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Czardoc

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Everything posted by Czardoc

  1. engi should get a beaver bc you know, beavers build dams engis build too
  2. Czardoc

    FoS

    tajaran should tail wip instead of slap these sprites make me want to sprite again
  3. playing as a gas-cloud based off of human features with my own language and breathing plasma sounds good to me. i'd surely love to remove them releasing toxins, or at least, give them a hardsuit but if they take it off it releases plasma in small amounts, like 1 or 2% of your room's atmospherics per minute or two minutes.
  4. this is quite the post. "if you dont like it, you can fuck off" mentality is quite a thing to see. anyways, on topic. earthdivine and fox are spot on. the engineering RIG in dead space was nothing close to an armored suit. it was patches of clothing and some metal, and you managed to upgrade to better rigs. as for "wool and cotton providing more protection than a rig suit", keep in mind you're suit is, again, utility, not combat. i'm surprised your RIG doesn't fall apart when some robust ass guy slams a crowbar on you. at least we get tears. RIG suits are meant for your every day 0 kPa engineer working in the low-gravity region of space or in some depressurized area, not in a battlefield. compared to all those cargo techs, scientists, misc workers, doctors, and (maybe) miners, you have the next best thing to a suit of armor out of security. and remember, unlike the sec armor only protecting a chest and groin, you get protection all around, which should be considered a holy trade off for that big ass utility suit. quite literally you have really good armor available to non-traitors and it shouldn't get to the point where you're robust with it. if you think of it in an IC sense, nanotrasen made RIG suits - based off dead space suits, which have minimal protection from combat - and NT wouldn't just pile armor onto your RIG so you can walk around being robust.
  5. Ever been walking through a hallway and see a yellow/orange flashing light on an air alarm (general atmos alert) ? I think this can be put to use. Along with being deprived of oxygen in a red-light zone besides just a ruptured lung. Real life cerebral hypoxia happens in 4 stages: 1. Diffuse cerebral hypoxia - Mild to moderate impairment of brain function. (Yellow/Orange Air Alarm light room - AKA a general atmos alert.) 2. Focal cerebral ischemia - An ischemic stroke. (I would go into medical detail but it's a video game, we'll be fine). (Continually staying in a yellow/orange air alarm light room, or entering a red air alarm light room and not putting on your O2 tank for a certain period of time.) 3. Global cerebral ischemia - Complete stoppage of blood flow to the brain. (Entering a red air alarm light room and not putting on your O2 tank for a sustained amount of time). 4. Massive Cerebral infarction - A total "stroke" which effects the brain massively. (Staying in a red air alarm light room, and never putting on your O2 tank.) Mechanically, as in in-game like, I would expect someone with cerebral hypoxia to have the following symptoms: Stage 1 - You feel disoriented. This would be the first indication to oxygen deprivation, the player might shrug it off but it will get quite annoying. You will drop items randomly (John Doe drops the wrench!) in your hands, you will walk in odd directions (much like being drunk) and you may feel noxious. Stage 2 - Your head hurts. The stroke will occur like a true ischemic stroke. This would increase the disorientation from stage 1, along with voice mishaps (Much like being drunk in SS13, except not as bad. Still has slurrs, grammatical errors, and could remove a word or two from your sentence). Stage 3 and 4 - These will likely end with you passing out, like in most O2-lacking situations in SS13. They will lead to death. They follow the same emotes as a regular lack-of-O2 situation in SS13.
  6. This would move all NT personnel - Magistrates, Blueshields, Representatives, Recruiters, and any k00l admin class. It would look more organized, rather than having advanced personnel in the same slot as Civilians. That's all.
  7. To me this is a bad idea. It extends the amount of security going up everyones ass, which can limit roleplay but also severely limit traitor rounds. Too much security spread over huge distances could also cause balance issues, especially with the type of equipment (They should only have a uniform, nothing more. They aren't actually doing handy work). Security IN the mining colony also sounds like a bit over doing it as well. Mining can handle them selves, I understand fights can break out but it barely happens on mining. To me its just a useless over-extension to guard areas that don't really need guarding. Engineering MAY need guarding because of the Singularity but why the fuck should Security actually be let IN to engineering to tamper with shit they dont understand? Medbay makes sense. Supply again makes no sense. Any others I will disagree with. Research doesn't need one because the Scientists can usually handle themselves.
  8. nerf the hardsuits. Think of it like this: They are guards, but not the actual workers. Security is not needed on-sight during a depressurization, engineering is. They shouldn't be on-sight clogging up hallways and annoying engineering They should be security: Block off the hallway, get reports from the people actually DOING the work. Guard shouldnt have to divulge himself in his guard division's work.
  9. filters can last up to hours they should at least last 30 minutes while on the mask
  10. Place multiple C4 at escape and bridge. If you need something from a specific division, due something to call on the division. Ie. bombing a large group to attract medics and security, or just bombing medbay/sec all together . No one notices because dumb. C4 explode. In the panic, if you need an item, retrieve it. If you need to kill someone, jobswap and follow them for a bit. I've suceeded in my murder traitor rounds by subtle following and jobswaps. Stealing is easy because you just need to divert attention and emag.
  11. Praise the HONKMother. This guide was the haven to the HONK I built a Honk mech today for Slippy Joe MD. (Slippy's in the HONK, I'm in the Durand, and a miner is in the Odysseus). We patrolled around for a bit and I watched him HONK a few people. I forgot to put on a tracking beacon and I lost where they were going so I couldnt destroy the HONK, it probably escaped. RD was freaking out but we managed to run out with the HONK before he could start attacking us. HONK/10 Robotics round.
  12. This would be like selecting a traitor, except it would occur every round involving Syndicates (Traitor, nuke ops and changeling-traitor). For every new arrival (Anyone who comes in after round begins), they have a 30-50% chance of being a Smuggler, and they must move an item to a specific area. However, this will only activate if there is a Customs Officer present. Smugglers would get the classic notification: You are the smuggler! As the smuggler, you need to move items past Customs and leave them at a location. They would spawn with a makeshift weapon that fits in a bag (ie. stunprod) or basic weapon (ie. knife, stunbaton -- uncharged). They could also spawn with drugs (ie. mindbreaker, space drugs). The smuggler has the following Objectives: Objective #0: Don't use [insert item name here]. Objective #1: Get [insert item name here] past Customs. Objective #2: Leave [insert item here] at [insert public location here]. Objective #3: Escape on the escape shuttle or pod alive and free. Smugglers can fail their objectives if they hurt anyone with their contraband item themselves, or use it (the drugs).
  13. I have a few ideas. Department / Job(s): Geneticist Objective Text: Discover a beneficial power Completion Criteria: Discover the following power (List any medium-major powers here). Department / Job(s): Scientist and Research Director Objective Text: Reach maximum research. Completion Criteria: Maximize research levels. Department / Job(s): Xenoarcheologist Objective Text: Discover and grow a fossilized plant, Discover and uncover an animal fossil. Completion Criteria: Discover any of the fossilized plants and grow them, or discover an animal fossil and take it out of the dirt. Department / Job(s): Anomalist Objective Text: Discover an alien artifact. Completion Criteria: Discover any alien artifact. Department / Job(s): Xenobiologist Objective Text: Breed the [insert the best Slime color] here. Completion Criteria: Breed the [insert best Slime color] here. Department / Job(s): Plasma Researcher Objective Text: Make a bomb and detonate it. Completion Criteria: Make a bomb and safely detonate it. Department / Job(s): Clown Objective Text: Obtain a HONK mech. Completion Criteria: Get a HONK mech (somehow) and ride in it once. Department / Job(s): Surgeon/Medical Doctor Objective Text: Perform one successful surgery. Completion Criteria: Perform a single successful surgery. Department / Job(s): Chemist Objective Text: Make one of each beneficial chemical (The only beneficial chemicals I know are dexalin, kelotane, inaprovaline, and tricordazine) Completion Criteria: Make one of each beneficial chemical. Department / Job(s): Virologist Objective Text: Discover a beneficial virus or cure a virus. Completion Criteria: Discover any beneficial virus or cure a dangerous virus. Department / Job(s): Engineer Objective Text: Set up the SM or singularity. Completion Criteria: Initiate the SM or start the singularity's PA once it's containment is constructed. Department / Job(s): Life Support Specialist/Atmos technician Objective Text: Put out a fire. Completion Criteria: Put out a fire by any means.
  14. besides overheating, machine race is king race yeah, they may be a little weak, but they have such a huge heath range. I was nuke ops and the rest of my team died, it was me and a tajara. ERT must have unloaded their entire charge of energy guns on me, and I was still going, managed to kill two of them. then i blew up when it comes to fighting, you can choose more health or stronger punches. but besides robusting people, machine people are especially useful for viruses, radiation, and lack of oxygen. I can be the only person not infected and go into virology and make a cure, or be an atmos and not need oxygen to go deal with a fire. its just convenience.
  15. Lord Singuloth. Yesturday we tried to set up SM. Everyone died trying to eject it. Lord singuloth was released. It blew up. Every time I experience an SM we eject it or it blows up.
  16. I've been engineering for a while and I really did learn how complex the SM is. It usually ends up either getting ejected or causing a massive radiation storm with a bunch of death hallucinations. I still haven't fully set it up before because I'm afraid of it. The Singularity does give me a mini anxiety attack when the engineers make it a little large, but that's about it. It's a little too straight forward, giving me less time to do stuff. There's not much to mess up in a Singularity. SM usually ends up with being ejected or exploding, much more than the Singularity is released. I prefer the SM for safety but I also set up the Singularity.
  17. Czardoc

    The Czar

    I posted here before, maybe a few of you know me. Maybe a few admins. I've been playing here silently, never introduced myself. I'm Czardoc. I used to play a lot of GMod, which is how I heard about Paradise Station. I used to play here a lot then went inactive. You can find me in game if you try really really hard Snow Beatrice Samuel Grey Salem Chrys Harkkens O.Z.Z.Y (Machine Person or pAI) HEXA-HUMAN (Borg), or OZZBOT/O.Z.Z.Y
  18. Czardoc

    Muteness

    A disability allowing your play to be mute. If you have a severe mouth injury, this should effect you and make you mute, but can be healed (pending surgery). Would likely go by your mouth being cut open, then just some advanced trauma kit, possibly a FixOVein. Mute people will automatically know sign language. They'd also spawn with a box of paper for writing to people if their PDA broke, and maybe their own pen. If possible, doctors and maybe heads will be able to understand sign language, but not communicate back. This brings back the suggestion of people being able to select it as a sign language, but it should be selectable as a secondary language (a new menu for language selection), which includes sign language. This would also allow you to communicate back with a command, which could be anything (ex. :v, :j, :k, those type of commands). This would allow mute people to communicate to doctors easier, to eachother and to deaf people as well (if the deaf can speak Sign). Mechanics: Mute/Deaf: Whenever trying to say, it would come out as "John Doe signs, "I am John Doe." People who don't speak Sign could simply read "John Doe signs." Just speaking Sign, not mute or deaf: Input hot key (For example, :k) say :k I am Jane Doe. It would come out as Jane Doe signs, "I am Jane Doe." Not speakers read "Jane Doe signs".
  19. How do you propose to properly and legitimately get 'new admins'? Besides having a mass Call-of-duty like recruiting stand, there is no way to properly recruit a unique or genuine admin. As it comes to us not having that many people, lack of admins don't usually correlate to playerbase, but there may be a different system on SS13. I know that when I play and no admins are on for multiple rounds, there's still a full staff around and the game is playable. I really don't get what you're saying though. More admins =/= us being listed, or someone magically searching 'Paradise Station' at some point when it is unlisted. The most common way I know to get new players is by inviting them personally, giving them the website. Not having more admins.
  20. Thanks, i saw your asthma thread and i was actually gonna ask if with your permition add it into this list as another dissability. Go ahead. I was going to suggest it anyways.
  21. I've come up with an idea for an asthmatic disability. Why this is a good idea: Purely for roleplay. I don't see any other reason to it, but if someone wishes to not rush around and take a pace, they could probably use this. It is also a disadvantage, and some people may want to roleplay with disadvantages (IE - wheelchairs). Not much else to say, but I do go in depth with mechanics. How it works (mechanics): When you have an asthma attack, something like this would appear: You feel devoid of oxygen! Asthma attacks may occur when you are doing things that require a lot of cardio. Asthma attacks should occur when you are: Getting attacked and running away (usually when your health level is around yellow-orange during the attack). Chasing people around the station (Security members, for example, running after a criminal). Running away from a threat (OH SHIT NUKE SQUAD). Dragging heavy shit around for a long time (Dragging the mining drill around the outpost for a useless amount, like over the 5 minutes it takes for you to walk through). Asthma attacks would usually go like: Your chest begins to hurt you... Your breathe pace quickens! You feel like you're about to pass out! Asthma attacks would occur over a 3 minute period. Each minute the next warning comes up, and by 3 and a half minutes, the asthma attack takes place. During an asthma attack, there should be a gasping mechanic. When body scanned, you would appear to be suffocating. Perhaps the body scanner will notify the medical guy that you are experiencing an asthma attack? Asthma attacks would be about as long as seizures, cause blurriness in the vision (The big white thing that fills your screen when your vision is damaged) (To simulate being about to pass out), and cause lung damage fixable with dexalin plus. A new item would have to be added in, the Inhaler! Anyone with asthma spawns with this in one of their pockets, and it is fueled by dexalin (no need to code in an entire new chemical, but if you really want to, code in the medical steroid). It has ~30 uses, 5 units being taken during each inhale. When you want a refuel, just go to the chemist and get your inhaler filled. When having an asthma attack, there should be an option in the Object tab to "Inhale", but this should only work if the inhaler is in your reach or is in either pocket. Otherwise, you need an external source to do it for you (All they'd need to do is have the inhaler in hand, help intent, and then click on you). Going through one of these attacks will result in fixable lung damage and you will not pass out. After using the inhaler, the asthma attacks stop and if you stopped the attack before the half-way mark, you will not have any lung damage and the visual damage will go away QUICKER. Oh yeah, and smoking would cause an instant asthma attack which would last longer and do waaay more damage, requiring more dexalin plus and visual damage will last even longer. The damage will also come quicker, and over the time of the attack get worse. This will leave permanent lung damage if you go through the entire attack, but you will likely pass out. You would need a double-dose from inhalers during a smoking asthma attack. Running around immediately after an attack will make them progressively worse, until they are as bad as smoking attacks (Three asthma attacks in a row, as in, running around in the time span of anything less than 3 minutes in between). A new SE would need to be added (and possibly one removed) if you want to make genetics be able to cure asthma.
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