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Da Dman234

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Everything posted by Da Dman234

  1. Yeah and many of them are human reskins with one or two stats changed. If we have too many races, I think this should replace Skrell. All they have is a language, the ability to breath underwater (perfect for fighting off aquatic foes IN SPACE), and the inability to wear some headgear. ... BLASPHEMY.
  2. For some reason I thought they were boneless... My mistake. I still have concerns about the regen, but you bring up a very valid point in that they need to breath. In an earlier comment you stated they can regen 3 brute/burn every breath, does that mean both 3 brute and burn, or just 3 total split between the two? If it's the former I'm somewhat uncomfortable with anything being able to regen 120 damage in around a minute. Another question I have is how they deal with infections from untreated wounds. Do they wounds close themselves up to the point where you don't see them when examining, or does it just eliminate the damage done and leave them, requiring you to go to medbay? Admittedly I'm unsure as to how the infection system works as a whole, but this is something I'm curious about as well.
  3. My only concern here, balance-wise, is with their regeneration ability. What's to stop them from going atmos tech every round, and then becoming an unstoppable, crazed, killing machine wielding a fire axe that never needs to go to medbay? Maybe only allowing it to heal a certain % of your current damage would be a good fix? I'm unsure honestly. Other than that though I really like this idea. It seems you put a lot of work into this and it looks to be an pretty unique race, which I think is something we really need.
  4. I was EMP'd once while in a securitron which ejected me and disabled communications for two minutes My character has robotic limbs, and was being dragged by an ED unit. Another scientist set off an EMP that destroyed my arms, but didn't effect the ED unit in any way. It was just last round this happened as well
  5. PAI controlled bots are also unable to be EMPd, which makes no sense IMO.
  6. You can already do this by emagging a fax machine and contacting the syndicate. A simple solution to this would be to add a fax machine to the library. Maybe make it a "disconnected" one that doesn't connect to CC or the heads offices, but can serve as a secret link to the syndicate? I dunno, either way there is already a way to get more objectives though.
  7. Way back when, when there wasn't a chem section to science and Paradise had many less players RnD operated without easy access to Sulf Acid more than fine. Not to mention now with double the chem machines it'd be much easier to get some. If there isn't an RD with access or Chemists willing to take requests just ask the AI to open up. It's a fairly minor problem IMO, sort of a two steps forward one back sort of deal.
  8. This, this so much. Right, out of all I've heard from everyone in and out of this thread this seems to be the consensus as to what the best option is. My idea for this is to break science up into 3 different sub-departments that are each manned by two (insert new job title here) "scientists". Sub-Department #1 - Biology Basically the new Xenobiologists. Since Xenobio is usually only manned by one person doing work and isn't that robust an option for antags I'm thinking maybe Xenobotany makes a comeback for this role, since that provides additional things to work on and isn't terribly strong itself. A locker with a few bottles of Plasma and Radium would be provided. They would only have access to these two stations, and possibly the outpost for which to test slime core grenades. (More on outpost changes further down) You could also quite honestly change this back into a single role, as it was before, but I'm not quite sure what the reasoning was for removing the job in the first place, or if has been rectified. Sub-Department #2 - Explosives Research Simplest one to explain. They test bombs. Give them Toxins and Chem Lab access, as well as outpost access. Possibly make the area more secure/easily lockdown-able by the AI and such, or move the lab itself into plain view. Sub-Department #3 - Technology Now, this is probably the most interesting change I have in mind. The idea is to merge robotics and the current RnD lab, to form a large center where most research can be conducted. This will probably end up the most powerful department, but that is offset by the fact that it's near the front and easily under the most scrutiny from the prying eyes of the public. It allows for whoever is working RnD to have something to do after research/upgrades are complete, stops fights over resources, and centralizes arguably the strongest parts of science all in the front near the hallway. Members of this role would have access to Robotics, RnD, and the Experimentor. An alternative to this is the merge RnD with a role I've heard mentioned a few times, which is one dedicated to augmentations, and leave Robotics as a standalone. Research Station Changes Redo it. The entire point of it was for Xenoarc and it's completely unneeded in its' current form. Either remove it or convert it into a place to test bombs under certain pressures or atmosphere. An actual testing range with atmosphere and test subjects (where you're not in danger of damaging the main station) is a much needed addition to chemical research. If antag use isn't an intended function of the station then remove both the dorms and maint/electrical portions. Make it a barebones station for exclusively testing. Feel free to critique/change anything you take issue with, this is just a rough idea on my part.
  9. Chem Synthesizer An item that spawns either a small handheld or portable dispenser that is able to mix and dispense pills in a limited fashion (Think the bar on chem dispensers, only it doesn't regenerate). The idea is that this should be a cheap alternative to people who don't have access to chem machines and want to make their own chems. Right, so the main point of this item is to help take away some of the power of the science department without directly nerfing it. Admittedly this is a pretty minor fix for the much needed nerfing that science needs,(and more is certainly needed), but hear me out. I'd much rather things like this come about or be removed than science become based on a boring RNG machine that has potential to maim and disable you if you press the wrong button at its' worst, and at its' best requires you to mindlessly press a button repeatedly. To make this perfectly clear, I am by no means defending the power of science in its' current state. Simply asking you hear out/help brainstorm new ideas for balancing that don't involve the Experimentor Feel free to discuss other Science related suggestions below
  10. 38. Laser pointers are a cyborgs worst nightmare. Once the laser is upgraded it becomes essentially a ranged flash as long as you aim for the eyes. All you have to do is screwdriver it to remove the laser. They can be found in either RD's Office, Library, IAA's Office, or the rewards machine in Cargo (where you purchase flags) 39. Slipping is a man's best friend. Water is quite literally the most easily attainable thing on station, and all you need to make a successful escape is a quick run into maint where the hallways are a single tile. 40. Act like you're doing something with a purpose. Oh, you need engineering to look for a dead body? Sure! Oh, you need into the Tele to reach the Abandoned outpost? Ok. Most people are too lazy to question you if you give a common answer as to why you're doing what you are, especially if you're in your normal garb. 41. If that fails, then try to play it off like you're just messing around/greytiding. I can tell you from experience I've stolen many things from the Captain's office under the pretext of just wanting to use his photocopier to make ass copies. (you'd be surprised how much this works) If people think you're just looking for harmless fun they're a lot more likely to trust you, and sec is less likely to take your seriously.
  11. Yeah, and you lose all those blob points you needed to spend keeping away the horde of welder wielders from cutting away at you, it's not viable unless you've got a tonne of resource blobs (which will be long gone by the time you're in a position where you have to move around anyway). That, and going straight for R&D would arguably be power/metagaming (though it's not IMO I guarantee you folks would complain about it), people routinely moan that "single lining blobs" should be banned, and blobs who go straight for the nuke sometimes are banned, taking out R&D isn't much different. Blob rounds where R&D are competent rarely if ever last more than 30 minutes, the x-rays are a insta-win for the crew and everybody knows it, unless this is working as designed something needs changing. Right, well for simplicity's sake I'm gonna go ahead and say on average two blobs spawn per blob round. I'm also going to say that usually for research to get both materials and research all the way up takes about 25 minutes. Could be quicker or slower, depends. Anywho, blobs take, what, four minutes to burst? Two blobs against normal crew have a serious advantage, and CC probably won't send an ERT until around XRays are completed and the blob has gained some serious footing. That's about 20 minutes of the blob having a serious advantage, and unless one blob is completely ignored it's pretty much guaranteed that the blobs will survive and flourish given they aren't absolutely awful. I've seen blobs win multiple times when both XRays and ERTs have been called, blob is just a hard antag. Until you know what you're doing I'll agree it's difficult to manage XRays, but they are managable. If you really don't want to deal with XRays, like I said before make it a tactic to take out RnD or block off mining. Unless an admin says otherwise I don't see a problem with it.
  12. That buys you all of 30 seconds while whoever it is in the sec pod whizzes around to find you. So then you move again... You can either destroy RnD or move constantly and not have to worry about XRays, or even.... wait for it, split. Quite frankly they don't even do that much damage to your core per shot, you have plenty of time to move. Hell, I'd say you can take around half a minute of XRay shots while saving up chems to move. XRays are strong, but take plenty of time to destroy important blob tiles. One of the most important thing about blob is planning and spacing, if you plan well and space your important tiles well you can manage XRays.
  13. This would be a great idea if we didn't have such a simple economic system. It would make cargo a much more interesting job. Unfortunately though, with the current way credits work it's simply not possible. You'd be unable to make any large purchases, and would in general just be better off scrounging whatever it is up from around the station
  14. There is not a single original thing about this game, even our FART noises are poached. Also I don't find it very fair to compare Predators to nukies. The idea of the entire station becoming a sort of "hunting ground" is pretty far off from nukies, who's sole objectives is to bumrush the station and yakkety sax out a quickly as possible.
  15. Code of honor seems similar to CM's, which isn't a bad thing. I think lore wise it's fairly accurate, although I wouldn't know and don't really consider that a deal breaker in the first place as long as the code of honor has no loopholes and the like. You'll probably have to go more in depth for the whole "fair game" rule though. Also I'm thinking this would be more suited an extremely lowpop round, if not just an event. Anywho, still seems like a cool idea to me
  16. Do the Predators cooporate? Do they work solo? Can they collect each others heads? You're gonna need to go into specifics at to their "code of honor" if you really want this to work, but the idea has potential.
  17. I like where this is going... Awwwww... In all seriousness though borers are pretty iffy IMO, sure they can be fun to play as, but it's completely dependent on the host for RP. They tend to add a lot of chaos to rounds as well, on the other hand though if nothing is going on they're a welcome distraction. That being said I don't see any harming in upping their chances a little, if only for more people to be able to experience them.
  18. Make a guide to sci chem that has these recipes. I actively encourage it, actually. Right, I'm on mobile so don't crucify me if I'm wrong as I'm doing this from memory. Teslium is created by mixing Black Powder, Plasma, and Silver at 400k. When ingested it intermittently shocks someone to the ground doing burn damage the entire time it's in your system. When mixed with Uranium it creates a weak lightning bolt effect
  19. I was more referring to gibsmoke grenades, but if it has the blessing of the badmins I'd actually be ok with making a guide regarding recipes like it. Make a guide to sci chem that has these recipes. I actively encourage it, actually. I'd much rather do that than have people watch me as a ghost. I actually think I will, but it may take a while as a few of my recipes are outdated though.I also see you're a wiki contributor. I have no right to ask you to do this but as a favor could you add Teslium to the Chem wiki? I'm currently on mobile/am unsure how to make it look pretty on the Chem wiki page
  20. If someone knows this stuff and is willing to share it with me so I can avoid round after tedious round of tweaking and refining that I personally do not feel is either fun or a good use of my in-game time then I'm absolutely going to ask for help. That doesn't mean I'm going to run around griefing people with these fancy new formulas that someone showed me, but it does mean that when I finally turn on all the secret antags in my game preferences I might actually stand a chance and make it interesting for the other players trying to hunt me down. Hell, if I'm being completely honest about this whole topic it's that I mostly want to know about some of these cool tricks so I have a better chance at becoming a Mentor someday down the line. Right, and that's perfectly fine. All I want is for a person to ask instead of wordlessly poaching a chem recipe I just spent 4 rounds perfecting. It's incredibly frustrating to think that not only did someone not work for something, but also is able to take something that you spent time working for and use it without so much as a thank you. You don't come across as mean, as that's a valid point to this argument. First off, I would never hoard chem recipes to give myself or any other friends an advantage. That's such an unimaginably shit thing to do I don't even know how to respond. So, regarding the point I was making in my earlier post let me give an example of what I fear. Let's say an irresponsible player comes and takes a gander at my fancy gibsmoke recipe, not knowing any better next time they're say, a traitor. Irresponsible player decides, "Hey, bigger is better right?", and goes to grab two bluespace beakers. You now have a massive bomb that not only takes a large amount of players out of the round, but leaves the player in trouble and the admins a huge mess to clean up. Now I completely understand almost no players are like this, but if it's not a problem then why not put them all up on the wiki? One other thing, I don't think I've ever met you ICly, but I promise you I go our of my way to give back to the community and teach players anything they ask about regarding science. Right, first off comparing screwdrivering a false wall and chem recipes that can gib the entirety of escape are two different things, and I do try to share my knowledge, but if there's no reason not to share how to make a gib grenade then why don't I see how to make it on the wiki? It's equally insulting to assume were trying to hoard chem recipes for our own benefit. There's a large difference between asking and thanking someone than from wordlessly poaching their work while dead without so much as a single word. I guess it is selfish to ask for a simple "thanks", but I still want one regardless Right, if there's no good mechanical reason then why don't I just upload my entire notepad full of dangerous chem recipes to the wiki? How long do you think it would take before it's abused? You're entirely right that every aspect of SS13 can be used to grief, but some do MUCH more damage than others.
  21. I"m 100% for this, it's really easy for non-sci players to say, "muh chem circlejerk", but many of us have put many, MANY rounds into perfecting our formulas. Half of the fun of science is taking time and experimenting, anyone who wants to forgo this is just in it to irresponsibly abuse the power of the science department. There's also the fact most of us will reveal our recipes to anyone who asks nicely if we feel you will use them responsibly. Even if I choose not to reveal the recipe I always make it a point to tell them if they at any time need help improving theirs to just ask me and I'll give them suggestions for improvement.
  22. This is entirely untrue, while science is the strongest department any good sec officer has more than enough equipment to take them down easily (Instastun FTW). Got a meth head? Combining a taser and flash/pepperspray can easily take them down. Also half of the items I'm sure you consider to be overpowered are lockboxed and require an EMag or high level ID to open (EMPs have no effects on lockboxes), and if they already have high level ID's you have a much larger problem than science being converted. Chem/Toxins bombs are also heavily restricted OOCly and are almost never used unless you have to escape alone. That being said, this is a completely reasonable suggestion. While some mining supplies are required, get rid of the mining satchels. They're useless to xenoarc since most of the time you'll be placing small artifacts in your bag. Along with this lock up the Ore Boxes/Mining scanners well and it's a potentially easy fix to the problem. While I'm not sure it'll really effect the mixing of SUPER COOLZ DEATH CHEMZ in any way other than making it easier since they're away from prying eyes. This isn't a bad suggestion either, since the current Test Lab is a joke and a lot of people testing Chem bombs require an accessible, pressurized area, and I'm getting quite sick of science being blow up for "tests"...
  23. Not that this has anything to do with the issue you're trying to address, but Botany can also make plastic.
  24. Right, so the main problem I see with enforcing a ValidHunting rule is the difficulty in deciding between "good samaritans" and "Vigilantes" for the administrators. If they arrive on a scene at a glance they won't know if someone specifically hunted down said antag, or are just trying to defend themselves/coworkers/workstation. So it's a difficult rule to enforce. There's also the fact that on low-pop rounds with one or two sec officers, they cannot feasibly catch say, a wizard, by themselves. And what if the few officers on the force die? Then who takes over as security and hunts down the wizard, do the rules change then? I'm not against the rule, there are just a few problems with enforcing it.
  25. At one point we had webbing vests for both Security and Engineering, but they were removed due to raisins. I wouldn't get your hopes up on getting them back
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