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AzyWng

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Posts posted by AzyWng

  1. Exactly what the title says. I can't recall when exactly I began playing SS13, but I do know that Paradise Station has been the server I've spent the most time on. I mainly play the human Rocco Coleman, who's usually either in Medical or Security, though sometimes I play the IPC M.A.C.H.I.N.A. (don't ask me what the name stands for, I can't recall).

    I just wanna say, it's good to be back.

  2.  

    Detective:

    Name revolver "Teensy Lawmaker" (A tribute to the first rare weapon I got in The Last Stand: Dead Zone, which I don't play anymore because my computer can't run the Unity engine very well)

    Always try to have a cigarette in mouth.

    Carry agreeable glasses for when the need arises.

    Carry camera.

    Brig Physician:

    Put all medkits in backpack, leave basic and 2 advanced kits in the Brig Medical Ward

    Get medical belt and fill it up in Medbay

    Get hallway monitor

    Equip Security hat or Red bandanna. Get stun baton from locker for self-defense purposes, and handcuffs in case prisoners try to escape.

     

  3.  

    I'd certainly like to see a security-specific armor, but I think that some kind of trenchcoat-colored detective variant would be nice too (with a gold badge, of course).

     

    These vests would have pockets, right?

     

  4.  

    More of an IC issue, but my character (who's afraid of spiders) is not going to be pleased with a giant fucking spider (or a giant normal spider, for that matter) in the HOS's office.

     

    Also, how the hell did they train that spider not to up and attack people? NT must have a lot of time on their hands if they can put a spider in the HOS's office and have them not attack people on their own.

     

    Also, what does the spider look like? Do they just appear to be an ordinary giant spider with a special name? Do they have a hat or something?

     

    Additionally, is it possible to play as the spider? If so, can you bite people as the spider?

     

    I've got a lot of questions about this one.

     

  5.  

    Dwarf Fortress.

    It has several similarities to Space Station 13, which is why I put it up here.

     

    • Extreme customization (In the sense that you can reconfigure the furniture and the walls of a building any way you want if you have the resources)

    • Extreme violence

    Extreme learning curve (I guess? Learning to roleplay can be difficult, it's tough trying to find a balance between doing objectives and powergaming, and I still don't understand anything to do with genetics, plant genetics, or viruses. At all.)

    Extreme fun

     

     

    I've currently got a freshly made fort, I've just dug in, and I plan to take and post screenshots of my fort as it progresses.

     

    A few things that I'll try to do differently than other forts:

     

    • I'm going to name the dwarves themselves after people on this forum (Neca will be someone like Expedition Leader) EDIT: If I run out of names, I'm going to start giving dwarves character names (Sergey will be someone like the militia commander or a military dwarf) EDIT: I will now start mixing character names in with forum account names.

    • I'll put at least one set of doors for each hallway and turn, in combination with wall grates in place of windows. This is an attempt to imitate the airlocks and doors that are present in Paradise.

    I'll change the job titles to be more fitting for SS13. Military will have security titles followed by weapon used (Axedwarf -> Security Officer (Axe), for example,), Medical dwarves will have medical titles, etc.

     

     

  6.  

    An explosive cigarette? Why?

     

    What kind of question is even that? What are you? AN ELF!?

     

    Weldercigs are one of the funniest ways to mess with Heavy-RPers who barely know about game mechanics.

    explosive-quotes-4.jpg

    I'm fucking sold.

    Not just normally sold, I'm fucking sold.

     

    It would make for an fairly entertaining way to kill someone, but there's always going to be the people who have all their characters quit smoking if an update like this is released.

     

  7.  

    The idea of a PIN is that it should be different than any other PIN, making it unique and ensuring that no two individuals would have the same PIN. This would need to be taken into account.

     

    Also, before anyone does this:

    The phrase "PIN number" is redundant, as the "N" in "PIN" already stands for "Number".

     

  8.  

    As a player with security experience, I can tell you that there have been several instances where individuals have self-terminated when being caught.

     

    It goes against basic human instinct, it makes no sense when they're cuffed...

     

    Yeah.

     

    I'm not entirely sure what the point of the suicide verb is, exactly, since (as others have said) there are many more means of ending ones own life than simply typing 'suicide', and the times when those are not available are usually the times when the act of suicide is a Bad Idea IC and OOC.

     

    For IC, holding one's own breath or gouging your own eyes out... It doesn't show any blood. I haven't seen anyone's eyes gouged out, ever, but I'm pretty sure that pushing your thumbs into your eyes will result in at least a little blood. When this is done when the individual is BOTH HANDCUFFED AND BUCKLED, it just makes no sense.

     

    As far as 'meta' goes, the suicide verb seems to just be a way to simply escape consequences when you get caught by security or those who are justice-minded.

     

    I've never seen an instance of a time where the suicide verb was really roleplayed. People who were detained would just use it to escape their mortal coil, and thus escape punishment.

     

    TL:DR;

     

    I see no point to the suicide verb.

     

  9.  

    The tape roll that exists in the game right now doesn't have a whole lot of uses, to be honest. The only one I actually know of is putting paper on walls.

    I'd like to have that changed at some point, that way the tape roll isnt' just a piece of useless fluff.

     

    I've already got a few ideas on other means that duct tape can be used for. I haven't thought of a way to balance them, though, so beware.

     

    • Making glass shivs with (make it so that using glass shards as melee weapons will cut the user's hand.)

    • Substituting cable coils or cablecuffs in certain improvised crafting recipes. (For instance, you would be able to make a spear with duct tape instead of cablecuffs, or an IED using duct tape instead of a cable coil)

    Improvised restraints.

    Improvised muzzle/blindfold

    Taping people to walls/windows.

    Blocking doors with it? (It's possible to do that with police and engineering tape, so it might be possible with duct tape)

    Blocking vents and scrubbers with it? (It wouldn't be a strong as welding the vent shut, obviously.)

     

     

    Some of these changes would proably be easy to put in (the replacement for certain crafting recipes being the easiest), while most of them would probably be a lot harder (taping people to walls/windows, making shivs, acting as restraints, etc.)

    Anyway, those are my ideas and suggestions on more uses for tape.

    Is this good or bad?

     

  10.  

    Perhaps we could make a list of possible maps? I've got a few in mind.

    I haven't thought about how these would be balanced. At all.

     

    • Military base, filled with combat drones, weapons, the OCCASIONAL turret (since too many was what made the challenge map a lot less fun), armor, and syndicate personnel.

    • A forest, filled with space squirrels, space trees, space birds, butterfiles, and space bears. Maybe a cache of supplies and items in a shack nearby? Add an axe to the supplies, of course.

    An accurate representation of SS13, filled with greytides (the mob) and comdoms (make another type of mob and give it an energy gun attack.) The map itself would be a different space station map. The items of the map would be the exact same as the current space station.

    A mining station infested with xenos. Add weapons that people tried to use to kill the xenos.

    A station or derelict filled with spiders or space carp. Add some massive spider boss... Thing.

     

    So, yeah. Those are some of my ideas. Like I said earlier, none of them have any thoughts of balance put into them, but I honstly can't figure out how these would be balanced anyway.

     

  11.  

    Honestly? I think the GPS is a bit like the igniter, the analyzer, and the remote signalling device.

     

    They have their uses (heating stuff up without a lighter or chemistry heater or making a bomb out of a soda can, checking exactly how much plasma/NO2/whatever gas it is in the air, activating something from a distance) but I don't really see them in use. At all.

     

  12.  

    @Fox McCloud

    I think all of this boils down to the folowing question:

     

    "Does it make sense that a SecHUDs and MedHUDs can change records without the coresponding access on the ID-Card?"

     

    There is no other way to change this records, except from a Security or Medical terminal with the proper access on the ID. All other access to this records is read only like pAIs programms, PDA cartridges. Wouldn't it make sense that you at least have to swipe your ID once on your SecHUD in order for the SecHUD to have wirte access to the Security records?

     

    I think that requiring a proper ID to be equipped would be an easy enough means of not having a greytide/traitor set everyone else to arrest.

     

  13.  

    The last few times I played Roboticist, I wasn't even thinking as far as combat mechs.

    However, one tactic that researchers use is building mech weapons, and then placing them in the Destructive Analyzer so that they can research weapons technology. If the Lockbox is going to interfere with that process, I'm not sure how Research will progress without it.

     

  14.  

    Since we can now see progress bars for tasks like cleaning floors or welding walls (although they dont' show up for everything and can be inaccurate at times), why not have a health bar for each limb instead of they have a carbonised area on their forehead

    If the limb has taken no damage, the health bar for that limb will not show up. If the limb has taken damage, the red portion of the health bar would indicate brute damage, the yellow portion of the health bar would indicate burn damage, and the blue portion of the health bar would indicate that a limb wasn't fully damaged.

    Maybe measure the length of the bar where 100 units of damage is the maximum that can be displayed at once. Unless an admin decides to fill someone's system with an ungodly amount of hellwater *cough* *cough* or something like that, there shouldn't be problems.

     

  15.  

    I've been seeing a few accounts on this board who have a couple of odd, unusual, or unusually well-made profile pictures. If you wish, you may add your tale of how you acquired your profile picture here.

     

    My own profile picture was created using this website: http://www.innawoods.net

    It was initially going to be a full video game, but the project has been pretty much dead. Perhaps it could be remade at some point but, well... Never pin your hopes on a miracle.

     

    So, how did you get your profile pictures, folks?

     

    Discuss.

     

  16.  

    Belt slot/ armor storage if you have armor.

    This game isn't meant to be easy.

     

    I honestly have no clue how exactly does adding a quick item slot mechanic changes the difficulty of the game, so in turn, I have no idea what you're talking about.

    I think we barely understand what you're talking about. The slots all work fine as they are. It just depends on the player being able to use them best. Make the most of his inventory as it be.

     

    If I remember the OP, it was about the ability to bind a certain button on the keyboard to draw an item and put it in your hand, kind of like the detective drawing his revolver from his holster.

     

    Honestly, while it makes sense logically (The whole idea of using pockets and toolbelts is to more quickly access items, after all), in the game it sounds like it'd be of more use to combat-oriented jobs/roles (nuke ops, non-stealth traitor, security/shitcurity) than anyone else.

     

    It might be easier to give each department a department-specific holster to their lockers/spawning gear that they can store their most valued job item (med scanners or a healing patch for medical, taser/stunbaton for security, most used tool for engineering, and so on).

     

    I'm not sure how applying a 'holster' mechanic for an entire belt would really be managed. Maybe have the top bar (where players can adjust masks, employ security hailers, toggle flashlights and the like) fill with icons for all the available items in the belt when the belt is equipped? It'd be a good way to use a bar that doesn't normally fill with very many items at a time.

     

  17.  

    I've played bartender before and I've noticed that several of the drinks that the barkeep has to make involve three ingredients at a 1:1:1 ratio (like the "Devil's Kiss"), or two ingredients at a 2:1 ratio (like the "Tequila Sunrise".

     

    I've played on Baystation 12, and the glasses that are present at that server hold 30 units of liquid as opposed to this server's fifty units. I'm not sure if the current ratios of recepies is because it was originally intended to be such, or if the recipie list was ported over from Baystation or another server.

     

    At any rate, it makes completely filling a glass (without filling a larger container and pouring the contents into it) with these drinks really difficult.

     

    It probably wouldn't take too much to change the ratios to something that could fill our 50-unit glasses. Just tweak a few numbers so that the ratios are 2:2:1 or 3:2, so that one can fill a glass with these drinks more easily.

     

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