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davidchan

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Everything posted by davidchan

  1. So... good clowns say henk then, since it's their job to be embarrassing, inept and funny.
  2. They are both equally pleasing to hear the clown stutter out when you toolbox him for trying to steal your shoes.
  3. Sec Tech is bad idea imo. I've been saying for a while now that Detective and Brig Phys need to be physically removed from the Brig, keep them close by maybe, but not in their perimeter. The more stuff security has, the more likely they are to withdraw to their little sec haven and wait out any major disasters (Rev and Nations come to mind, but even Cult and Sling rounds have this in spades.) Security keeps defaulting to this 'Us vs Them' attitude that makes them stomp all over non-sec/non-head roles and ignore anything that isn't valids. Having Non-Head Roles from various departments with round start privileges to go into the brig is good on paper, but they shouldn't be loyalty implanted and HoS should not be their boss. @Fox McCloud What if the server made some Heavy Duty APCs that had extra Power Cells inside (Mini-SMES effectively) and things like Cloner and Cryotubes (and arguably the Lathes) had significantly increased power drains so they'd never complete a proper cloning on a regular APC? If someone wants an All-In-One fort they need to put in the extra effort of upgrading the wiring and Powernet in their area to make use of it?
  4. The examples given were just to set the tone. The idea being that someone wants those items, and needs them quickly so they will compensate for them well. "A man will pay $2 dollars for a $1 item he needs now", of course the deal should not always be a good deal, and the entire point of the suggestion was to get things exported by cargo they normally wouldn't. Air Canisters, uniforms, circuits, plants, body parts, ect... And as also noted, this deals should have a short expiration date. Cargo needs to move fast to take advantage of them if they want the reward, and not all of them should be feasible as the lore wise the request would have been sent to all stations or vessels in the area, not just the Cyberaid.
  5. I'd be in favor of a bounty system for Cargo. Every 10-20 minutes Cargo gets a CC request or third party trader wants a specific item that may or may not be on the station. The QM/Cargo Office console will kick out a sheet with the request with the following information: (Station) Time of the Request. Who is requesting it (Anything from CC, one of the Syndicate companies, or any third party trader) What they want (Item name specifically) How much of it they want. How much the bounty reward of supply points or items that will be on the next cargo shuttle arriving at the station will contain. QM and Cargo would have to decide if its worth sending things out, so a request for 5 laser rifles in return for 100 points might not be worth it, but a package of 15 warm donk pockets for 8 pairs of magboots might be. High Priority requests should be announced to the entire station, but otherwise a cargo notice should just be pinged with directions to seek out the request form in their office for more details. This would also open the door for raiders or pirates hoping to blackmail and extort the station, demanding random items or even piles of cash equaling up to a certain value, and if the request is not fulfilled they either send a boarding crew to take what they can or fire upon specific parts of the station (I.E. export 50 gold bars with no supply cost or pirates will fire upon escape, roughly the equivalent of 10 meteors smashing into shuttle dock, and so on. Pirates could be NPCs that just go nuts or mid round antags who's ship clamps onto a random external access point and gives the players a message they have 300 seconds to bring as much loot back to the pod and escape or fail the raid.) Given that many players in cargo try to operate a trading post wanting money or items in exchange for what is requested, this would at least give assistants and other players wanting to get something from cargo, while also giving the techs something to do when the departments become self sufficient. Alternatively, the ability for Cargo to order 'services' for the station would be neat. A celebrity or friendly non-crew (admin spawned, essentially) paying a visit or helping about the station, or even the ability to pay for a Custodial Response Team or similar non-combat related support roles or borgs could be an interesting use of surplus points. (Though come to think of it, using Cargo Points to order ERTs and being able to spend extra points to request additional member slots or getting them better starting gear would also be neat.)
  6. Make slipped clowns do a somersault and be floored as though they just hit some space lube. Because no failure is better than a spectacular failure of a clown eating their own banana slip. Edit: Incase it was unclear, no I do not approve of giving clowns free noslips that would only encourage the dickish behavior of spreading lube/water throughout common hallways and baiting people into chasing them through it.
  7. I'd argue plasteel since it can at least be ordered from Cargo yet limited in supply otherwise. I would love to see two man pod mining come to fruition though I doubt the passenger will ever become more than just that. 2 man mechs would be cool on that subject too.
  8. Change sting was rolled back severely from when it would give defects and could be spammed. It was never fun to deal with and was never meant to be uncounterable. This aims to fix that as well as the attempt to make Medical records mean something. This could also the door to having DNA hashes in general be something the detective could look for.
  9. What it says on the tin. Add a tab/extra area to Medical Records that lists a crew member's round start/round join UI (Their appearance and such.) Why do this? Because a number of reasons, namely that if a person is ever hit by a DNA changing virus, wand of change, or subject to a brain transplant, they typically lose their appearance and name and have to run the rest of the round as Monkey (281) or the like. NanoTrasen already keys a person's finger prints to their security records and blood type and hash to their medical records, it would be reasonable for the UI hash to be present as well (or divine some method to decrypt a blood hash into a UI) This would also give some fun to traitors as they could assume the appearance of other crew by gaining access to their records and load up a UI Injector without needing the source material to be aware of it all. If my idea of Genetics/Cloning overhaul ever sees the light of day, having the UI's in MedRecords would allow Genetics to dump the UI from records to cloning pods to finalize a clone.
  10. Why not just put an X-ray machine in the cargo dock that prints out an internal inventory of the crate? (and perhaps pictures of the items?) Bonus points if someone pushed through in a locker get massive does of rads and a picture of their skeleton (or lack there of for slimes)
  11. This is why I wish we had a restaurant manager or some Service level job equivalent to the quartermaster. A lot of people say the Bartender is this but I strongly disagree, since the Bartender is either stuck behind their bar serving drinks or out valid hunting. Just having somebody who'se job it was to make sure the Bartender, Cook, Botanists and Janitor, Mime and Clown were all playing nice would be a god send some rounds.
  12. Other thoughts on this would be for IPCs to get a can of compressed/chilled air that had one use, if used on an IPC they get 5-10 seconds of low pressure resistance so they can run through breaches to safety. If used on an organic it just does a few burn damage (less than a punch) and is wasted. Either that or we go the bay/bestrp route where IPCs are technically pressure proof but take heat damage in a vacuum cause they are air cooled, requiring a special cooling suit or internals on to avoid overheating
  13. Should and often do are two entirely different situations here. And all of this assumes who ever is working RnD is in a helpful mood and willing to pass out toys and not working on some nerd cave you aren't allowed in. Without mesons you literally can't mine. You can't see ores past the exposed rock, meaning the Kidan either has to strip mine or rely on someone else to point out deposits not on the outer lying edge. Scanners only expose tiles you can see, so if you don't have mesons removing the 'fog of war' for tiles then you can't effectively mine. It'd be like trying to treat a person's injuries in medical without a body scanner or health analyzer, only using the default examine.
  14. Given that I've OD'd and killed a person using epipens, the meme of the box not having balance effecting items is utterly false. And don't forget back before goofchem, the injector had 10u of tricord in it, ~48 healing for all 4 categories. Theorycraft it could heal a person from near death to living (48 burn/tox/brute and hard crit suffocation) but in reality it could reverse 2 laser shots, 2 toolboxings or some nasty spider bites. An emergency welder and 5-10 lengths of cable coil wouldn't affect the balance much as at all, or just snowflake a special stack of Nanopaste to target the entire body and heal 10-20 units before being used. (I oppose the regular nanopaste option because it could be used to jumpstart RnD) Why bother making it safe? The O2 etanks in the kit certainly aren't.
  15. While I do agree that removing the damage at this point would be a long overdue buff to IPCs, I'd honestly prefer that it stayed. It's part of their thematic and removing it takes away part of the fun of IPCs, learning to live with being cardboard tubes held together with tinfoil. What I'd prefer instead would be for IPCs to get some other kind of buff to aid their survival. Specifically, the ability for IPCs to self surgery/reattach limbs and/or the removal/shortening of that gawd awful self repair timer, or making so limbs can't malfunction UNTIL it requires internal repairs. Alternatively, adding some mechanic so that if a limb gets overhealed, the remaining healing goes to another limb, allowing them to be repaired similiar to borgs without the frustration and time sink of manually targeting every body part. This isn't true. Once a limb has 20~ damage you can't repair it externally and you can't self heal until the surgery has been done. And since IPCs can't self surgery from some nonsensical reason you can disable their arms and legs before even putting them into soft crit. Compare this to any carbon mob who can break a limb but still heal themselves back to 100% health, an IPC has to walk around with that damage until they find someone they can trust to do the surgery. This isn't even factoring how robotic/prosthetic limbs malfunction at around 10 damage causing you to drop what ever you're holding at seemingly random intervals, it can be impossible for an IPC to repair themselves because the self heal timer is way to damn long.
  16. <Cyborg Restart Module installed. Topic back online.>
  17. TL;DR Space law timers are high as they are to discourage players from breaking the law in the first place. It's always going to be easier to to smash a window and steal what you need rather than actually filling out paperwork, waiting for departments to man their areas and actually asking for it. It's up to you the player to gauge the situation and figure out what security and the crew will tolerate and what you'll have to do the long way to get what you want. Few people want to spend time in the brig, fewer still if those few cathartic moments of smashing the clown's face in wind them up sitting in a 2x3 cell for 15-30 minutes. In some cases, it might totally be worth the time out to get done what you need done, in other cases you just have to make sure nobody else is looking or have a favor up your sleeve that can get the officers to fudge the records and let you walk. (I've managed to trade X-ray and anti-drop implants to security officers in the past for having them look the other way and set me to parolled for intentionally doing a crime.) The other half of this is some security players, be they rookies or veterans, will slap the highest level crimes on people they can because it feels like their job, or they believe that if the crew realizes penalties will be harsher less bad shit will happen. This rarely works, and you can't do much to work with these officers. Finding a sympathetic ear in Security can save you a bunch of a trouble, if the HoS slammed you in for 15 minutes for breaking up a bar fight, then just maybe the Warden or one of the Officers might spare a moment to hear your side of the story and adjust your timer to something more reasonable (or in some cases cancel it all together and call the HoS a shithead.) Ultimately, as long as you are cooperative, calm and not resisting or complicating the arrest and processing stages, you can generally expect shorter brig times. If you evade arrest, fight back, resist and try to uncuff yourself at every turn and then do your utmost to break out of your cell while screaming rape and shitcurity over the radio the entire time, don't be shocked when your brig sentence keeps going up every couple minutes before you wind up in perma or isolation. And don't suicide/ghost in security, it violates Rule 2 and is incredibly dickish behavior.
  18. Anything involving the/an AI would be Command level responsibility and thus the NT Rep, if present, should at the very least should have something to say if the AI situation is not beneficial to the current crew requirements. Also NT Rep is NOT a member of Command. They are a VIP observer and advisor, they have no authority save for CC grants them via Fax or CC announcements.
  19. Maybe we could add some code to slave secondary AIs to the main AI as if they were Borgs? I play silicon a fair bit and have mixed feelings on multiple AIs, it can be lots of fun during low pressure rounds to have 2 or 3 others in the core to mess with the crew or split up responsibilities and departments. On the other side having another AI work around you can be infuriating especially when they approach requests differently and lead the crew to believe they or your Borgs could be rogue
  20. I'd like to point out the Unathi weakness to cold DOES affect gameplay more than people think. Breaches are extra dangerous to them because they take additional burn damage as the temperature drops and they start piling on damage sooner, so not only do they take more damage, they experience soft crit slow down sooner making a breach that a human could run through still in the yellow, an unathi might be lucky to get through before hitting crit and possibly collapse and go into hard crit, where a tajaran just might get knocked out of the green. Though as far as racial changes I'd like to see considered, I have few ideas that would certainly change how races approach problems. Diona: Water reliance. Inverse of Grey's, Diona should need water for their healing to take effect, whether it be making their hunger bar almost entirely reliant on water and fertilizers, to just a running requirement for them to need to regularly be splashed with water, sprayed, shower or drink a glass from time to time to prevent withering. This could also make reagents like drying powder be a soft counter to Diona as drying up their water reserves would be a way to negate their healing without necessarily killing them like atrazine. Taj/Vulp: Combustion risk. Taking burn damage from lasers or other high heat sources should have a chance to combust their fur, dealing extra damage and push these races into being a bit more cautious around anyone with a laser rifle or similar fire starting weapon that could do significant harm even on a stray shot. Unathi: Tail slap. Iguanas are known to use their tails as clubs when agitated, and Unathi would have the most solid/muscular tails of all races in the game currently. A tail slap attack every 15-30 seconds would be an interesting combat buff for the otherwise unexceptional race, either a tile targeted melee attack for bonus unarmed damage (perhaps even usable while cuffed but no buckled) or a tail sweep with a high trip/disarm chance against the three tiles directly adjacent to them in which ever direction they target the attack. (One or the other, not both abilities.)
  21. Dead sprites can be avoided all together by simply making hats fall off a dead pet.
  22. Clearly you never played the old rev style where stalemates could last for 2 hours or more where Revs camp out in medical/cargo/science while command and security just relocate the bridge to security and spam ERT requests.
  23. Don't forget vampires mist forming places for free access (cap's office when cap hasn't arrived yet to snag ID, armory, genetics) and creating unmonkies to get free blood with almost no chance of getting caught. (Seriously why do vampires still have jaunt)
  24. Illogical, but it's never going to get fixed given how so much of the community doesn't like or even plays borgs. The ability to turn equipment on and off was originally going to have more effects tied to it, IIRC, but never got anywhere past how much power per tick a borg was going to drain from their cell. Borgs and stuns have never gotten along. The fact that super farting on the same screen as a borg stuns them is bad, but it full on shuts them down for the 5-8 second window a flash or flashbang does is pretty ridiculous. I'd definitely like to see someone do a pass on all the things that can stun a borg and tweak them to not be classic chloro-stim knock outs that render the borg utterly defenseless with no counterplay to screen wide attacks. Also people forget the flash stun to borgs was also from back when flashes fully stunned carbon crew as well, albeit borgs had longer stuns and were unable to speak at all, where regular crew could still scream over the radio so-and-so was burning their retinas out. Which, again, portable flashes and mounted flashers in security are hold overs from this time.
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