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Da Dman234

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Everything posted by Da Dman234

  1. Now, are we just talking about restricting information on contraband, or antag types in general? I feel enforcing one but not the other would be confusing in multiple senses. For example, people are allowed to know that space vampires are weak to holy things, changlings fire, ect, but not be able to identify traitor gear? I feel if you start divying up what meta knowledge is acceptable and what isn't it could get messy... Though, I'm sure some servers do this, just none that I know of/play on, so I couldn't tell you if they were successful at it anyway.
  2. Wishgranters semi-frequently spawn in the gateway.
  3. In no way shape or form was that intended as aggressive, merely what I saw it as. If you took offense to that then I apologize, that was not the intention. That being said, I feel like I've made my point in my previous posts, so I'm going to discontinue this little debate and chalk it up to differences in opinion, since this is going nowhere.
  4. Drones are quite literally not allowed to interact with anyone on the station, and there is exactly ONE posibrain on the station that observers have first dibs on. Very rarely are more made because of the extremely high tech and material level required. I exclusively play science and I can say I hardly ever see these made, so no, dead players don't usually get to play borg unless their own brain is placed inside of it. Why do you keep bringing up leaderboards and winning? I've in no way shape or form implied that's the case. Are you really going to make me explain why dying should carry big penalties and something that can be easily made should remain weak? With basic door access PAI's could quite literally be halfway across the station from their master for whatever reason. I still have yet to see a valid reason for that other than "I forgot him" or "I need him to get a single item I'm too lazy to get". If you're forgotten not only do I believe you're doing a crappy job as a PAI, but you also have a PDA and radio to call him back for christ's sake, so that's not a valid argument in the slightest. So, for the third time, PAI's should not leave thier masters side. You have yet to provide even a semi-decent reason as to why they should be able to do so, because allowing them to would not only make more potential problems with antags, but also with PAI's not liking their masters and simply leaving. Yes, they are. Are you saying you join as a PAI with the same intention as if you join as Ian? Ian has no expectations placed on him, and is not meant to assist his master. If he's roaming the station and chooses to do so then that's that, but he is in no way required to, nor do you see him frequently doing so. PAI's are meant to stay with and assist their master, and are currently given the proper tools to do so. It's not fair or in good taste to cite Ian shittery as a reason that PAI's should be buffed.
  5. Nobody mentioned anything about leaderboards, and I think it's fairly obvious that death should carry a penalty, so this is an argument I'm not even going to bother to make. Every single example you gave has a severe penalty bound to their gameplay. Drones and Posibrains are bound by harshly enforced laws, Xenobiology has no access and are bound to their master (as well as being decently hard to get, to the point where you see them maybe 1/3 rounds), and holoparasites are bound to their master unable to so much as leave their sight. I find it funny you speak of knee-jerk reactions, when you're quite literally picking out one part of my post when I very clearly stated later on that I'd be more than ok with both a flashlight and scanner. I'm going to repeat my point earlier, PAI's should not leave their master's side. There's this crazy thing you can do called picking them up. Ian can't be picked up and placed in your pocket, speak in an understandable language, and is not meant to be bound solely to the HoP's office. It's completely unfair to compare two things when they're meant for two different things and have inherently different abilities.
  6. Tiny things like that are totally reasonable, but bar a huge change to them I don't think they're going to be quite as interesting as you and others would like... I think you can still maybe put them it simple bots (other than the ED), have you tried that?
  7. There's only a VERY finite initial spawn of pAI and Nerfing the cost of their production is a very small price to pay to make pAI actually interesting. Because presently, spawning as a pAI is less activity then just being an assistant with a station-bounced radio (Which are dime a dozen in the fuck tons of emergency toolboxes all over maintenance or in the several O2 lockers). Especially since nowadays, ghosts have gotten *WAY* Better respawn alternatives. Xenobiology mobs, Holoparasites, Golems have always been there, Positronic brains (Though they're harder to print out now.) The Nanotrasen minebot for miners who slot in the upgrade, yadda yadda yadda. All those compared to a Secretary who cannot be a secretary and that cannot open even basic access doors that even Terminated crew can open. pAI don't need to be Station AI: Pocket Edition. But giving them minor shit like flashlights or makin 'em tiny living encyclopedias as their niche sort is ... really not going to impact a round anymore then they already do. And if the "but lifing darth alurm is 2 op 4 skool" is a pressing concern, is there no way to make their communications instead act like a regular headset instead of a station bounced radio? So if T-comms is cut, pAI can't scream. (Might also enable the ability to insert headset keys into said pAI to enable those channels. Tator pAI able to monitor all comms an coordinate tators via Syndi-comms, pls.) You literally need Electromagnetic, Data Theory, and maybe Material techs at 2 to be able to make a PAI. Nothing you suggested is even NEAR how easy that is to make. PAI's aren't meant to be terribly interesting simply because you aren't supposed to be rewarded for being dead, and quite frankly I don't see how these changes would make PAI more interesting either. Other than being able to escape and quite literally fuck the antag that just successfully murdered their target (Which they should NOT be able to do) there's no point to the changes. Also, you all seem to forget that up until a while ago PAI's didn't even have a mobile form. The reason for that is because they're not meant to leave their master's side. I'm alright with smaller changes like giving them a flashlight, or even the full body scanner, and that's because it goes with the original intention of PAIs staying near their master and assisting in very basic functions that relate to their well-being. They should not, however, be able to roam the station and vents however they please.
  8. I'm against the ventcrawling and walking speed. PAIs are already stupidly strong in the fact that if your target has one, it's basically impossible to kill him cleanly. Telecomms blackouts are meant to be a godsend for antags, where it's impossibly hard to relay information unless you're prepared. In fact, that's the only reasonable way to kill someone who possesses a PAI (since last I checked for whatever reason EMPs don't work well on them). As for the walking speed, PAIs aren't meant to always be walking around with their owner. If you want them to keep up just put them in your damn pocket. And before anyone says that taking a whole one minute to walk to science and ask for a PAI counts as being "prepared", it really doesn't. For how easy a PAI is to get it should remain weak.
  9. This. I read the title and immediately thought to myself "There's still less than 0 chance in hell that I'm ever going to use it". Due to how it's designed it's either going to be utterly OP or trash, and it's been made plenty clear it's not going to be buffed.
  10. There's a witnesses section included in the player complaint template. Just list whoever and if the admins deem more info is necessary they will contact them. I see absolutely no reason why it needs to be public.
  11. It would be cool, but it's gonna create WAAAAYYYYYYYY too many problems to justify reinforcing lore, especially since we're only mid-RP.
  12. I'm not sure if you're aware, but Kyet is currently working on a sec remap that would introduce botany to perma. If you're really unsure about it I highly suggest you mention it on either the git or code discussion thread regarding it. Also, if you restrict the access to seeds, Botany is incredibly weak. The only good tools they receive is the hatchet, which I doubt will be placed in perma. Other than that they have some very weak toxins they have access to, which aren't gonna be a problem unless you're a diona. I already commented on the error in this earlier. I'm curious as to what you mean as to a chemist abusing it and how that's relevant though? As someone who does chem frequently it's quite literally our job to use tricks to produce things as quickly as possible. Ammonia wouldn't appear in the toilets, it'd most likely be added to a special botany machine that dispenses bottles. Literally the only thing you need to make Jenkem is ammonia from the chemist, which if Botany is added to perma prisoners will have access to. It's the easiest Narco to make other than Space Drugs. It takes 0 seconds to not post a nonconstructive comment and move along.
  13. Ammonia, Water and Ethanol form space cleaner (Which doesn't slip). The recipe for space lube is Silicon, Oxygen, and Water
  14. I really like your shield idea, that'd be an interesting objective that'd require defense. I could see them setting up a sort of base on station, and would love to see them alternating between offense and defense (This would be a great place for the invader shells to come into play). Replace the AI on the other hand... not so much. It's just way too easy to do, especially when it's as isolated as it is. As for the stop the escape of crew, I'm not against the idea, but doesn't that basically mean taking over the bridge and shooting the two comms consoles, then what happens? This could probably used for a new/more unique objective, but maybe I'm just nitpicking. I'm suuuuuper against this. I'd rather we didn't make Vox raiders 2.0. I think that's pretty much proved that non-violent boarding parties don't work well on anything other than high-RP. Plus if they're non-lethal what's the point of invaders, where/what would they do with stunned prisoners, ect. I think an interesting way to take this is to make them into a conversion boarding party that captures crew and turns them into abominations/slaves that assist them with their objectives, eventually leading to a hostile takeover. Obviously that's just my two cents though
  15. If we ever got Polaris' customization system I can't help but feel I'd have to start wearing a jacket from the sheer amount of snowflakes on station. That being said, out currently disability system is pretty meh, and I certainly wouldn't be against adding more physical changes to character creation (More skrell hairstyles plz)
  16. You could always make them unclonable (Defibs stronk), like quite a few of the other species we have. Or you could also make it a build-able implant via science and or leave a box of spares in medbay storage. Also, the organ damage seems like a cool idea if you keep it at a low tick rate.
  17. One thing the Drask remind me of are of recorded lifeforms in the Marianas Trench - a deep-sea formation where visible sunlight is almost null, and temperatures average around 1 to 4 degrees celsius. In regards to their abilities, I suppose would make sense that they'd have darksight due to eyes adapted for life beneath the surface. One idea to balance this would be to give it a rational extreme: As a result of having more sensitive photoreceptors, blinding effects such as flashes and flashbangs could take much longer to wear off, or perhaps inflict stamina damage which would eventually stun them with repeated blinding. As for how they'd adapt to life in a lukewarm, surface-level environment, my (very superficial) understanding of deep-sea life is that their bodily chemical functions would accelerate dramatically, leaving them drained and exhausted. This is, pretty much, an idea ripped from the Resistance games, but if we're trying to avoid another Vox or Plasmamen approach of needing specialized internals, the Drask could be given some sort of regulator unit - like a pacemaker or a DBS system to regulate their bodily functions for the station's environment. I absolutely LOVE this idea. Maybe instead of being so weak to burn you could make said device EMPable for some serious downsides. This makes an already unique race even more so, and moves away from the idea of species that require internals to function (which I think we already have enough of).
  18. normal bottle does not have 200 units in it Take two beakers, set transfer to 5 units, transfer 5 units to second beaker, repeat. If you have a large beaker that's full, that's still 20 tiles covered in a short amount of time.
  19. If you have a problem with lube in spray-bottles, you're going to have to directly nerf lube instead of the spray-bottle. I can tell you as soon as you nerf the spray bottle people are going to begin placing lube in regular bottles, and then just splashing them on the floor for the same effect.
  20. I'm feeling the need to correct your addition/correction. They do NOT have blacklisted chems. They did at one point, and then it was reverted a bit afterwords. All chems can be placed into the crappy little plastic bottles, which frankly makes about as much sense as the mime singing opera in the AI core (ie: none) when you consider CLF3 is practically just liquid fire. True enough, my meaning was that Acids placed in chem bottles and sprayed do not actually behave as acids (They do absolutely nothing). I heard that this is because of the new system as to how regents are applied now though, you're one of our coders so I'm willing to bet you're a lot more knowledgeable about this than me, but I know for a fact acids sprayed from a bottle don't work (Unless this was a very recent change). Also, I completely agree with you as for the CLF3. Fire mixes in bottles should really not be a thing
  21. As far as I know that's what was intended for it. It's just that fire-mixes react with the O2 in the air, and lube is just, well... strong. I doubt it was meant to be used as a weapon in the first place though.
  22. I'm going to avoid putting my two cents in as I pretty much exclusively play science. I feel the need to add/correct a bit of information here though. First that spray-bottles only hold 250 units, they also already have a few "blacklisted" chems (mainly acids). Spray-bottles have two toggle-able modes, the first being sprays of 5 units (The one that covers 3 tiles, which amounts to around 1.5 regents per tile) and the other being 10 units covering one tile. In general you'll only see people using the 5 units spray, for as far as I know there is no benefit to using the 10 unit setting. ... You're also completely right about them invalidating flamethrowers
  23. To be honest, I think whether or not they get NV should be determined on exactly how weak they are to burn damage, as that is a pretty significant nerf. I"m also going to add that being able to see people in the dark without them seeing you is a HUGE advantage.
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