Jump to content

ProperPants

Members
  • Posts

    304
  • Joined

  • Last visited

Everything posted by ProperPants

  1. Sure, that'd be cool! And maybe even make plasmamen suckable by vampires, but drinking their plasma blood does minor toxins damage. There are plenty of ways to get weird with this idea, and I'd like to hear what ideas people have.
  2. Wouldn't it be really cool and appropriate if plasmapeople had liquid plasma for blood? By liquid plasma, I mean the plasma that comes from chem dispensers. There is already coding for slimes to have "exotic blood type: water," so why not plasmapeople having "exotic blood type: plasma?" Plasmapeople do currently heal from plasma though, so perhaps that would have to be changed. Or maybe they could keep the healing and just have the amount per tick reduced. I'm not sure of the balance implications of autohealing on a race that isn't as slow as diona, although it makes sense lore-wise since they eat, breathe, and live plasma. I understand if that would be removed, though. Thoughts?
  3. The mystery is not turning on antagHUD, detective. You gotta sleuth who they are and what they want if you want a challenge. :^)
  4. Ghosts with antagHUD on can see the AI's laws, including freeform, ion, and emag laws. Because this code already exists, I think it would be relatively easy to allow ghosts with antagHUD on to view the objectives of the cult, traitors, changelings, etc. I don't foresee this having a negative impact on a round because using metainfo learned while dead is not allowed. Thoughts?
  5. I know the previous post is also a conga line, but I feel that the chatlog truly enhances the image.
  6. I see now why having multiple different races on a single team would be a problem. The primary reason I made the suggestion is because I saw that there exists a syndicate plasmasuit, yet I have never seen Plasma Ops. I think it would be interesting to see, since they play almost like humans, but not exactly. I like @Purpose2's suggestion of faction ops, and I feel it could work with most species, except diona and possibly IPC. Perhaps if nukies had a 1/5 or 1/10 chance of spawning as Plasma Ops, we could test the waters as to how people like nukies that are all one race other than human.
  7. I don't see any particular reason not to have this. It would create some interesting diversity to have different species with various strengths and weaknesses working together. Thoughts?
  8. Better late than never, eh? I play Jebediah the IPC and, more recently, Tithonus the plasmaman. Glory to Synthetica. Also, hi.
  9. I don't like this idea anymore either. I wrote it just after a round having two people in a row interrupt the very same surgery.
  10. The two operating theaters have shutters and a holosign to show that a surgery is in progress. Somehow, this doesn't stop people from dragging a dead body into an OR in the middle of an active surgery. I suggest adding a button to drop the bolts to the OR doors so people cannot come in. There are bedrooms on the mining asteroid that already have this functionality, so the coding difficult is almost none. To make sure these buttons aren't too overpowered, they should be both inside and outside the OR and people with medical access (and maybe security access) could use them. This would further ensure that a surgery is an uninterrupted and sterile process. Thoughts?
  11. Oh, we do. I just found this out. Wouldn't hurt to make targeting the hand a shortcut to that though :^)
  12. If you are on help intent and targeting the head on the little target doll, you pat people on the head when you click on them. If you are targeting any other part of the body, you hug them. I think if you target either hand, you should shake their hand. Thoughts?
  13. Do not disassemble a window if you are in space while standing in front of it. This kills the man (or IPC).
  14. I know, and that's good, but Ctrl-Click would forego the need to open your equipment tab and free up that ear for anything else (granted, I don't know if anyone ever uses both ear slots).
  15. You can remove IDs inserted into a PDA with Alt-Click, which is really nice. However, I find myself needing to remove a pen far more often than an ID (and I assume this is the case with most people). I suggest adding a new shortcut to remove pens in the form of Ctrl-Click. Coding difficulty: Probably low. I'm not a coder, but this (I assume) just involves some copy-paste of whatever code allows IDs to be removed, with changes to account for pens and Ctrl-Click. Thoughts?
  16. This idea has its merits, but I disagree with it. In the real world, you can't un-nuke a place so extra security makes sense. But even if you detonate all cyborgs, the positronic brain (or MMI) remains intact, so they could be rebuilt after the AI is fixed. Additionally, on the off-chance the AI didn't start its incursion by turning off power in the RD's office, precious seconds count, and you don't want to waste them rummaging for a code or waiting for someone to say it on comms. All this being said, if someone is able to code a full lockdown option, your point and my opinion of it become much less relevant, because there will be a better, non-destructive option that is instantly reversible (by simply unlocking the borgs).
  17. Perhaps the flash immunity could be an upgrade that can be made in robotics for sec borgs only. I'm not sure what tech and material requirements such an upgrade should have, but it could be similar to the rapid disabler cooling upgrade that already exists. It could be more expensive since it's probably stronger. Or, like Fox said, the timing could be altered for all borgs, and robotics could have an upgrade that drastically reduces it for sec borgs, as opposed to total immunity. I can't remember at this moment, but I think getting flashed unequips modules. If so, having the stun time reduced to 1 second (for example) for an upgraded borg would still give antags a chance if modules are unequipped. If they are not unequipped, it might be a good trade off to make that happen.
  18. Anyone who has played during a rogue AI round has certainly heard the calls for "Blow all borgs!" coming from frightened crew. For those who don't know, the Research Director's office has a console that can monitor cyborgs. In case of emergency, those with access to the console can either lock down or detonate an individual cyborg. Additionally, there is an option to detonate all cyborgs, which requires the user to press one button to arm the device, then another button to actually detonate. My issue/suggestion comes here: It's possible to blow up one cyborg, or blow them all up. It's possible to lock down one cyborg... and that's it? You can't lock them all down. I suggest a button to lock down all cyborgs in the case of rogue AI or other emergencies. It seems like a no-brainer idea, and I would imagine the coding difficulty is low. The "Lock All" button should specifically be above the "Detonate All" button. In a panic, if you aren't thinking with 100% of your mental faculties, you'll be looking for your first option. Since locking all is less destructive than detonating all, it should be first. Additionally, the design should be a two button system, similar to the interface that the AI and cyborgs see when they click on doors. For those who don't know, the door interface for the AI is a list of options and the state an option is in. For example, "Door Bolts: |Raised| |Lowered|" So for my suggestion, I'm proposing something like "Full Lockdown: |Unlocked| |Locked|" Unlocked is before locked in this case because (I'm fairly certain) the convention for these types of toggles is for the "good" toggle to be first and the "bad" toggle to be second. It would also be nice if the "unlocked" button was green and had a open padlock symbol before the word unlocked. Similarly, the "locked" button should be red with a closed padlock symbol before the word locked. I'm not at home right now, so I can't take screenshots to show what I mean, but I think I described it well enough that people should understand. If you see any reason that such an option should not be added, please state why. If you support the idea but have an alternate suggestion to the layout, please describe it, or better yet, make a little drawing of it.
  19. Whatever it is, I don't think it should be bought. I think it should just spawn on the Wiznerd as an article of clothing, like the robes. That's why I didn't suggest bag of holding size, but hell, why not? It could give the Wizard a ton more room to work with to have that space. I just think that, one way or another, the Wizard should be able to have a magic backpack that is better than the regular one he spawns with now.
  20. Bag of Tricks. A backpack with the capacity of a dufflebag without the speed penalty.
  21. Oh yeah. One last thing on the topic of just HUD/status improvements. It'd be nice if there was a hunger meter under the status tab, right under station time or something. It would say "Hunger: 1000/1000" or something like that.
  22. Title. There's already code in place to check if you are missing a hand or arm, and disallows holding objects if you are missing one or the other. It would also be nice if, when this "no arm" check passes, the sprite of the hand box changed to let you see that your hand is unusable. Maybe making it darker or putting a red X over it. This would also tie in nicely with the recent HUD update that gives information when hovering over icons. It could say something like "Oh shucks! You lost your hand, better go get a new one."
  23. I'm pretty sure Goon or TG (or some server) has this system already. I support the idea, and it'll certainly cut down on genetics abusing leap-hulk-xray-super-bullshit.
×
×
  • 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