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Tinfoiltophat

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Posts posted by Tinfoiltophat

  1.  

    Currently, you are able to deconstruct and reconstruct most things on the station. However, whether due to an oversight or for some other reason, there are still a few things that can't be deconstructed without brute force, and some that just be deconstructed.

    I've begun to compile a list, along with suggestions for HOW to deconstruct them!

    Filing Cabinets-

    Space Heaters-Screwdriver open a panel, wirecutter some wires, crowbar out a circuit board, weld.

    Conveyor Belts-Wrench to pick up, welder to turn into metal.

    Firelocks-Screwdriver, opens a panel! Wirecutters cut wires, crowbar out a circuit board, weld into scrap metal.

    Chem Machines - Should be made constructable and deconstructable like normal machines, with a circuit board etc.

    Credit to Citinited, Skyping, and Dman for helping me remember things that can't be deconstructed! Reply with more things!

     

  2.  

    Going to actually contribute to this server instead of HONKtiding, self-antagging and stealing nuclear weapons.

    I noticed in particular that a lot of minor locations were missing, so my main goal is gonna be adding those.

    http://nanotrasen.se/wiki/index.php?title=Garden

    http://nanotrasen.se/wiki/index.php/Vacant_Office

    http://nanotrasen.se/wiki/index.php/Medical_equipment (Still requires picture)

    http://nanotrasen.se/wiki/index.php/Revolution had a lot of incorrect information, including that beating someone upside the head was a method of deconversion. Whoops.

    http://nanotrasen.se/wiki/index.php/Makeshift_Weapons Cropped and added pictures for the sprites.

     

  3.  

    I'd love to see wizards get a bunch of cantrips that fo basically nothing but look cool for free for just such purposes.

     

    On valid hunting, while command and sec are instructed by cc to treat then as hostile, valid hunting I when doctors leave med to shoot then with syringe guns, miners lynch with pickaxes, etc.

    Last wiz round I was in, the wizard actually was dead in medbay, but I defibbed her, healed her up, then made her fuck off outta medbay after confiscating the wiz hardsuit.

    Sometimes it's more fun to let antags do their thing.

     

  4. So, the way atmos and toxins worked during prisonstation was pretty neat, with some anti-griff measures. You had to ORDER gases for atmos and transfer valves for toxins, without them spawning inside atmos/toxins. As an extra precaution, perhaps admins could be alerted when such crates are ordered, and who ordered them. Open to suggestions.

  5. Yes, that actually makes sense because we don't want to reveal chem recipes that other servers (Who actually designed the chems IN THE FIRST PLACE) want to keep secret. It's just common courtesy.

  6.  

    So, me and Telvayne were talking in OOC and we thought of this COOL THING.

    The way it works is when a traitor completes one objective, such as killing someone or stealing something, they can "Double Down" so to speak, which would involve either them turning in the object they had to steal, or just the game checking that the guy they had to kill is dead. This would then result in them getting a random new objective, and as these objectives get completed you may see objectives that wouldn't even happen normally, E.G.: Bombings, stealing research levels, destroying important devices. This would cause crew to actually fear antagonists, as opposed to the current opinion that is pretty much " meh they probably won't try to kill me so who even cares rite?"

    Sorry this is my first suggestion so it's probably kinda shittily made and I might've forgotten stuff that would've been helpful.

    EDIT: I did forget stuff: The extra objectives could also possibly give the traitors more telecrystals and possibly even more unlocks(?).

     

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