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Plotron

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Everything posted by Plotron

  1. Fine, give every borg a special laser pointing module then, at the very least. It's a workaround.
  2. I like the ghetto ideas. More power to the people!
  3. Next time just use 'resist'. If you're getting trolled, for instance by being constantly banana slipped by a clown and somebody is stripping you, just resist. Unless you're legit stunned, they can't do anything about it.
  4. We could make the shuttle a bit wider and even add-in passenger compartments separated with windoors for all these nasty bomb emergencies. You can even see people making DIY compartments themselves from time to time with glass and grilles.
  5. Even better. Will absolutely do, thank you!
  6. Sounds like a good solution, thanks. My main problem with suicides in Brig is the mess that is left there - you get the now-abandoned items littered everywhere and tons of blood you have no time to clean. Plus, rotten bodies in cells aren't a cool sight for visitors.
  7. I posted a thread about this several months ago and had the same response. Usually when I play AI I get killed in three ways: either nukeops Syndie borg (rare), a huge toxins bomb or Syndicate minibomb to the left or right, destroying half of the minisat (the core usually survives the first explosion, but becomes very vulnerable), or a backdoor entry through the maintenance/SMES room involving tedious deconstruction or sabotage. I'd rather get bombed than die to a borg, frankly. Thanks for the idea of flashing the borg as it enters; will do it next time. Would the turrets engage it if I changed the settings? All I'm asking for is a simple firewall/hacking thing for Syndieborg so it won't access the AI Core in a single click, so the time to kill will be the same as with the bombing method (~60 seconds). PS I had a Syndieborg emag the bolted door once - guess what, it didn't go well for the nukies.
  8. The Engineering lobby has useless comfy chairs (wooot) and tables taking up a lot of space. You can also make another storage room in the old grav-gen black room. It's empty.
  9. Since AI is some sort of great supervisor and crisis manager when things go awfully wrong (nukeops, aliens, blob), it'd make SOME sense. I don't think that the emergency message is used at all; admins see everything anyway. Most of the time it's a case of CC asking you to fax them a paper to confirm that you're still alive. I'd rather have an AI guide the crew to the fax machine, it's always fun. An announcement system like the desk request consoles would come in handy, though. Right now I'm using the Arrivals system to display vital information and vox announcements, but they're quite limited.
  10. Let's make a list of chemicals we can put in these cigs. It will be quite easy to implement. Obviously you can't put illegal drums in them.
  11. I agree with the OP. Cool sentiment, but Fox has blocked this idea. So what is the ultimate solution to this self-maintenance problem IPCs have?
  12. It not only looks sci-fi (goes against the noir/archaic detective), but also it's unlike any other gun in SS13 (energy guns, for instance).
  13. Yeah, too many small iso rooms. There should be two, in case one gets damaged.
  14. We hit the peak of about 100 players in the last 24 hours, I think. Unlisting during weekends is a good idea IMO.
  15. Medbay has a charger in the break room on the table.
  16. I don't think the station needs more privacy shutters.
  17. The speed nerf is a good idea. They're easy to kill with ranged weaponry, just hard to hit when they're moving.
  18. True. This surely will help alleviate the OPness of strategically placed blobs. It gets out of control way too easily.
  19. Johann got #rekt by the argument from visual consistency. It's not as if SS13 was visually (art-wise) consistent at all... But yeah, your reskin is kinda extreme.
  20. I like the new cargo bay. It's this much more efficient. It's just the damned conveyor belt that's too short!
  21. It's confusing as fuck. I've been captain for quite a while but I still find myself boned due to the mysterious mechanics of the hand teleporter. There's a number of issues with it: 1. Lackluster interface. You have to identify things either by coordinates (which change if the beacon has been moved) or by its position on the list (which, once again, changes without warning if somebody else uses the teleporter system and positions get mixed). 2. No feedback as to what is going on - like losing the saved beacon, or having it turn inactive or - the worst, having your only backup beacon data overwritten when you use the big teleporter. If somebody else uses the teleporting system, new positions will be added/removed and it isn't even mentioned. 3. All of this amounts to confusing mechanics and behind-the-scenes things. They make up for like half of all the hand teleporter spacing accidents. Has my beacon data been saved properly? How do I make sure it is? Once again, there isn't even a manual for this thing. We need to change this. It'd be cool if you could label your data. Proper UI is a must.
  22. The upper conveyor (shuttle->cargo bay) is too short to be of much use. If you're alone and have several crates to push through, it will plug itself very easily. Make it slightly longer so that it will be easier whether you're alone or with a coworker to push these crates into the storage/disposals.
  23. Streaky is right, you know. I use the red laser tag armor as makeshift body protection if I can't get the real thing.
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