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Da Dman234

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Everything posted by Da Dman234

  1. The current janitor's closet doesn't have a camera and is basically in maint, why would we need one here?
  2. Can confirm, happened to me multiple times way back when. It's exactly what you see with current day vampires. Security checks EVERYONE once one of them is identified, and they rightly should when presented with the option. In reality there's no reason not to, because a quick drag through the chapel or a blood test doesn't hurt anyone but antags.
  3. I would love this so much, I always feel especially dickish aciding someone's brain just because I don't want them screaming about me later. All our current system encourages is permanently taking someone out of the round.
  4. the safe is impenetrable short of something on the tier of the singularity Honk. I may not be a mentor any more but I still do have some idea what I'm talking about. It was a few months ago when I did this and afaik there haven't been any major changes made to that safe since then. The based Fox god has spoken.
  5. Most people already avoid visiting medbay unless they have a broken bone, and even then it's not really required they do. I'm against giving medbay less to do. Also, it's obscenely easy to win the lottery.
  6. I know for a fact I've destroyed the vault safe with C4 before (which carries the whopping price of 1 TC, and nukies get some free at roundstart). Granted, it also destroyed the NAD inside it, but there's most certainly a way to do it.
  7. I tossed this idea around in my Sci Rework, if you want to poach some ideas from it feel free, cause that's most likely never getting done. It's in the code discussion part of the suggestions forum.
  8. Vox always have a hard time getting on station, but as with any other map Asteroid does have its' downsides, yes.
  9. >Singularity being placed in middle of the station for MAXIMUM destruction I like it.
  10. The map you described reminds me very much of Goon, while I don't think that's necessarily a bad thing, keep in mind if we make the station too easy to sabotage our round times will go down, and things will be in general more hectic, ect. Just something to think about
  11. We can do like Tau ceti - make a tiny transit station on cc z-level and place a spawn point here. There will be shuttle which will transit people to arrivals of cyberiad. And customs will be there as well. They are open and unmanned by default, letting new players to pass without problems. But during events or when server is swarmed by baldie raiders customs could be closed and manned by people from ghosts to filter out people coming to the station. This also would be more RP-like - people will not just appear from thin air inside always docked arrivals shuttle. Readding a widely hated feature for "RP" on a med-rp server is an absolutely awful reason to do anything. We removed it for a reason, which was that it did jack shit other than piss people off, mainly because why would anyone who just arrived have anything even remotely erratic on them. The only reason it had even the tiniest use was that once upon a time when there was no northern maint, and the only way on to the station was via a door in cargo or customs. Which meant once in a blue moon it would catch an antag who managed to strand themselves in arrivals.
  12. The idea of a specialized role that deal with implants and robotic augmentation has already been tossed around. I'm also sure the knee-jerk reaction to this will be "Sci buff? I THINK NOT" and it'll get immediately shot down. Though really sci doesn't need a buff, and probably will not be getting one until we have some form of control/security/scarcity with circuit boards (Unless you have no machines involved in this idea, in which case ignore most of what I just said).
  13. I think working too heavily with others would be a big problem. A map designed by committee would be terrible for the actual mappers, and most likely leave everyone unhappy. I think it might be do-able over the freeze, so I might have a shot at at least getting some groundwork done on it for the overall layout, and then let people squabble over the exact amount of medkits in medbay, etc, later. For the most part I feel the same way, while it certainly isn't ideal for multiple people to work on the map, I can't realistically see someone making even a half decent map big enough for Paradise in one month, and that's working multiple hours each day. It'd be a stretch to finish a quality map by the time the feature freeze is over with only one developer, atleast in my opinion. But what you suggested would be a good solution to the problem. While too big a committee would certainly be a problem. If someone were to start out with a rough skeleton and assign people to do certain sections/departments, you could get majority of the ground work done, then have one or two people who really know what they're doing polish it. Whoever heads the team (should one be made) could set out some basic guidelines and the like, all while giving out assignments and stitching the map together as things were finished.
  14. Making an entirely new map would be an astronomical amount of work, not saying it can't be done, but... You'd very much need the imput of both Staff and the Playerbase constantly, and need to have specific parameters for the map set out as well. I can't even begin to imagine how difficult it would be to get it merged too, not to mention the bitching and moaning from players simply because you can't please everyone. That being said, if someone does decide to make a team for a new map I'd be interested in helping, however little time I may be able to dedicate
  15. I think you're the only other person I've heard bring this up. I'm the only Skrell I've ever seen that only eats veggies like they're supposed to. That being said, I don't really see why this needs to be enforced via mechanics, but hey, if someone feels like coding it. Also, if anyone is up for the suggestion I'd be totally ok with Skrell doing less physical damage and maybe being resistant to oxyloss. I'm really one of the very few that play Skrell, and I hardly ever have time to play anymore, but if any other players I don't know of want to chime in feel free.
  16. I haven't read all the posts so sorry if someone said it, but I'd like to point out Skrell can also breathe underwater
  17. When the change came around slimes originally had no bones, but that was shot down. I don't see why that decision should be reversed now. I would totally be for moving the slime core and having slimes be able to regrow their head, seems very slime-ish and cool.
  18. This isn't an ideal solution, because as you mentioned if they're assholes they'll do whatever they need to get the materials, including break down a wall. What happens after that? Oh hey, now the tide can get in, oh and now they're wasting what little materials we have remaining. An ID lock is the best way to protect against the tide/non-intended personnel using the console, plain and simple. Also, just because weapons are lockboxed doesn't mean that there isn't a ton of strong/powergamey shit in the protolathe. Everyone likes to shit on science players as being powergamey assholes, but in the hands of the tide it'd be infinitely worse. That being said, I'm not necessarily against machines that are built after round-start being unlocked, as long as that does come at the cost of the security of the original.
  19. The crossbow fills a niche well and I think is fair for the price it's currently at, if not a little overpriced. I see no need to alter one of the classics when it's hardly ever even used now a days.
  20. Everyone has their own way of doing RnD nowadays it seems, I tend not to rely on circuits or upgrades. I don't think I hold the record for fastest time, but in general I get it done in around 10 minutes if I'm serious. Granted my material waste is probably pretty high. Also, I'm a sucker for looting the RnD outpost for all it's worth. I guess it's just a habit from the old RnD system, but even still there's some pretty valuable stuff there.
  21. Not that I'm trying to hijack your guide, but hemostat is generally considered better for Bio 1, and for plasma 2 and 3 Freezer boards from the outpost. Also, a stunprod bumps combat up to 2, which is preferable over a 3rd Durand board. Other than that, good guide. I'm sure new players will appreciate it!
  22. I hope you've braced yourself for the impending shitstorm that comes with every suggested taser nerf/buff. I, for one, am quite happy with the solution that the conclusion of the last argument ended in (Which was to introduce the hybrid taser). Though, as someone who never plays security I have a bit of a one sided view. I believe that the tasers sec has access to currently are quite strong, and completely destroy unprepared antags (The keyword there being unprepared), but there are a multitude of ways to negate them, whether via stimulants or antag abilities. As an antag you should always be prepared to deal with security, I don't see why we should punish sec because people are too lazy to prepare to deal with them. That being said, I wouldn't mind a nerf to the amount of charge it holds.
  23. The PR for this was opened and closed for this a week or two ago, so thankfully not.
  24. Thats a big reason why I don't understand the ID lock for RnD console. Scientists already had immense power over every other department and in responce they prevent other people, even people with emags, from stealing shit from science? They still have shutters and the machine is locked! No one can even use or build the RnD boards in tech storage because its ID locked anyways which is stupid as shit. Engineers don't even get ore machine access, another things scientists get anything they want. RnD position is overpowered with command status on top of full chemistry, xenobio, bombs, every tech on the station, genetics powers. The solution is to break up science, not just limit one person within science though. RnD can stay civilian if science is fixed because he doesn't have much more power than a general scientist overall anyways. I agree that someone with an emag should be able to unlock the RnD console, but it's locked so your good ol pal greytide mcshitter doesn't bust in when no ones there and waste all the materials. Also, for the science breaking up thing, that's a topic I've given quite a bit of thought about, and already tried to open a PR for. At the end up the day RnD is just too strong as it currently is, because no matter what given the time they're able to replicate everything else science can do via building machines. Unless someone chooses to code something in to help with this splitting science isn't feasible.
  25. there's a thing that needs to be reinforced. Sec testing things on the person they found them on. like death chem syringes/patches *I have no idea if they can even come in patches* Generally not. You'll only really ever see knockout syringes, since 15 units isn't really enough to kill someone quickly with. Anyone who knows what they're doing will use either a pill, grenade, or bar bottle. Also, both chemists and scientists have a function on their PDA to scan the regents inside an object. Since I assume these would be the only people you'd find with death chems, just borrow their PDA to scan whatever.
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