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davidchan

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Everything posted by davidchan

  1. It seems like an overpowered changeling with super-Rev convert abilities. That said, I'd happily have Shadowling Replace Revolutoins IF the number of thralls required to ascend was raised to 20-30, if not more. We routinely hit 100 players during peak rounds, 15 assistants/civilians going missing isn't a big deal. With Ascendants being virtually unkillable and thralling not a horribly complicated process Do Thralls get any special powers as well? I could see it being fun that as the hivemind grows with thralls, thralls unlock minor powers of their own, some high level ones could even deal damage spread evenly across the hive mind, so if 5 or 6 people tried to use it they might die, but if 10 or even 20 made use of them, it would be an irritation. One of reasons Cult rounds can be so fun is because a competent cult member can equip their converts with robes, stun papers or even their own tomes. If Thralls are Revs with a hivemind, I'm saying pass because we already have that round type and don't need another one. Powerhouse changlings sound fun, but if Thralls just get to spectate or greytide, it's going turn to bullshit REALLy fast. I'm abstaining from voting until these concerns are addressed, for the time being this sounds like Revolution but instead of Syndicate Uplinks the Head Revs have changling/cult-esque powers. For those heads its fun, for everyone else its a clusterfuck.
  2. For normal prisoners you aren't allowed to leave them cuffed. For violent or troublesome prisoners, you can re-cuff them, though don't cuff them to their bed unless absolutely necessary. For exceptionally violent prisoners or those that repeatedly try to remove their cuffs, you can cuff them and shackle them (orange shoes + cuffs.) Those that continuously do self harm, restrain them with a straight jacket, you may want to consider cuffing them to a chair or bed at this point. If a prisoner deserves this kind of treatment, you should definitely ahelp (Rule #4 Saying your character is CRAZY LOL is not an excuse for this - that's just bad roleplay.) Even antags should know that repeatedly pissing off security will keep them in the brig longer, and thus less time to complete their objectives. If a prisoner insists on verbally harassing you, a muzzle is available. If a prisoner is still managing to cause trouble, try to escape or assault themselves or security, exile implant may be an option. Otherwise Executions or Borgings are justifiable to prisoners who violate the law every chance they get. Be absolutely sure that an ahelp player complaint has been submitted about your prisoner, to clarify your actions before they happen, or even suggest advice on what to do with what is clearly an unstable member of the crew.
  3. I really wish I had screenshots of Today's Rev round. ERT was called, medbay was mostly Revs, and the Rev heads just hung around the lobby flashing people who came in for healing. Given that Captain, HoS and the rest of the heads are held up in security, I suggest to the Rev Heads we lure ERT out, kill them and use their armor to walk into sec and finish the job. I accidentally toolboxed a fellow rev while trying to shake him awake, an ERT nearly arrested me when I explained myself. The ERT follows me back to medical, and down towards the sleepers when 4 other Revs surround him, stun baton him and beat the living shit out of him. He manages to call out for help and run a few steps before getting knocked down again, full stripped and murdered. I quickly donned his gear as another ERT walked in and fired upon us, he lasted about as long as his comrad and soon another Rev was wearing ERT Sec armor. A THIRD ERT waltzed into Medical, looked at me and then started screaming at everyone else to drop their weapons and submit to arrest... only for me to pull my Adv E-Gun out and shoot him in the head till he slumped over. In under a minute, 3 Revs had ERT gear and IDs and opened the doors to Security for the rest of the Revs to wander in, the assault took another 20 minutes to complete. Morale of the story: Never wander around alone as ERT.
  4. Stuns in general are overpowered. Disarm, Disablers. Fucking TASERS. I just played a Rev round today where using Tasers the Revs managed to knock down, swarm and kill the ERT before taking their armor and infiltrating security to kill the remaining heads. When the jumpsuited freak with nothing but a taser beats the heavily armed and armored commando, we've got problems.
  5. On the topic of Brig timers and SSDs, I feel like our brig needs something of an overhaul or change. Phoenix (before they started eated the glue and paint chips) had an interesting layout in that their brig cells had a back door that the Warden/Sec Guards could open that would open a tunnel. Following the tunnel would lead them to the 'yard', which isn't far off from what our permawing is now. They could access Newsfeeds, play games or do a little botany with a small selection of edible seeds. It removed them from the crew and at the same time gave them something to do aside from sit in a 3x3 cell. Of the few times I've been brigged, I can only say a handful of them were even justified, and I only got more upset as I was forced to sit in the brig for 20 minutes on false or trumped up charges.
  6. Just SOME way of clearly highlighting an item that an item/person/area of interest that the borg is incapable of doing himself (searching bags, putting beakers in machines, reattaching limbs, APC building/installation, Plasma Tanks to Radiation Collectors, ect...)
  7. Actually I like the idea of dedicated Expeditionary Team Members. 2-3 Full time members, though we should have lockers and equipment for up to 6-8 members that can be drawn from the regular crew; Sec Members, Scientists/Analysts, Medical. Even Engineers and Assistants can all play a role, and evening assigning Cyborg/Android to scout the place or assist how ever it's module can. Designating a leader as a Karma role is iffy to me, since they would be part of science to begin with and fall under purview of the Research Director, putting one role 'higher' than the other through Karma just seems like asking for trouble, it'd be like making head roles (even the Quartermaster) all Karma required. I don't get to play with the Expedition Much, most of the time it's Xenos or bust. Or when I'm HoP people are costantly asking to be on a team when the RD/Captain hasn't even sanctioned or decided if we SHOULD send out a team, having a group of guys who can probe and fiddle with the gateway to determine if it's something worth looking into sounds good, hell the gateway could even be moved to Science wing (where it belongs, really.)
  8. Callin a rubber bullet 'non-lethal' is a misnomer to begin with. Rubber bullets and beanbag shells are Less Lethal in that they usually don't pierce the skin, and when they do they don't mushroom or roll in the body to maximize damage. It's like calling a club the non-lethal alternative to a sword, hit a person in the head with a blunt object hard enough and they'll die, same goes for Less Lethal ammunition. Tasers, Stun Batons and E-Gun disabler shots are the only real non-lethals we have, aside from stuff like Flashbangs and Flashes. Edit: All that said, I wouldn't mind seeing the BS getting a conversion kit for his revolver to allow him to safely fire .357 ammo (and having a small stash in his office for code blue/red situations.) There are many situations in which the taser and 38 won't cut it, giving the BS an E-Gun seems like a more reasonable option unless we are specifically trying to limit the number of e-guns available.
  9. It used to be right click - find the item and point. Using the point-to verd is a nifty way way of finding something in a room if you aren't quite sure where it is. (point-to stamp for example, or point-to a gibbed person's head after a bombing) Of course, dueto revisions in the last few months, right clicking on a stack of objects far away from you only shows the top object. You need to be close enough to alt click to get specific items in a stack. You can can also point objects you are carrying or wearing, which is one reason I would love to get borgs the ability to point since chasing people dragging a dead a medborg with my defibrillator out gets old real quick, especially since you have about a 3-5 minute window for it to even have a chance of working.
  10. I mean, really. Who charges you with murder for killing a vox?
  11. Title says it all. Cyborgs are unable to point at objects or person to better highlight something to other players. For those who don't understand, when you play as standard crew, middle clicking on any object you can see will cause a red arrow to bounce up and down and point at the relative tile. The textbox will also state 'Your character points at selected object.' This can be insanely useful for pointing out objects to someone from across the room or telling people where to stand when you are working with them, to pointing at paperwork you need a Head to sign or stamp. Cyborgs, do not have this ability. Middle clicking cycles their active modules. So, for example, as a cyborg you are unable to point out a criminal or suspect in escape hallway that's being spammed with people talking, fighting or being buffeted around by wonky pressures and gasps. Changing Middle click to point and giving borgs the blessed ability to highlight objects would be a massive headache saver for anyone who plays a cyborg and needs to draw inattentive crew's attention to an object or area when they can't be bothered to monitor the chat box.
  12. I can totally see that, I'd imagine we'd have to phase items in according to departments or common areas. Would have to be careful to make sure Syndicate stealth items reflected their counterpart, so we don't have chucklefuck sec having their 'AHA!' moment when a voice changer or sleepy pen doesn't register. I guess the easiest way to go about it would be to make a subforum and have people submit items and suggestions, if possible have a database or list of all the items in a department/area we could go over.
  13. A station map would be REALLY nice. Something akin to what the crew monitor is, but just for yourself. CMO and Paramedics getting a portable crew monitor on their PDA would be kinda neat too, maybe the Captain too. Being able to send messages in a specific language would be nice to. So, the AI and Borgs would understand all languages, but traitors sending messages in Gutterband would be illegible to anyone who doesn't speak it. PDA SecPointer, Sec officers could set up their PDA to function like a pinpointer to a specific ID. The ID MUST be in sight of a camera to work (on the ground, in someone hand, in a PDA or on someone's uniform.) Just another reason to cut cameras as an antag or chucklefuck. The default setting could point to the nearest 'Wanted' person. A Coms card that would function like a radio. Tuned to a specific frequency, it could transmit voice signals as though through proximity (anyone in 7 tiles would see black text, not green/channel color) Drop it in a locker or some obscure area to lure an unsuspecting victim into a trap. (Poison Grenade triggered by a prox sensor anyone?) A scanner function that could tell you all the (legal) uses of an item or machine, could be useful for new players. ('This is a glass, poor liquids into drink them.' 'This is a fuel tank, attach an unlit welder to refuel it. Keep away from active heat sources.') An Intercept ROM card for Traitors (or Illegal Tech Research) that would intercept most/all PDA messages and forward them to you (unable to reply, random chance of scrambling the recipient and/or sender)
  14. I send all IPCs to Robotics, regardless of my position. That said, IPCs unable to fix minor damage seems screwy. Organics can self medicate but can't do surgery to themselves (unless your special) and IPCs limbs just blow off rather than break, so it's not like they can just stick it back on the stump and call it day, they have such low damage thresholds for serious injury as is I don't see a reason not to let them self repair, given all the disadvantages they already have. I don't even play an IPC character but it seems unfair they can't do basic first aid to themselves. A Cyborg I can understand, since you're basically a Darlek that can't touch themselves (yet Mediborgs can self apply nanopaste for some reason), but an IPC is actually capable of reaching itself and should be at least as qualified as any engineer with a welder on how to repair it's functions.
  15. What if, and hear me out on this one, Escape shuttle just arrived at the 1 hour mark or something like that? It's not called and can't be canceled once inbound. The exact amount of time it would take for shuttle to arrive is up for debate, it could be a 20 minute inbound to encourage people to wrap shit up. Or could be a no notice arrival with a 5 minute departure time to allow crew a chance to get to the shuttle. Command/Sec would be responsible for apprehending any known Rev's/Traitors and moving them to brig area of shuttle (or just executing them.) All remaining Revolutionaries detained on shuttle (cuffed and in brig area), Major Crew Victory. Any heads of Staff make it to shuttle Alive and uncuffed, Minor Crew Victory. No heads of Staff on escape shuttle, At least one Rev (Head) still on station, uncuffed, Minor Revolutionary victory. All heads of staff dead or cuffed on station, All Rev heads free on station, Major Revolutionary Victory. (I think it goes without saying that Death Squad would be sent in for Crew Victories after crew is accounted for at Centcom. Rev victories may or may not have NT kill teams going in to mop up and make it look like it never happened.)
  16. Meteor rounds are fun but they do get old FAST. I'd rather see random event/endurance rounds. Basically Extended RP but with random events happening at intervals, the events themselves could be benign (mice/lizards/corgis/ect... breeding in areas.) To Ion storms, Meteor belts, Carp, Spiders, Radiation Waves, Anamolies, ect. They would start out slowly, but every so often the events would add up (Spiders ontop of a radiation belt ontop of Meteor impacts) and generally just get more aggressive as the round continues (in the first 15 minutes, 5-10 spiders might spawn, after 2 hours, it might be 30 spiderlings and 5-10 full grown adults.)
  17. I agree with Crom, mime's are supposed to be something of a challenge to emote gestures to convey your message. Sign language would be talking and thus break the spirit. It'd be more sensible for mimes to have telepathy (or hivemind) but since there is to be one mime anyways, it's pointless. On the top of sign language though, I would approve of it for the rest of the crew to have. Aurora has sign language, and it can be incredibly useful. To those without, it simply reads as an emote "Urist signs with his hands" and it can be used while deaf and even in space, making it super useful for engineers to have while working on the solars or fixing a breach. That said, it'd have to be coded to require two functioning hands to work, injured or one armed signers should have random words cut from their message.
  18. While I do like the idea of a buggy or rover for traversing the asteroid quickly, this sounds like a cheaper yet superior version to APLU Ripleys. The buggy would certainly be faster, and dragging the orebox around to autodeposit would probably yield more ore per hour than a ripley would be capable of, not to mention that Ripleys must return to mech ports to charge, this sounds like you could easily pop out the power cell and replace it with a fresh one before harassing RnD/Robotics for upgraded cells (Yes, I'm aware that Mechs have their own internal power cells, but getting to them requires robotics access last I checked, and was a 9 step process to remove. Swipe,Wrench,Crowbar,Screwdriver,Fresh Cell,Screwdriver,Crowbar,Wrench,ID/End maint protocols to hide bolts.
  19. My mistake, Hypo is stocked with Epinephrine that will heal low to severe crit patients (but not near death.) Not be confused with Ephedrine, which is basically what inaprovaline was, plus a stun reduction and slight speed increase (Hyperzine.) I'm kinda on the fence of Epinephrine and Ephedrine, since Epin only works on people in the red, I'm still unclear if it heals to a certain threshold or not, and it also doesn't work on people below -75% health if my understanding of it works. Capable of stabilizing, but Ephedrine can prevent death at -99% provided they aren't bleeding out/continued injuries. Epin also begins to OD at 30u, vs Ephedrine 45u (with a 30u addiction threshold.) In either case, adding Charcoal to fix Toxin damage and Salbutamol to fix up suffocation would nice. Otherwise replacing Saline-Glucose with Omnizine seems to be the only other way to give Medbots the capability to treat patients they come across, Cryoxadone and Omnizine being the only two chemicals that heal everything. Edit: And on the topic of borgs in general, would it all be possible to give them a way to POINT at people or objects? Not everyone bothers to read the chat window, beeping, buzzing, pinging and staring at the beakers infront of cryo only gets you so far.
  20. So, with the Goonchem overhaul, Medical Borgs/Droids have been hit with a significant nerf. Prior to the nerf, the Hypostim used to generate: Inaprovaline, Spaceacillian and Doctor's Delight. This allowed them to stabilize/prevent people from dying in crit, treat infections and stem viral outbreaks, and use the most potent healing chem to cure brute, burn, toxin and oxyloss at an respectable rate. (DD was 46 damage cured for 10u) Now, Borgs get Ephedrine, Spaceacillian and Saline-Glucose. This allows them to stabilize critical patients as well as partially negate stuns, treat infections and stem viral outbreaks, and slowly heal burn and brute damage and slightly increase blood production. Notice something missing? Medical borgs have no way of healing toxin or oxyloss. Charcoal and Salbutamol added to their Hypo would alleviate this problem. Optionally, some form of Tranquilizer could be added that would function similar to Sopoforic did to allow for surgery.
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