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Psyentific

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Everything posted by Psyentific

  1. Fav/Least fav item: pAI's/Vomit grenades. Personality traits/Habits: Neat freak, Slob, Kleptomanic, Obsessive-Compulsive, Perfectionist, Greedy, Lazy, Bookworm, Shy, Aggressive, Nice, Cruel, Protective, Maternal/Paternal. And... That's all I got. Added.
  2. But then you have to type it out. Ain't nobody got time for that.
  3. Add spinning to small guns - middle-click while in-hand to do a trick and play a custom emote. Tasers, Detvolver, Traitor revolver, Stetchkin, Captain's Gun, HoS's gun, and E-Gun. Rarer guns get fancier tricks, with Traitor Revolver being . Fancier guns get a combo, so you can flip, spin, flourish, toss, switch hands, etc. If you spin a stetchkin, it has a chance to misfire. Pulse rifles get the fanciest flipspins.
  4. Bumping this to request fluff suggestions. I want you to give me your favourite and least-favourite item in-game, personality traits, and habits. Stuff you have, stuff your characters have, stuff you see other people/characters have, stuff your dog does, whatever. The more actual creativity I can foist off on you people, the better.
  5. 19/38/76, holy *shit* that's the biggest i've ever seen, ever. how'd you manage that?
  6. AFAIK, the shuttles are: Science, which already has a bracket Engineering, which is right next to the engine and has a protruding airlock and a little nook Mining, which is the most trafficked, which again has a protruding airlock and a little nook Cargo, which has two airlocks and a timer displaying how long until it splats whatever's in the way Escape, which everyone knows and ERT, which is special-case and fixed at one arrival point. It's fine man. Just stop hanging around active docking bays and git gud.
  7. You'd probably want to change emagged maint drones to simply be the maint drone's destructive counterpart. So his job is to wreck up the joint, all of the joint, forever, but not actually interact/kill/help people.
  8. Recommend adding metal rods and floor tiles as well, so you can fix floors and lay plating, but not build walls or windows. A burn patch and brute patch would probably be better than the medkits without the full-on robustness of a hypospray full of DD/Omni, assuming one could make patches into a borg module.
  9. Motives would be great fodder for Syndicate Information - sort of a "How to get this guy to work with you" thing. Heck, you could probably work it into that Syndicate Collaborator thing. "Our sources indicate that this person is skeptical of Nanotrasen. Try appealing to his [greed]." I was thinking it'd just be private information, like character notes for the player's use.
  10. the wait time is literally the worst part of cargo
  11. Here's a mockup of what I'm suggesting. Add three categories to character selection called 'Likes', 'Dislikes', and 'Quirks'. Each category can have 2-4 short entries chosen off a pre-made list, and is intended to provide a quick prompt for fleshing out your character. No entries should have gameplay effects - it's pure fluff. Lists would be composed of jobs (ex. Captain), items (ex. toolbelt), habits (ex. stutters), personality traits (ex. paranoid), colours (ex. red) and species (ex. unathi). There should be significant overlap between lists, such that one character would like or dislike another's likes/dislikes/quirks. Edit: You could add another category for 'Motives', stuff like wealth, power, justice, cruelty, loyalty, duty, and Honk!
  12. We can see here that I've got a command jobban, but I can't tell who banned me, for what reason, at what time, or for how long. Most of these are information needed to make a proper appeal, or at least would be good to know. I suggest displaying the relevant information when [bANNED] is clicked on.
  13. If it's possible to have two different colours on hair sprites then it'd probably be better to go with a main/highlight colour scheme. See here. So you'd have a primary and secondary hair colour in chargen, and each hairstyle would have a primary-only variant and a primary-with-secondary variant, where the primary w/ secondary variant has some kind of highlight.
  14. Psyentific

    Fire

    But then you'd be adding a whole new atmos gas, unless you want to make Pl-O2 fires create chemical smoke as a byproduct.
  15. Adding new features to existing items is always better than adding a snowflake shanker just to shank a guy.
  16. This is a wonderful little rule, it neatly deals with the whole meta-thing surrounding antag/EoC. If the guy acts like an antag, he gets valid'd or perma'd like one, regardless of whether or not he's actually an antag. Mind, that implies that acting like an antag is kinda okay if you don't mind the consequences, which runs somewhat contrary to the whole "Self-antagging is v. bad" thing. Another option would be an escalation clause, sort of a three-strikes rule. That is, establish a valid method for the escalation of conflict, starting with harsh words, progressing through severity of violence, and ending in a final solution. Wherein each encounter can be abstracted to have some force level (ex. unarmed, weapons, stuns, lethal), and persistent encounters between characters within rounds can be escalated one step up in each encounter. This is kinda an unspoken thing already - if you keep coming at someone, it's reasonable to expect that he's going to take more and more drastic solutions to discourage you. So, guy comes at you, you exchange punches, someone fucks off. Later, guy comes at you, you welder at him, someone fucks off. Even later, he comes at you with a stunprod, you whip out your own and someone gets handed off to Security. Finally, someone winds up killing someone else.
  17. it's pretty easy to *not* murder someone y'know. just make a pair of cablecuffs and land a knockdown or something. stunprod stuns for just barely longer than it takes to cablecuff, and if you pull the guy while you cuff he then he won't get away. if not that, then you can carry the fight on into crit, then scream for the paramedic or drag him to medical. even actually dying is mostly an inconvenience unless you do it in an out of the way location (ex. ass end of maint, space), or someone hides the body. the first is situational and thus relatively easy to avoid, the second requires active effort on the part of someone else to keep you ripded, and that's no bueno. like, if someone hides your body you can definitely ahelp that shit and say mean words to him in looc. rules are fine fam. even if you do wind up killing the guy, just fucking clone him or something.
  18. >more ways to introduce memechems into people >more buffs for chem/scichem no thank you
  19. this tbh unless we get race-specific wizard/nuke/ert/squad gear, it's better just to force-human them and provide for altering their names and appearance. nuke and wizard do names, mirrors and wardrobes do appearance.
  20. this sounds like a really fun way to murder someone. for best results, pair with tabling.
  21. Half and half? Like, two-tone? Left is blue, right is purple? That sounds even worse than floor-length braids in terms of sheer snowflake.
  22. "Imbalances should exist" Not so much imbalances, but relative power levels. Important distinction
  23. Webbing was *crazy* good tbh. Like, security webbing was literally a secbelt that you wore in the accessory slot, while engivest was a five-slot toolbelt (ie everything but multitool and cables) in the same. Even the ordinary assistant-tier webbing was three slots, and that's enough to stash an emag, a hand tele and a syndicate bomb beacon. I vividly recall looting the HoS's ID right off his corpse, with the blueshield watching, and he didn't find it on me because he didn't check my webbing. Three slots is also a screwdriver, multitool and crowbar for a doorhack kit. If it was available, you grabbed it, no questions, no alternatives. It was a good idea though, and it'd be cool to have them back as exosuit-slot items rather than jumpsuit accessories. So engineers could wear a toolbelt as a vest instead of a belt, or security could opt for more pockets instead of armour. Given that the framework for exosuit pockets already exists, it'd be relatively simple to create a re-sprited hazard vest with more pockets and a different (and pre-existing) set of sprites.
  24. If some hypothetical map project gets put together then I can put together a layout for a cargo bay. The main features would be a QM office in the back with a hidden Cargonia/Emitter room, a conveyor running to the warehouse, a disposals chute right in the unloading bay, MULEbots right next to the shuttle, racks and tables in the public lobby (for storing loot) which also has a table with a deck of playing cards, a HoP-esque window'd off waiting line, and a cargo telepad on the loading conveyor. Y'know, all those little things I wish I had, but don't.
  25. I generally agree with the points Kavrick is raising. One, that most rounds time-out to the 2hr crew transfer and that this ought to be seen as the antagonists failing to get the shuttle called. Put differently, that we should encourage antags to bring the round to a climax and a closure after the 1hr mark but before the 2hr mark. Two, that antagonist restrictions ought to be made clearer, regarding what is okay vs what is iffy. I suggest creating three broad categories, Direct casualties (ex. witnesses, security), incidental casualties (ex. caught in the blast), and mass casualties (ex. mass murder) Three, that self-antagging (and the valid hunting counterpart) is somewhat common, but that's not necessarily a bad thing. Especially on longer/calmer rounds, we can expect that bored crew will become shit disturbers and that's pretty fine as long as it doesn't become particularly egregrious. Four, that there could stand to be a clearer seperation between Security and Admins, especially regarding Space Law. Full disclosure, I haven't actually read spacelaw and I don't play security so I can't make informed commentary, but I think Soman's got a fair bit to say about it.
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