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Kevak

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Posts posted by Kevak

  1.  

    Is it plausible to hack together a system along the lines of "If a line can be drawn from a tile of above x pressure to a tile that has below x pressure (10 or lower?), objects and entities in the high pressure tiles fly towards the low pressure?

     

    Might simulate depressurization.

     

  2.  

    TIL you can upgrade cameras.

     

     

    But back to topic:

     

    I am a huge fan of randomizing stuff on the station. I would go even further and say there should be a very slim chance for the cameras to deactivate mid game, effectivly shutting down meta gaming. But it is true that certain areas should be procted from this, obvious example the AI core, since the AI is heavly depending on it beeing working and the AI is the only one who can give access to that area.

     

    Actually there should be breaking stuff on the station fairly regulary, not to annoying, just enough to make it believable that a camera or APC could break on it's own. Vendormats, apcs, a few light here and so on...

    I second this.

     

  3.  

    Purrhaps instead of beginning of round camera failures, cameras should have a chance to fail throughout the round?

     

    Actually, most electronics should have a tiny chance to fail during the round. Give the engineers something to do instead of faffing off.

     

  4. I intend to update the Guide to Genetics page sometime within the next few weeks. Something to note before I update, Eat does not let you eat people anymore. No, not even if you have the Fat mutation and Hulk mutation. No you can't bite off people's heads. And sadly no, you cannot eat people's backpacks off their backs.

  5. The nice thing about having an alien foxthing as a character is that they give no fucks about eating humans. I prefer to rp them as a pure carnivore. Only eating not meat when absolutely necessary. (Excluding when I get the Eat genetics power obviously.) Although much less interested in eating other foxthings, it is still meat in the end.

  6.  

    I like the idea. Light doesn't really work as a harming thing however, not really close to lore.

     

    However something to note, in most lore relating to Wendigo that I have read, they spread disease. And not just any disease.

     

    They spread /All/ the diseases. They gain strength from rot and decay. Not the flesh of the dead. Perhaps they could gain strength from any rotting corpse on the station, making the incinerator more valuable. Strength from those infested with diseases. They don't need to kill things, they need to make them Rot. Living or dead.

     

    Perhaps the rotted could be raised by the Wendigo's later stages. A way to keep players in the game and not make it just a murdererryone antag like the Revenant is. Hell, could be used as a way to make Zombiemode functional. The zeds would need some modifying to balance better, but would work well lorewise.

     

  7.  

    I guess I should prolly make one of these~

     

    I'm Kevak. Or Neri depending on my mood. It's weird. Just arbitrarily pick whichever one you like more~

     

    I play as Neri Nalvi normally. Byond username is literally ancient and is Lukesf, I would quite like to change it at some point but haven't the slightest clue how. Byond prolly has a policy against changing it anyways.

     

    Anywho~

     

    Hai~

     

  8.  

    You can shorten the range of the jump to within the range of Flamethrower and ensure that a Flamethrower can instakill one. Prevent them from ventcrawlling. Can take away hide.

     

    Those are the only listed issues. If someone lets themselves facehugged with those in effect, that's their fault. Player skill doesn't matter as much when they have to run so close.

     

  9.  

    My thoughts:

     

    Double nutrition-Balance: Meat only? I mean, they are carnivores. Maybe chocolate flat out toxic?

     

    Nightvision-Balance: Partly Color Blind. Doesn't work in complete darkness. Similar to Eyeshine IRL.

     

    Licking Wounds to heal-Balance: Does jack shit against burn damage.

     

    Insulated (Cold resistance)-Balance: Susceptible to heat. Maybe make them passively start panting when the temp is above a certain point? Anyone in a few tiles maybe could hear?

     

    Good hearing, can hear stuff through nonreinforced walls maybe?-Balance: Loud sounds deafen them easily. Maybe taking blunt damage to the ears with extreme noises.

     

    Claws, Decent alternative to a knife. Not particularly powerful but still good in a pinch-Balance: Does jack shit against anyone or anything armored, easily outclassed by a toolbox. They're claws. At most an inch or so. If they were longer they would have a hard time holding stuff. Maybe an option to "clip" the claws of a locked up Vulp. Prolly regrow in about half an hour ingame to prevent that from being permanent. Mechanical hands disable clawing for that hand.

     

    Don't need shoes to not be damaged by broken glass-Balance: Can't wear shoes that aren't specially modified. Those boots you just stole from security? Good luck fitting them on your paws. Maybe make a Tailor's Kit for clothing modding in general. I feel like a lot of the races would have difficulties with standard human clothing. What, you think those paws are gonna fit in a human's shoe? Maybe modded pants/hoods/hats for tailed races. Maybe energy races need special clothing, I don't see why Machinepeople even need clothes, they are robots.

     

    Scent, maybe since the Vulps will probably be colorblind, they could have a color overlay of smells? Probably could just have the scents of different jobs be set to make it easy. Most jobs would probably have a specific smell after all.. Maybe they can memorize the scents of specific people to tell them apart? (Possibly using "spells" and a minute of sniffing at a recent scent. Could have memorized trails fade after about 10 minutes and non memorized trails fade after 5 to avoid clutter. People don't actually run around that much regardless so it shouldn't get too cluttered. Changelings would mimic professionscent but not personscent. So if a Vulp memorized personscent, they could tell the difference-Balance: Anything that smells rather bad (Fecal matter, rotting corpses, decay, fungus, anything nasty) could blind the Vulp scentwise. So throwing a rotting arm at a Vulp securityguard trying to chase you would be a very valid distraction tactic. As would making a foul smelling chemical concoction and using it as a scentbomb.

     

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