Jump to content

Lolzyking

Members
  • Posts

    104
  • Joined

  • Last visited

Posts posted by Lolzyking

  1. Exactly, a balance patch to solve some of their issues in a new crit vs old crit survivability sense, slimes and diona changes should be considered too, currently slimes can throw themselves into and out of crit with limb fuck ups.

  2. What I mean is in Old crit you just go unconscious, in new crit you stay up in shock and have time to treat yourself or seek treatment or call for help. So many things currently 1 hit ipc into old crit, cause them to bleed from -EVERY- limb causing rapid oil loss, often just lose their head denying any chance to seek or call for aid.

     

     

    Just so you know I'm not for space proof, I'm for IPC, Slime, and Diona changes that bring their durability more in line with new crit durability.

  3. 19 hours ago, BeanOS said:

    IPC: 15 Karma
    Pro:
    Low Karma Cost - is not a balancing factor
    Easy to repair and can be done so almost anywhere. - not exactly true as IPC can suffer broken bones and dismemberments extremely easily which require surgeries now.
    Can always be revived (as long as posibrain is found)
    Easy to Implant
    Immune to tox
    Immune to Radiation
    Immune to oxyloss - doesn't mean much with new crit allowing obscene oxyloss with no consequence
    Welding eye damage immunity
    Pain Immunity  -Doesn't mean much with old crit and bleed out.
    Easy to sate hunger 
    Immune to implantation  You mean parasitic right, because mindslaves/ect still work on em.
    Immune to negative viruses
    Unaffected by most lethal chemicals 
    Decapitation isn't lethal
    No bones to break (no aggregate damage) false
    Old Crit  -This is a negative as new crit allows an extremely large window of survival when in crit and gives effectively 100+ extra effective health.

    Cons:
    Half part durability
    Easier to decapitate (causing blindness and hearing loss until replaced)
    Killed by EMP
    Immune to Positive Viruses
    Mishandled by medical staff
    Doesn't benifit from most healing chems
    Can't recieve genetic augmentations

    Neutral:
    Comparable human space resistance -False, with new crit humans last substantially longer in space than an IPC, especially once the ipc starts taking bleedout damage in addition to space damage.
    Pings/beeps

    Now lets look at this in comparison to vox.

    Pro:
    Low Pressure Immunity
    Cold Resistance (not damaged, still slowed)
    Claw melee attack

    Cons:
    Requires internals (tox from oxygen)
    Vulnerable to EMP
    Bone Break Threshold reduced
    20% increase in Brute Damage
    60% Lower Alcohol tollerance
    Cannot be cloned -false, complicated stable mutagen surgeries exist, but result in a fully cloned body.
    Mishandled by medical staff

    Neutral:
    Medium Karma Cost
    Good potential for RP
    Quills/shriek

    A vox's primary bonus is their ability to go into space without need for a suit, however they receive, in my opinion, one of the worst maluses for this (easier to break bones), along side a moderate 45 karma cost to acquire.
    Giving IPC two thirds of the Pro's that a vox gets, without a number of additional con's (which would really kill off IPC), would be extremely unbalanced.

     

  4. As a mainly IPC player I  have two issues with this.

     

    A cheap karma race becoming space proof will be abused by grey tide.

     

    This could be solved by giving IPC new crit,  and fixing it so CONSCIOUS mobs on the floor can still use items. Meaning in crit ipc's on the ground could attempt to patch themselves up before their oil leak kills them.

  5.  

    give them a reliable way to convert the AI, only requiring them to invade the satellite.

     

    Make an AI converted to them only repairable by carding, also an AI enslaved to the yin could be upgraded with yin technology maybe?

     

  6.  

    Tzo pressing resist gets you back in control of your body faster than escaping zipties

     

    But I guess this just means I should play an evil borer from now on. make a hoard of back up borers, and purposely try to ween off the crew, and try to take over command.

     

  7.  

    My problem is okay if I pop out of a vent in science and just type out "hay mind if I take a monkey" and the scientist immediately grabs the tool box and kills me, types nothing, no rp at all.

     

    Sure as a borer I could use dominate victim then run for a vent, but then I get labeled as hostile borer, and even the folks who trust borers won't trust me.

     

    also vents as I must bring up again randomly murder borers faster than the crew does. A creature that's only reliable method of travel is vent crawl shouldn't be murdered by said vents.

     

  8.  

    whenever I get to play a borer I usually just try to get into a monkey, beg a scientist or geneticist to make a monkey because any other crew member will just kill me while I was trying to type.

     

    nanotrasen is a research centered corporation, wouldn't capturing living specimens of cortical borers be aligned to their goals. Everyone treats them as a kill on sight antag, when its not even clear if they are really an antag or an event.

     

    They have no loyalties to anyone, no objectives, heck during a shadowling or cult round they'd be of use to security since if their host gets culted/thralled they can just capuletimm them or assume control.

     

    Ffs vent crawling isn't even safe for them they take like 10% of their 100 every second in certain sections of the pipe network

     

  9.  

    Why do people just murder borers...like borer comes out of vent...TEXT BUBBLE... its clearly not trying to ear rape you, yet 9 out of 10 times someone will run up and beat the shit out of the borers.

     

     

    Borers have basically EVERY good healing chem at their disposal, and meth. Heck they can safely give meth by charcoaling you first.

     

    They also have access to borer chat, meaning they can inform the host of whats going on if radios out.

     

  10.  

    If we can agree to allow hiding in a locker to hide you from their psuedo thermals I think it would be okay

     

    also If I understand this right. anything outside their vision range shows up as a blank human mob, or blank dog mob, blank robot mob ect.

     

  11.  

    if as a scientist a hop says " you need the captains signature, the Rd's, and Hos's before I let you have gateway access, oh and I'll need their stamps". I will 9 times out of 10 go back to science, hack the autolathe. make an rcd, make some thermite, steal a space suit, and burn my way into the gateway.

     

    and when I get back to station I seriously consider making a max cap bloodspray bomb to dirty the hops office ( haven't done it yet)

     

  12. maybe include a battery pack that as long as they keep it in a pocket, exosuit, belt, or jacket pocket keeps their implant powered, if they get hit by an emp, it drops the battery unit to 10% and they need to get a new battery asap?

  13.  

    the thing is, these headslugs, even they become full changelings, are bound to their master.

     

    Security is not their master (usually) so they should be bwoinked that they have no reason to become organocop

     

    unless their master tells them to do something, they should just netflix and chill in a place where they can help their master if need be.

     

     

     

    I'd hate to see this removed as it gives tator xenobiologists a decent chance at the hijack objective.

     

×
×
  • 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