Jump to content

Sothangel

Members
  • Posts

    318
  • Joined

  • Last visited

Everything posted by Sothangel

  1. I'd be all for this. Would take some workload off of the respective heads, too. No real downsides to it that I can see.
  2. I've suggested something before based on the distress beacon in the FTL game - It could be another option on the authenticater machine, and has random/admin-chosen outcomes. You could have junkers come to scrap the distressed station, band of highly armed mercenaries come to save you for a price, a shuttle arrives nearby for people to use to escape, antags get reinforcements, SIT/SST get sent to claim station for the Syndicate/Loot stuff, ERT or other friendly military power come and attempt to help. Could be anything really, just an idea.
  3. Security have nothing to do with demotions until the point law is broken. If they refuse to return their stuff or refuse to leave, law is broken there. Telebatons are also incredibly powerful against any humanoid antag. Nuke Ops basically die to them without adrenals as an example. They're long overdue a nerf.
  4. Telebatons should, at the very least, not be able to chain-stun. Considering how heads are not security, they shouldn't be able to telebaton-drag people to the brig... Which happens daily. I wouldn't mind if they were removed to be absolutely honest. Heads have a flash for self-defence. And if someone's wearing sunglasses? Tough shit!
  5. People bleed under the cryotubes all the time and it never, ever gets cleaned. This is what Shadey refers to.
  6. This would be really good for away missions, the power management.
  7. Space Lube does have a few methods of countering (Removal of floor tiles and some random chemical I can't recall currently (Something like Drying agent? (Holyshitthreebrackets))) but in each of those "counters" you need to stop and do something; so whoever possesses it will have gotten away. That's fine, and can be handled - I suppose what frustrates people is the relatively long stun (Which is enough to get you killed) or the common use of mixing it with a certain chemical that sets you on fire; the glorious combo informally referred to as "memechems". The combination of excellent area-denial, extremely easy access, persistence of the lube on the floor and sheer amount of the shit you can carry in one bottle add up to frustration, I would wager.
  8. The need is slightly mitigated by the fact that the Magistrate can now use the bridge announcement console, yes?
  9. Sothangel

    Gun System

    Having seen this system in action, it is pretty neat. Would enjoy seeing it added.
  10. And as has been stated previously, switching back to ZAS is not happening, just to kill that subject before it arises.
  11. From what I've seen, fires quite often burn through the hull, causing a breach. The temperature does impressive burn damage to people too. Depends on the source too, a plasma grenade can easily fuck up a whole department.
  12. It'd add a bit more to hostage situation and stuff, would be neat.
  13. Considering the Chaplain has already been given far too much mechanical power imo, they don't need more. The other RP-based roles need more love, Psychiatrist and Librarian.
  14. Maybe having some reason to not have too much electricity in the grid would be good. (And I don't mean the APCs arcing, that's at a stupidly high level) Like when the SMES are full; you get power surges because there's too much electricity in the grid. ...I think that's how it'd work realistically, at least. Not sure, I'm not an electrician.
  15. Those are some very good suggestions. Gives abductors a bigger incentive to not lose their gear; too.
  16. Like I said, they're only ideas. Would having them being linked only to events and not roundtypes be better, in your opinion; because of the validhunting concern?
  17. RIGHT. Here's my ideas. There is a lot of resistance to giving Science any kind of powerful stuff in R&D. Sometimes this is valid, sometimes not, but here's my totally terrible thoughts to think - I'm not a science player, so numbers will not be accurate. Let's say all tech levels go from 1 - 10. 10 is max it can go. The issue with things being added is that it is no issue to max R&D in 15 minutes, if that. My idea is based around the Phazon. Now, the Phazon requires an anomaly core to be constructed. This isn't an item that spawns, it requires successful completion of a random event to happen; thus you do not see Phazons every round. What if we extrapolated this idea and linked it to antagonists/events? Examples could be - Brain of a changeling needed to go to the next Bio Level; Some rare ore that only spawns in meteors to get to Electromagnetic Level; An organ from a Xeno Queen for Plasma Level; Vampire ashes for Bluespace Level; ERP logs for Illegal Level; Something that drops from the Rogue Drone event for Combat Level; The possibilities are endless. What this would mean is... You could have powerful things at the top end of science because they won't always appear in the round. But yeah, this is based off of the current method of obtaining a Phazon, which I haven't heard anyone complain about much.
  18. And the other antags? Telebatons are often used to chainstun-drag people to security, or to keep them down for maybe a minute whilst someone else gets cuffs, or for stripping people whilst keeping them locked. Telebatons are for self defence, and could do with a duration nerf. Telebaton and run away; that should be the use of it.
  19. Don't forget that the HOP can open job slots as and when required, so can the Captain.
  20. Nothing gets me going like a good graph. I'd love to see more things, like karma/days played to see what the actual average is.
  21. I'm not too sure how much you would actually be able to see given the low res sprites and the clothing, I'd rather a neuter option be add rather than relatively minor sprite changes.
  22. Or perhaps we could just have a handful of cryostorage devices within the brig somewhere, specifically to avoid people gaming the system in that way.
  23. Not sure on the availability of welding goggles, but they solve the welding problem easily. Engineering not having tesla-proof hardsuit gives an actual reason to use the singularity, bonus points for having IPC engineers too and some conflict. Plasmapeople used to be able to be vampires, but the rapid oxyloss made it nigh-on impossible. As much as they need work, other races need more work sooner. Like Skrell for example.
  24. A remember a round happened like this before, everyone was a human with a randomised name. Not sure which admin ran it, but it was a bit strange.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use