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FlattestGuitar

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Posts posted by FlattestGuitar

  1.  

    Some clarification on the current state of things:

    - Not all face items block the puking. Only the ones with the MASKCOVERSMOUTH flag do, meaning cigarettes won't help, whereas breathing masks will.

    - Corpses don't induce vomiting as soon as they die. It takes 10 minutes of decaying for them to start.

    - Janitors and Coroners are seven levels lower on the badass scale than the Detective, they're not getting resistance unless everyone is.

     

  2.  

    As I said in the PR comments, I think this PR is a good oppurtunity to balance out the use of medical splints.

     

    They should definitely not make bone repair surgery redundant. I'd be for making them drastically lower the chance to scream in pain and drop an item or receive internal organ damage, as well as reduce the slowdown caused by a broken leg or foot, BUT still not be a perfect alternative to surgery.

     

    Also, making them somehow visible on examine would be a nice feature to see.

     

    Fawks, pls.

     

  3.  

    The atmospherics system will by default within around ten minutes make all pipes on the station lethal to anyone inside them, unless they're resistant to pressure.

     

    This change would encourage Slime People atmos techs to make the system non-functional for the sake of their slimey shenanigans while the station chokes on CO2 and salt.

    Also, they're a 45KP unlock

     

  4. I feel like the only difference here is the cosmetic one. I'd rather the slot stayed purely for the sake of keeping one of the tiny quirks that makes Paradise Paradise.

  5.  

    We've talked about this in the Discord channel a bit and most people seemed to agree that the electrodes in the tasers are a bit too powerful.

     

    As it stands a single click is enough to put someone down from most distances. This mostly poses a problem when the person doesn't see the taze coming and doesn't have enough time to react.

     

    Forcing security to use disablers would make chases a bit more exciting and do away with the cheese that is ranged insta-stunning.

     

    Discuss.

     

  6.  

    One thing that most of these economy rework ideas tend to miss is the fact that on our server a single round is never an isolated situation. Most characters know each other from previous shifts and most characters tend to pick up similar jobs every shift.

     

    If my character always plays HoS when the slot is free, and then, when one shift he has to be a lowly security officer his bank account is miraculously 20 times smaller, there will be some obvious problems in terms of consistency.

     

    I like the way it is currently better, since money not mattering at all doesn't take away too much from gameplay and the people who want to RP it having value will do so regardless.

     

    If we were to implement a proper economy, I think we should create a system that spans multiple rounds, allowing people to mass up wealth instead of it being constrained to a single round.

     

    The thing I'd like to see gone is the FTPOS system and the departamental accounts, if they're to stay as useless as they are right now.

     

  7.  

    Hey! It's always great to see new people joining Paradise!

     

    That sounds like quite an adventure you had there, but I'm pretty sure everyone had some hurdles to jump over to start playing ss13 properly.

     

    Feel free to join the Discord chat if you want to get more involved in the community and don't be afraid to ask any questions.

     

    Also, the karma system isn't really that terrible. Most of the time people give karma to the new players they see RPing for the first time to encourage them, rather than to old friends who they know aren't going to do anything with the karma anyway.

     

    Enjoy your stay!

     

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