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davidchan

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Everything posted by davidchan

  1. To my understanding Telescience is just Trig. Teleport a GPS to coordinates, read the actual coordinates, find the offset. If you're good at math, pretty much the entire station is yours to play with, especially if you know the coordinates of 'fun' things like the Clown bananium shuttle or the space teleporter, for example.
  2. +1 All pets could use a bit of TLC when it comes to coding. Runtime doesn't get goofy costumes or wearable items. E-N is a reskinned Ian that sparks, any hat you put on him changes his name back to Ian. Poly is just a thief who steals small items. Renault doesn't get anything that I'm aware of. I kinda wish we'd give pets vent crawling.
  3. The only time I've ever seen Toxin's do something remotely useful is a scientist blowing up a Malf AI/Subverted AI, or throwing a bomb at a nuke squad and detonating it. In both of these cases, the Scientist is validhunting and it's reasons like these we have RnD lockboxes in the first place (which are still stupid and need to be removed.) Aside from that, they never do anything useful, I know lots people would be mad if Toxin's went away, but I'd honestly rather see it removed or replaced with something else entirely. Telescience, how ever, I have seen do very useful things without going around stealing every object not bolted down or locked up. If you know the math and can basically be a Transporter Chief from Star Trek and quickly send people around the station where they need to be. It's depressing that Telescience can't send people onto Gateway missions and pull them out if it gets too hot, but the code isn't perfect. Telescience can; Retrieve injured or dead people from difficult to reach places, such as space, a plasma fire, a spider/hostile mob infested room. Send such people directly to medical bay, to the Cryogenics tubes or Surgery where they are they are needed. Send personnel immediately to an area they may be needed, such as; Security to the Armory during a break in or to the general location of a group of Nuke Ops or Raiders massacring crew, Engineering to the site of a breach or gas leak. Medical Doctors and EMTs to the site of a mass casualty that would take to long to teleport individually (such as a bombing) Do Cargo's job for them by (almost) instantly sending crates or objects to the requester. And of course, Antag Scientists can always quickly and remotely steal objectives or items, flood the telepad chamber with toxin and abduct security and command one by one to kill them off in a revolution, or send a slime to someone who has been pissing you off.
  4. Traditionally cats are carnivorous. They actually get sick and can die from malnutrition if they don't get meat or forced into a vegan diet. That said, any sentient species could have evolved to an omnivorous diet. I'd consider Nymphs to be a plant, given how they are created and their body composition. Doesn't make Kidan any less of omnivores though, Bull Ants are strictly Carnivores, for example, while Leaf Cutter Ants are strictly herbivores, and various other species jump that line or sit in the middle of it. Regardless, more food options would be loved. Particularly recipies that use rarer Botany objects like Cabbage, which is seemingly only in two recipes that I know of. Additional Salad types, or even California burgers (basically a burger with no meat) would be nifty. Things like Watermelon and Pumpkin could use more recipes too. Bread bowls are another idea that comes to mind. Lasagna would be cool too, even sliceable!
  5. Toxins and Research Test lab both need to be moved to the test chamber away from the station, or better yet down to the Asteroid/Outpost. I gave up working in Xenobiology the third shift in a row where some idiot blew up the test chamber, destroying my Slime processor, fridge and Xenobio Airlock in one fell swoop, usually cutting power to my area since the APC and/or wires that feed it were caught in the explosion.
  6. Is there ever a chance our drones will get vent crawling back? Disposal mailing is fun and all but our Disposal network is less than ideal. Plus, the new vent crawling system is perfect for drones. As long as the gripper doesn't bug out, Drones can do most repairs, though a mini-autolathe function for printing out Airlock and Power controls would be nice, maybe some pipe dispensing too. Adding unique drone charges around the tunnels would be another idea, only drones can charge from them (keeping drones out of the cyborg chargers) and they'd work a bit faster to allow the drones to keep at what they are doing.
  7. Giving priority for senior accounts is a bad idea. A person may have logged on 2+ years ago and played a week before coming back to SS13 to give it another go, and bam, now they are the leader of a nuke ops team with literally no idea how to do it. Having Op Leader be an opt in would be better. [Do you want to be team leader? Yes or No.] With some quick warning about how newcop leader has more expected of them. If the game wants to RNG it and assign each op a number and then slide down the list till someone says yes, that's fine too. Once a leader is assigned, the rest are given control of their op and play as normal. Vox could use a similar system for picking a Quill.
  8. Jokes and sarcasm aside, I hate AIs that do this. Intercoms are for public radio in the event of power failure and/or comms failure. In conjunction with station bounced radios they work well to keep the crew informed of anything they should need to know, such as a plasma fire, nuke ops team rampaging through their department or even Xenos on the loose. I've seen several people die because comms were down and because the AI tinkered with intercoms and the public radio warnings and alerts did not reach the people it would have helped. In most cases, I'd consider it a law violation for the AI to mess with these, as most lawsets require the AI to aide and safegaurd the crew. You aren't NSAbot2.81, stop trying to spy on crew and validhunt antags.
  9. Spike Ward, ready to catch floating corpses teleporter mishaps and mass drivered crew and resuscitate the CMO can drag them off to the morgue.
  10. Honestly I feel black should be reserved for the 'Senior' positions. Warden and HoS have their black because they are incharge of the brig and security as a whole, respectively, and have more authority. Plus it goes better with the hat. Pod Pilot doesn't get a special cap (which unless it was a flight helmet, wouldn't make much sense either way.) So staying with the greens, yellows or blues to distinguish Pilots from Sec Officers would be a good thing.
  11. This is pretty relevant. Sec Pod pilot is the primary response for breaches or spaced personnel. Sec could use more hardsuits, how ever. Since, HoS and Warden are almost ALWAYS the two that take the suits, leaving the officers who might actually need them stuck with what ever soft suits they can dig out of EVA. Not how it's supposed to be, but it's what usually happens. 6 Sec Officer slots (that I'm aware of) and only 3 sets of Riot armor and 2 Hardsuits... I feel our Security staff is woefully underfunded and under equipped. I'm aware that Cargo can order more armor sets and weapons. But really, how often does anyone in Supply do their job? Miners never mine, cargo spends all their points on hat crates or other mischief.
  12. Are you TRYING to make Joker Venom?
  13. If there is a method akin to a carrot and a stick to get mining to do their job and gather the minerals needed to max out science (max max, not bonus max), upgrade every machine on the station and hand out Night Vision, Bags/Belts/Satchels of holding and every other good thing, I don't know it. Mining is not a difficult job and it has practically no dangers compared to other code bases. Boring, I give you, but using the large drills and the way the RNG works, you should at least be able to make 100 sheets of metal and glass, and get 10 sheets of silver, gold and uranium. Getting a Diamonds is a bit more work, but doable. And yet, I see so many shifts where a crew transfer is called and mining/cargo does nothing to support science despite multiple requests being made. I have no problem giving miners Night Vision Mesons, Bags and Satchels of holding, Diamond drills and hyper power cells for their mechs. IF they give me the materials to make the shit. As for damaged borgs. Sparks seems preferable to me. Small amounts of smoke wouldn't be bad, but the borg shouldn't resemble a tire fire. I'm still more inclined to making the sprite reflect the damage like how humans are (I.E. red marks and open wounds on players in areas they are damaged.). If Armor is damaged, scratches and scuffs or burns on the chest and sides. If camera is out, sparking from the head/face area. Radios and Comms never seem to get damaged except by EMPs, and I've only had an actuator blown once by an e-sword. Making this damage more obvious to the crew would go a long way, and having a unique sprite for a destroyed/unsalvageable borg would have a similar effect to finding a destroyed Mech, players dragging it robotics for repairs or scrapping. I'm not suggesting each unique model and style/appearance to have it's own icon, but the just the basic/default borg sprite to be redone a bit to show the borg is inoperable and falling apart, literally.
  14. Could we get a destroyed sprite like Exosuits have? Once they reach the 'unsalvageable' state they could revert to a default cyborg, the head nearly fallen off and the other parts obviously damaged or gone. Ejecting the MMI would be useful, though under the current build you can remove the MMI from a broken/destroyed borg and it will become an endoskeleton with the arms/legs attached, you just need to rewire the torso and build a new head and input the flashes and wala, you have a new borg ready for an MMI/Positron. I suppose the 'eject' button would have to destroy the endoskeleton and leave it as a random pile of parts/debris. As someone who plays science/robotics a fair bit, I'd prefer to see there be an option to recycle/repair otherwise destroyed parts since mining NEVER does their job.
  15. Security is red, hence why he's making them red. Olive Flight Suits are based off the old WW2-Korean war Era uniforms. The Sec Pod flightsuit could be red with green highlights or something, though the soft suit could be a more green.
  16. Aside from arresting the stray vox, none of this requires a hardsuit. If anything, wearing a hardsuit would uncomfortable to downright restricting of their piloting skills. When's the last time you saw a helicopter pilot wearing kevlar or a flak jacket? Well, if the body is in a narrow tunnel, or inside the derelict, you kind of have to go outside to retrieve it. If your pod's too damaged you'll have to go into space to escape. Both of these would need some form of protection of space... Maybe a softsuit would suit the sec pod pilot. My point was that they don't need a hardsuit to do this. A softsuit would make much more sense, their 'flightsuit' if thats what we want to call it could come with a helmet to protect them from vacuum. A lot of Sec Pilots do their once over on the station and then just march around the station in their hardsuit regardless of what code the station is in. Given a softsuit, they could accomplish their job without being tempted to be a supercop.
  17. Aside from arresting the stray vox, none of this requires a hardsuit. If anything, wearing a hardsuit would uncomfortable to downright restricting of their piloting skills. When's the last time you saw a helicopter pilot wearing kevlar or a flak jacket? I've noticed this too, seems like more of a bug/oversight than a feature, since you can't flush yourself in a disposal chute but you can change out your weapon system or power cell mid flight. I agree with Nakhi and disagree with you. Pod Pilot is more of an advanced scout or pest control. He can spot threats early but the pod is ill suited for dealing with large number of threats, like Nuke Ops or Raiders. A fugitive, maybe, though realistically you are trying to herd a fugitive back onto the station where the rest of sec force is waiting on the other side of the airlock. Lasers can penetrate the windows of the station, but much of the outer windows have been removed or there is lots of corners or solid objects that block your shot preventing external take downs. Borders of Z levels aren't clearly defined and you'd never know you passed a Z level unless you knew what to look for. Patrolling the station requires you to move around a bit. And the AI Sat is on the very border of the Z level, get more than 3-4 tiles south of it, you are in another z level. And good luck returning to the station quickly with the RNG. Several of the landing sites you are expected to check out from time to time are similarly close to the edge of the map and as such without a GPS you may or may not get what you are looking for. God help you if the AI reports someone on the Telecoms sat and the HoS/Captain orders the pod pilot to check it out and you don't have a GPS. The only other request would be for there to be TWO pod pilot slots. This may or may not require a 2nd pod bay and pod, but having a wingman would just feel better. Having top gun in spess and all that. Or just someone to tag along with along with you. It's unrealistic and infeasible to snag a sec officer to fly around with, and if you find a body someone has to walk home. Having a 2nd pilot slot wouldn't change things up that much, pods are fragile as is and 2 pod pilots are just as likely to hit each other than they are their targets. Closest thing you get to a wingman is the Mechanic, and he's always focused more on expanding his pod bay over actually making pods and exploring the area.
  18. Yeah, I really don't want to see traitor gear being more common. Legitimate uses of a lot of traitor gear exists, and some traitor items are basically reskins of other items, but I've played on servers where it's possible for RnD to make Chameleon suits, for example, and it ALWAYS ends in the arrest/execution of said person by meta-happy sec. Sec would just start confiscating more stuff, declaring it contraband and brig otherwise innocent players for obscenely long times, and pretty damn good chance that the Warden or HoS gets a new toy to play with. Most of our sec players are hypocrites looking for any chance they can to assault and arrest crew, having illegal items more readily available is just another excuse for them to do it.
  19. I'm on the fence, though I feel the difference between Beepksy and a Police Dog would would be that Beepksy only stuns, cuffs and leaves the subject. A police dog could bite and drag. Giving the dog's sense of smell a chance to pick up items that might have a distinctive odor (Firearms, Drugs, Food or even clothing worn by and individual the dog has honed in on.) Being able to follow a trail would be nifty. Dog can sniff items or objects, similar to how the Detective's scanner works. Instead of finding fibers or fingerprints, he can find scents. He can lock onto a particular scent and go around sniffing objects, getting a pass/fail response when he sniffs and object if the person interacted with it As an example, Assistant drops gloves. Assistant runs into tunnels. Dog sniffs gloves. Dog sniffs tunnel door. Pass. Dog sniffs opposite door in tunnel, fail. Assistant didn't touch door. Dog doubles back and sniffs locker in tunnel. Pass. Open locker, find assistant hiding in locker. Scents would need to fade over time (~10-15 minutes sounds good, any case that goes past that is probably cold anyways.) This could also be used in search and rescue, for example the HoP has his headset torn off by the vampire dragging him away. Dog sniffs headset, gets the trail, and proceeds to follow the trial of doors and tiles that the HoP was dragged over until finding him in a firefighting closet being sucked dry by a vampire. The Dog could spawn with a K-9 vest, giving him resistance to melee attacks like standard sec armor. This would have an ID attached to it to allow the dog to go through doors. Additional vests could be found in the Warden's office/armory, a bullet proof vest and a riotgear set to offer full protection. Research could design and albative vest for K-9s, it's be important to make anything the police dog can wear, also wearable by Ian and E-N, and vice versa. Though, this seems more like it should be tagged along side a K-9 Handler who 'summons' the dog upon joining, the dog would have to be removed from traitor/antag roles, though working along side a K-9 handler would allow it to play out /some/ antag roles. No Lings and Cult would be a bit finicky, but Traitor and Vampire would be doable for K-9s.
  20. Help - He looks like he wants to play Disarm - He looks to be cautious, his tail is between his legs. Grab - He is bristled up, and his head is low. Harm - His teeth are bared and growling.
  21. I may or may not be the other sec pilot, but yeah the role is pretty vacant most of the time. You get a cool space pod... and spend 90% of a shift lost in space because nobody thought to build a GPS into your pod. Getting a GPS is mandatory for me, Hand held crew monitor when MediScience is being smart and not wanting bodies to float around in space forever. A softsuit would make a LOT more sense and help the Pod Pilot stand out, it really just needs to protect them from vacuum and hold an O2 tank/their jetpack. Bomber jacket is fine, though their other clothing options are indistinguishable from standard Sec choices. If the softsuit didn't slow the Pod Pilot, it would be nice since they could patrol on foot with it. Honestly, half the time I play Pod Pilot I wind up bugging HoS/Captain for permission to let Robotics make me a Gygax so I can patrol the internal part of the station and still pilot something. The few times it's been approved, I had fun tasering Revs or blasting them with a laser cannon. The only other request would be for there to be TWO pod pilot slots. This may or may not require a 2nd pod bay and pod, but having a wingman would just feel better. Having top gun in spess and all that. Or just someone to tag along with along with you.
  22. Vox aren't allergic to N2O, how ever Anesthetic tanks are 20% oxygen which kills them. If an Atmos tech knows what he is doing, he can rig up 'Voxyesthetic' tanks of 20% N2/80% N2O so they will pass out but not suffocate. Pure N2O will kill anyone since it's not breathable. Though, to be entirely honest anesthetic is a waste of time. Give them some morphine or painkillers and slice and dice till they're healthy again.
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