Jump to content

Da Dman234

Retired Admins
  • Posts

    405
  • Joined

  • Last visited

Everything posted by Da Dman234

  1. As was already stated, they were a balance nightmare, it more or less simplified down to the crew annihilating them in 5 minutes, or them controlling the station in 30. I'm not very knowledgeable about our coder situation, so there are more qualified people to speak on it than me, but at the time of their removal our coders didn't have the time/energy to sit down and balance them in a meaningful way, and I'm inclined to believe that that's still the case. It's not a unique feature, and people (or those with coding knowledge), generally, aren't interested in putting the time into fixing it.
  2. The mistake you're making here is that the players aren't clients, and we aren't paid. I, personally, do not want to spend what could be hours of my time arguing with players over a note they don't agree with. Everyone seems to be vastly overestimating the use of the note system, and on top of that I'm noticing a ton of "Us vs. Them" mentality between admins and players. Admins do not log on to the server with the idea of "I'M GONNA MAKE X PLAYERS DAY REALLY SHITTY" we're here to play the game just like everyone else. Contrary to popular belief we do not give any significant amount of thought to players unless we receive direct reports that they're breaking the rules at the current moment. If you choose not to believe that and distrust us, that's on you.
  3. I don't think I'm quite understanding this fully, so people want basic/situational notes that aren't sensitive, but basically that just means the notes from every time an admin has spoken to and given people a warning? I always thought it was pretty clear that when we have to talk to people it's noted, and not to repeat that behavior. What exactly would be the point of having that information? Sorry if I've missed it if it's already been stated
  4. Four tiders tiding, or is that 0 now that I've said something...?
  5. Yessssss, give me tritium for those sweet, sweet toxins bombs. Realistically though, this would most likely require an overhaul of a couple areas of our code, including atmospherics, toxins, air alarms, ect. Would probably be a complicated port?
  6. Mindswap and Summon Guns/Spells have led to some of the best and most interesting Wizard rounds I've ever seen. The problem is Wizard has such a high learning curve, the solution isn't to remove or limit them by removing spells the crew thinks are "OP" or cheesy, because the reality of the situation is it's very commonly 1 vs. 50 if not more.
  7. It actually serves as an incredible defense mechanism, if everyone is the same it makes things hell for security, effectively providing a mask for antagonistic actions provided nobody blatantly see's you murder someone. You can literally just grab some random person's ID and you now have an effective disguise, as half the crew is the same person and they only way to identify them is via ID. Also, no need to get riled up over such a little thing. I personally much prefer antagonists/changlings have their fun this way then relentlessly murderboning the crew.
  8. I'm not in favor of removing or nerfing one of the changlings more fun abilities when the only detriment to the person stung is a name change.
  9. There's just no way any of these would ever be available at roundstart... They're really cool ideas, don't get me wrong, but these races are all incredibly unbalanced, and would be difficult to incorporate RP wise (Or atleast zombies would). That being said, a sort of infection that could turn people into zombies and cause a stationwise crisis would be really cool.
  10. This enforces the exact wrong type of mentality, absolutely not. Karma points are meant as a reward for RP and this has exactly the opposite effect.
  11. This was suggested a while back and the main concern was how to remove it from said person (Mainly how could they themselves remove it).
  12. Alright, I'm not really for or against this but I'll give you a platform with which to better explain your argument with a question, since I'm curious. What difference would being put into crit make? I fail to see how being put into crit makes any difference whatsoever, minus a couple minutes in repair time. You'll still be disabled on the ground, and your radio will be off, how does this make any difference for the player in any situation other than when an antag attacks them; in which case the IPC can better scream "X DID THIS TO ME, LYNCH". A lot of people see IPCs as balanced, and I haven't really seen you give a convincing reason as to why you should have this other than "EMPs are strong and other races die in two shots instead of one". Each race has numerous upsides and downsides, and it's not really fair at all to compare them.
  13. It makes a noise to the user when it's wielded in both hands, and you are also NOT supposed to be able to resist out of it. Don't know what the circumstances around that are. In my eyes it's pretty much the best stealth weapon, though admittedly I think it's a bit overpriced. It's an instant aggressive grab they cannot be removed from, rapidly chokes them out and mutes them (Including screaming) and is reusable, but at the same time is a very circumstantial weapon.
  14. I'm with Spark on this one, I will never be for adding old species abilities. All of them were so, so, broken in multiple ways, especially Vox. People like to complain about them now, but back when they had magclaws AND the leap none of them ever bothered leaving the station they were so vastly superior on the ground. *shudder*
  15. The wiki is not known to frequently be right, and often times lags up to months behind in regard to science. That being said, I'm definitely not 100% sure on this and could very well be wrong. I haven't been playing science as much lately.
  16. Pretty sure Science is already capable of making these, although it requires an obscenely high level of research that is only obtainable by deconstructing one in the first place. I could just be talking out of my ass though, or it may have been changed.
  17. This is over half a year old, pretty safe to say it's not gonna happen.
  18. All changing chemistry is going to do is make it more difficult for new players, I really don't see it having an impact on powergamers/validhunters, other than taking up a slightly longer amount of time. I can tell you it would probably take a day at most to tweak the PDF file I have of the best combinations, and the same can be said for pretty much any competent science player. So, if you're gonna nerf it you're gonna have to do so hard, and probably redo ALL the chems, or else you're probably going to see very little, if any effect. That being said, it'd be cool if chem felt more sciency rather than "Push button for chems lel"
  19. Right, so this seems pretty self-explanitory. Obviously this is only how I feel, and people will have differing opinions, so keep that in mind when reading this. - Fix the AI upload, currently it's set up so that two turrets quite literally fire directly into the upload consoles, destroying them if it's on lethals. - Add more cells to the Brig. You shouldn't have to drag prisoners all the way to the back to the "long term cells" in order to imprison them, especially with the tide that is prevalent on higher pops. - Move cryo to a more central, accessible, location that is not in the corner, and add more cryo pods. If people think cryo is too hard to find they're just gonna ghost, which obviously is unwanted. - Add more maintenance. As it stands right now it looks like a bomb to the hallway directly right and left of bridge completely cuts off the station into 4 sections, since there's so little maint. Sec completely cutting off the northern section from connecting to East and West is a huge -, and you definitely needs to connect the East, South, and West in more than one way that is far from the central "square" where command is located to stop a bomb from preventing movement around the station. - Remove the gas chamber. Not 5 minutes after finding it multiple people started making gas the vulp jokes. While I'm not a furry and don't really care about the subject overall, it's clear moving forward this is going to be a problem. I'm sure it wouldn't be a jump for people to start making jokes about the holocaust, ect. - While I understand that it makes sense the vault is in cargo, realistically nobody should or is going to trust anyone outside of command with a nuclear weapon. Not to mention that in its' current position nobody is primed to see something from the vault is missing, which was one of the advantages the vault on our current map has. - I have no idea why the entire bottom left half of the station is basically all maint. If it's intended to be some sort of antag haven it will very shortly become, "every sec officer rush that one section of maint because that's the only place they can hide off the grid". Though this may be a small exaggeration, I feel it's better for maint to be better distributed across the station, so antags are harder to find. - Robotics bay is a big, boring, square. Though it's in a good location it looks ugly and boring. Roboticists should definitely have eyes on the mech bay at all time. - The Detective having a morgue is cool, but what's the point without an autopsy scanner? Either give them all or nothing. Also, would be nice to be close to evidence storage again, but that ultimately isn't a very big deal. - Bar and Lounge should be the same room, the doors make things feel awkward and the bard too cramped. Bar also needs tables, chairs, ect. Cards and games would be cool too. - Cargo office is square, awkward, and has a ton of excess space. Ore machine definitely also has to be more secured to passerby's can't swipe materials as they're being taken from the machine. So yeah, I'll may or may not add a few things on to this, but that's about it. Anyone else with suggested changes can comment and we can pool them here.
  20. You'd have to generalize it more, because all this would end up doing is promoting meta. After all, you find one of these guys and immediately know it's traitors. While this is already the case in that if you catch a regular traitor you know the roundtype, I don't really think we should be making it easier to meta... I love this idea overall though, I think giving sec something to do round to round is a great idea that would tone down on some of the more powergamey aspects of sec we currently have.
  21. Ayyy, something I've researched extensively. I have no idea if you're aware or not but I've looked into this quite a bit, if you feel like reading up on some input as to what's wrong with science check out my old thread, feel free to steal any ideas you like. viewtopic.php?f=48&t=7661 That being said, at the end of that very long journey I came to the conclusion that science can't really be changed/broken up unless you tackle the core component of RnD and circuit printing. So, do something with that. I had neither the creativity nor the coding knowledge to tackle the problem, here's hoping you have better luck! Cheers.
  22. This. Not to mention it would make medical even easier. I have no doubt a "perfect" mix would be created relatively shortly, and anyone who didn't make this and stick it in autoinjectors to be distributed would be immediately flamed.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use