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davidchan

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Posts posted by davidchan

  1.  

    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)

     

  2.  

    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.

     

  3.  

    -Mechsuits are built/spawn with a standard power cell. ID Swipe them, wrench the bolts, crowbar the panel and screwdriver out the old cell to replace it with something better. Basic Power Cells are 7.5kW, High Cap Cells are 15kw, Super Cells are 20kW and Hyper Cells are 30kW. Thus, you'll be getting at least double the power by replacing the cell. Borgs not built by Roboticists (spawn in round/eat a roboburger) have basic cells that will need upgrading.

     

     

    You can't switch the cells of military mechs, Durand, Gygax and, if you somehow get your hands on one of these, Marauder.

     

    I've actually never tried to do a military mech, I assume the honkmech is a similar situation. Course, 9 times out of 10 Mining doesn't do their job to get you materials to build those anyways, so ignorance of that caveat is acceptable.

     

    Edit: What he said.

     

  4.  

    Time to get this back on track:

     

    -Upgraded Microwaves are bugged when it comes to Donk Pockets: One Donk Pocket will be warm and the rest (1 for high power lasers and 2 for uranium lasers) Will be regular donk pockets that can be heated for more donk pockets. You can create an unlimited about of warm pockets and grind them up for that healing med inside of them, as well as a bunch of nutriment for other foods.

     

    -Typing 'Notes' into the bar will bring up your characters memory. You will be shown your account number and pin for ATMs as well as anything else you type in. Additionally, Heads of Staff will see their department account # and pin, and Antags will see their objectives and any information relevant to it (including their traitor uplink code)

     

    -Cooling gases compresses them to get more in a tank. If you expect to be in space/vacuum/inhospitable environment for a long time, have Atmos or Toxins cool an O2 tank to 10-15C to get the most bang for you buck. Vox of course need pure N2. Doing this can easily give you an extra 10-15% air for your internals. Alternatively, heating or freezing a tank filled with N2O is a great way to baffle a detective or coroner in an autopsy.

     

    -Lime Juice, Tea and Ice Tea can cure minor Tox damage, drink it if you are irradiated or had a little too much booze. Milk, bilk, soy milk, soy latte, cafe latte, and cream all cure minor Brute damage. Tomato Juice can cure burn. Orange Juice and just having fresh air in general cure Suffocation/Oxygen loss. If medbay is blown up or can't do their job, the Bartender/Botanist may be your next best bet.

     

    -Blood Loss causes Suffocation damage, so if you are bleeding out expect your vision to dim faster than if you had just been bludgeoned or broke a bone. O- is the universal donor blood type, and AB+ Is the universal receiver. I'm not 100% but I believe the wrong blood type causes tox damage until the 'bad' blood is removed. Eating food promotes blood creation, and ingesting pure iron creates even more blood at the cost of slight toxin damage.

     

    -Decryption keys can be installed in borgs. This can be VERY useful if you don't have an active AI, or have several borgs running around the station. Giving a borg Command Channel access (make sure they turn off their loud speaker) will make it much easier to discreetly summon a borg to your location, particularly in the case of Medical or Security borgs.

     

    -Chemicals in the sleepers can easily be reclaimed through Dialysis. Inject a person with 20u of your desired chemical, start dialysis and wait for the chemical to be removed. Take it to chemistry and have them put all the blood in one pill and turn the rest of the medicine to pills, bottles or patches as need. Give the subject back their blood and enjoy your quick, easy medicine.

     

    -Hazard doors can be welded, in both their open and shut state. This can be very useful if you intend to seal off a room by forcing them shut and welding them, or intend to breach/cause a hazard that would trigger the doors and otherwise preventing your escape from the area.

     

    -Ghetto surgery is exceedingly dangerous but can be vital to save a life if medical bay is unavailable and/or refused do to antag status (new cops for example.) You will need a glass shard or Kitchen knife for a scalpel. Cable coil/mousetrap are your clamps to stop bleeders, crowbar/fork are you retractors, wire cutters/fork are your hemostats for object removal, screwdriver is your bone gel, wrench is your bonesetter, metal rods/pen are your drill, cable coils are your fix-o-vein, a hatchet is your bonesaw and a Lit Cigarette, Welder or Lighter is your cautery. Objects mentioned 2nd or 3rd have greater failure chances (I.E. lit cigarette has a 75% success rate, welder has a 50%) Rolling beds have a 75% success rate, regular tables only have a 50%. Failed surgery attempts will be attacks, so make sure you have medicine available to deal with unwanted injuries. Fixing a broken leg in a newcops round will be the difference in keeping your teammate around for cover fire and having to drag their body around to prevent their gear from falling into the wrong hands, for example. Or as a Rogue scientist/chemist you could incapacitate a target (or someone who would get close to them), drill a cavity into their chest and plant a bounced radio to a random channel with the microphone on and the speaker off, as well as a signaler activated bomb/grenade and wait for the appropriate time to detonate. Could also be used in a cult round to stealth suicide bomb a head, a strip search won't reveal the incision/bomb.

     

    -If all 3 cryotubes are broken/unpowered, you can use the showers and a bottle of cryoxadone/clonexadone instead. Wrench the shower and make sure its cold, through your patient in and jam them full of chemicals. Be sure to monitor them with a health analyzer though, the exceptionally cold water WILL do continuous burn damage, so this should only be a last resort. As a note, building a chair below the shower and cable cuffing your target to the shower head and leaving them to die that way is an exceptional cruel if creative way to fulfill an objective.

     

    -If Robotics is busy/low on materials and time, get the Chef to cook a Robot head with some dough instead. Eating it will make you into a Cyborg (probably.) Just remember doing this will automatically slave you to the AI/NT Lawset. Very bad idea for Antags.

     

    -Mechsuits are built/spawn with a standard power cell. ID Swipe them, wrench the bolts, crowbar the panel and screwdriver out the old cell to replace it with something better. Basic Power Cells are 7.5kW, High Cap Cells are 15kw, Super Cells are 20kW and Hyper Cells are 30kW. Thus, you'll be getting at least double the power by replacing the cell. Borgs not built by Roboticists (spawn in round/eat a roboburger) have basic cells that will need upgrading.

     

    -For Science, the Robotics Exosuit Fabricators get increased efficiency (Read as: Lower material costs) as Engineering Research Level rises. As such, maxing out Engineering Research early will make for very happy Roboticists who can make the most out of their limited supplies. Doubly so for Traitor Roboticists with Emags looking to have a cyborg army. And just a reminder that Exosuit Fabricators update from the ROBOTICS CONSOLE (same place you print circuits), which updates from the RnD server. Failure to update you console before the suit fabricators will mean you don't to build the cool things Robotics made. So, if you are looking to make better then the basic gear, you must: 1) Sync the Research console in Research and Development. 2) Sync the Robotics Console in your lab. 3) Sync your Suit fabricators and wait.

     

    -Cutting the power (destroying the APC attached to them, for example) will allow you to crowbar open Blast Doors. This can be useful if you need to get into Engine Storage, or get off the bridge when the AI locks it down (hint, that fire axe doubles as a crowbar). The Engine Storage doors are attached to the APC in Engineering above the Radiation collectors. The Bridge Blast Doors are attached to the APC inside the bridge, and the Science blast doors are almost all tied to the APC in the science hallway. Be sure to have gloves though, as the APC will probably zap you.

     

  5.  

    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.)

     

  6.  

    One thing I've thought of was making flashes more common, and possible even a legal self-defence weapon, as they aren't that harmful, because ATM if you see someone flashing in the corridor it's assumed rev.

     

    That seems one way to stem the shitcurity/power-gaming command, I've been batoned, arrested and dragged against my will to the brig several times now for forcible loyalty implants as a scientist, despite not being a Rev or being suspicious (both times I was RnD doing research and came out to see what the fuss was about) Ahelping did nothing, as the mods simply said that space law was wrong and you don't need proof of rev activity to implant. I wish I had the logs for that.

     

    But on the topic of less suspicious Revs. Could there be a convert verb? A rev head would first need to talk to the person (*GASP* AND RP!) and convince them to join the cause. The convertie would have the option of refusing, though the head would instantly be aware of it. To incentive this method over lolflashing, Rev Heads could get a 1-4 telecrystals per successful convert (though it would have to be coded so that you can only get the reward once per convert, no repeated head punching and converting to grind TCs) As such, the revolution would get significantly stronger and more dangerous with more convincing Rev heads, they could hand out Emags for their Revs or other syndie items that would be useful. If a converted Rev feels he was lied to or manipulated into joining the cause, he is always free to turn himself into security after being disillusioned. Giving the Flash a failchance would also go a long way into stopping lol trains of revheads running up and down the halls flashing people.

     

    Hey. Hey. Protip.

     

    Brute damage to the head has a 50% chance of deconverting a rev, atleast it still should deconvert them.

     

    Really? I don't think I've ever seen this happen and this is the first time I've seen it mentioned.

     

     

    It's happened to me once on, though not on Paracode. I was being punched in the head by a sec officer I had disarmed and was in the process of trying to space, the fourth or fifth punch deconverted me. Once I realized I was derev'd I tried to RP it and play it off, the Sec officer just killed me and went about his business.

     

  7.  

    And maybe add in a required amount of heads on station at roundstart.

     

    I had a round, not too long ago, where I was the blueshield, and all of command staff was the Head of Personnel.

    I walk in their office, give them the usual death alarm, go to the door to go get my usual stuff, and SUDDENLY 5 REVS WITH SPEARS PUSH PAST ME AND MURDER THE HEAD OF PERSONNEL.

     

    Also, I wish I had gotten mad enough to save the logs of that round and the round after because of OOC.

    To all the shitlers in OOC calling me shitsheild, See you next tuesday.

     

    I think I might have been that HoP, one of the Mentors was a Head Rev and ran right in with his converts. Didn't even have my Egun out of the locker and my baton was disarm slapped away. Course, I would rather have a 15 minute rev round then 2+ hours of a stalemate with ERT locking down the station and preventing people from RPing, having fun or doing their jobs. No escape shuttle doesn't help, and loyalty implanting the entire crew is not realistic nor should it be acceptable.

     

  8.  

    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.)

     

  9.  

    Pretty self explanatory, maybe it's just me but I've found that every other or maybe every 3rd round is a Revolution.

     

    Personally, I would like to see Revolutions disabled for a week and see how the community feels about their absence, but there definitely needs to be a reduction in how often the code picks revolution, especially over modes like Cult, NewCops or MalfAI, all of which give the antags unique options and don't encourage random violence between loyal crew and revolutionaries.

     

  10.  

    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.

     

  11. 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.

  12.  

    They definitely don't have ephedrine in their hyposprays. Hahah.

     

    In any event, I'll give them charcoal in an upcoming patch.

     

    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.

     

  13.  

    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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