilities Unlock Cost CD(s) --------------------------------------------------------- Rejuvinate 0 0 20 Glare 0 0 30 Hypnotize 0 0 180 Changed Vamp Vision 100 N/A N/A Shapeshift 100 50 180 Shadowstep 150 30 5 Longer CD, Lower Unlock Cloak 150 0 1 Rejuv+ 200 N/A N/A Disease 200 100 180 Higher Unlock, More deadly later Bats 250 75 120 Higher Unlock Screech 250 30 180 Higher Unlock Enthrall 300 300 180 Mist Form 400 30 60 Higher Unlock Full Power 600 N/A N/A Higher Unlock Notes: One full body unlocks all stealth and subversion techniques. Makes darkness far more valuable as cloak and shadowstep unlock at same time with solid interactions Two unlocks abilities that allow the vampire to get loud and aggressive Three unlocks full power New hypnotize details: Ranged stun in similar vein as sling stun. Requires both caster and victim to stand still for duration of cast time. Upon success, target is stunned and muted for a short time (roughly enough time to strip a headset if you're near them when you cast.) Has long CD on success, but no blood cost. Additionally, wearing flash protection blocks the visible message for the vampire, but roughly doubles cast time New hypnotize allows vampire to play more into the roll of subtle dissident in the early game for the first kill or two before people wise up to their shenanigans. Note that this ability can't be used on moving targets or while stunned or blindfolded. It's also not particularly effective if you can't make people stop to do something like talking, for instance. Get out there and RP your victim into an early grave. Blood counts for abilities focus on deception and stealth early with aggressive abilities unlocking later. Additionally, two perfect kills or three imperfect kills are now needed to mist which should reinforce the stealth aspect of the vampire in the early to midgame while not fully denying a wellplayed set of kills granting higher powers. Full power now requires about three perfect kills. This is due to the inability to accurately test a full power vamp short of spacing. Overall, this should be more representative of the intent for the vamp to ramp up in power and thus aggression over time. It still punishes poor play early, but vampires have always had the weakness of being a tator without gear in the early game. If played right, this would mean a vampire is capable of being self sufficient against isolated targets that it can convince to stop running around. The actual stun time here is also important, perhaps scaling inversely with range, or even scaling cast time with range so that being closer results in faster casts at the cost of subtlety.
    1 point
  6. More concept arts!! Here's a fun drawing of a city on Jargon 4
    1 point
  7. Steven Stingray, Patch, Alek Rose, Lady, Thali, Stuart, Catalina Beer, Lily, Kitten, Bit, Sarah House, Johnny
    1 point
  8. Not sure if that BSA is part of the "pre-emptive preparations against cult" but it sure as hell would work in that role too. Also, welcome! if not to the whole game and community but to the introductions section of the forums.
    1 point
  9. No amount of Science can justify giving out the Chain of Command. Also, I feel bad for posting here to help this sick joke of a feature work, but: Instead of a sheet of Uranium, use a reviver implant. Cheaper. Instead of a sheet of Diamond, use a diamond mining drill. Cheaper. You can use a Bola Launcher from Robotics to get to Combat 6. Don't waste the Chain of Command. You can get to Plasma 6 by using a Phazon torso, also from Robotics. Super expensive, but THE NUMBERS GET HIGHER.
    1 point
  10. getting closer... slowly... so very slow.
    1 point
  11. The hiring requirements of NT used to be "A pulse". IPCs changed that.
    1 point
  12. So, I made a rigged bet with Reyes and got him to wear a cat maid outfit, and yes, he is a plasman if you didn't know.
    1 point
  13. Welcome... to Bright's Bright Sushi! Conveyor belt courtesy of the one and only Valthorne Haliber.
    1 point
  14. USE A TITLE LIKE THIS: "Banned by ADMINNAME: Ban appeal for [YOUR BYOND USERNAME HERE]" EXAMPLE: "Banned by Regens: Ban appeal for [insert ckey here]" IC NAME: The character name you used when you got banned CKEY: This is your username on BYOND DATE OF BAN: Date you were banned, shown in the ban message you get when entering the server ROUND ID: Also shown in the ban message. May not always be present. Looks like a number, e.g: 12345 DURATION OF BAN: Also shown in the ban message. E.g: "until appealed". ADMIN BYOND KEY: The admin who banned you. Please type '@' in front of their name, so it looks like this: @Kyet. If you don't know which admin banned you, ask one of us privately to look it up for you. REASON FOR BAN: The reason as to why you were banned. Shown when you connect to the server. DO NOT edit this, quote the exact ban reason shown when you connect. YOUR APPEAL: Explain why you think we should unban you. The best approach is generally to read the rules, then explain which rule you broke in your appeal, explaining why you won't do it again if unbanned. If you're truly convinced you never broke the rules in the first place, you could alternatively explain why - but that approach has a much lower chance of success. Try hard to identify which rule you broke. ------------------------------------------------------------------------ EXAMPLE: IC NAME: Grayman Tide BYOND KEY: Greytide16236 DATE OF BAN: 7/9/13 DURATION OF BAN: This is a permanent ban ADMIN BYOND KEY: Regens REASON FOR BAN: Insulting people YOUR APPEAL: I broke rule 1, and openly insulted another player in OOC. I am sorry I lost my temper and did this, and will not do it again.
    1 point
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