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Driker

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Everything posted by Driker

  1. Star Gazing spot on the AI connected via telepad to bar.
  2. Strangers and monsters are just friends waiting to happen!
  3. Vampires, Dragons and spiders oh my! Anyone else ever notice that when specific people roll vampire and have already deleted the entire security force, that terror spiders, swarmers and blobs always seem to spawn as well and make an already unmanageable situation even worse? No? Just me?
  4. A traitor round. Made a lounge in escape that resulted in a bunch of shuttle crushed crew and a hijack.
  5. Vampire Lair that went the entire round without a drop of blood being spilt inside.
  6. You have my burger! And probably also my gun
  7. I'll let the image itself do the talking.
  8. Driker

    Vox Leap

    Basically it was a target lock, max range instant leap that put you into aggressive hold automatically. The main reason that vox would stay on station back then instead of going into space, was because of the secret about the leap that everyone tried to keep under wraps. If vox attempted to use the leap on you in space, not only would it automatically fail, but the vox would then go flying past you, and off into space.
  9. Personally I like this, the splitting part could be dealt with in game for the most part, but honestly I don't think icly a crew would want to see a bunch of spare brainless bodies sitting around or hidden. It's bad enough seeing it in genetics. Other than that, I approve. Agreed, with current karma system in dire need of a rework, due to people mostly giving karma to people for being antagonists more and more, with roleplay taking a back seat, it'd be unfair to the people that play slimes for the rp.
  10. I personally would like to see this, especially if we could also get the Arc Smelter.
  11. Just imagine Plasmamen vampires only being able to drink from other plasmamen. Mechanically that'd be terrible for them as vampire antags, but it'd sure be funny to witness.
  12. People complaining about something that is suppose to be hard to deal with by unprepared people, being hard to deal with.
  13. What's that? A mechanical change that makes dragging an unwilling person more dangerous like in the real world? You have my yes.
  14. Again, this seems like an unneeded buff for the shadowing against an already extremely limited amount of mechanics that can fight them.
  15. Alright! I believe I'm finally done with these. If these look alright to everyone, I'll go ahead and send Flattest the full size file.
  16. Here's some front views of the different sprites for soft suits for all the races. I tried to make the sprites based on body mass, eye placement and extra limbs and pieces. How do you guys feel about these? Anything that looks like it needs changing?
  17. I understand your concern and I thank you for pointing this out. You are correct about how quickly they move. I hosted a private goon server to test different things out and the light cyborgs do move very quickly. This being said however, they also die extremely fast. They have no armor covering their components and while I understand that the issue itself is hitting them, they die very quickly when you do.
  18. I personally don't feel like removing one of the rare things that functionally give shadowlings a reason to be stealthy is a good idea. Especially since shadowlings seem to win 9 out of 10 rounds. Shadowlings are nightmarish enough to stop once they get rolling as it is, without taking away one of the few real defenses against them.
  19. Oh no, I didn't mean to suggest giving them functioning hands or anything of that sort. The idea itself was simply for having cyborgs that fit in with the crew. For roleplay purposes.
  20. Threw something together for the Kidan, to give an idea of what I'm playing with. Is something like this what you were looking for?
  21. I may give it a shot if no one else ends up doing it. Been playing around with some ss13 spriting while at work anyway. Mind-numbingly boring spriting is slightly less mind numbing than sitting at a desk, watching cameras. No promises though.
  22. To my knowledge the AI only needs the frame to be in camera view in order to take manual control of it. Once inside, it functions like any normal cyborg would. Emagging causes the specific cyborg chest frame to be reprogrammed with laws, for a normal cyborg this turns you into an antagonist, however the AI controlled frame is being wirelessly controlled and the emagging does not transfer to the AI itself. It functions in a similar manner to the Adrenalin implant. You active it to break out of a stun, except instead of expending charges, it uses a large chunk of your battery. I had a private conversation regarding this thread with a friend, and they brought up some interesting points that also gave me another idea. They noted that they personally find cyborgs to be a horrible aspect of the game, lacking in backstory and customization options, noting that they'd much rather have something like ipc cyborgs.They bring up some good points, but I disagree that cyborgs are a horrible aspect of the game. However, this reminded me of another old cyborg trick from Goon. Android: A cyborg that has been applied with synthetic flesh to appear human and fit in with the crew. It struck me that Paradise has creatures known as automatons. I think it would be really cool if these could be used as a base for a more rp friendly cyborg that could be customized to fit in amongst the crew. Build a cyborg frame, cover it in synth flesh and it gets an identity creation window similar to the normal character creation screen, but limited to appearance only. Again, just opinions and ideas with this one.
  23. Howdy! Are you like me? Do you spend 99% of your playtime as a cyborg? Do you ever tire from the lack of diversity in the world of machine handymen? I know I sure do, which is why I propose that we take cyborgs a step closer to their Goon roots and make them interesting again! What is this strange bald guy on the internet talking about you ask? Well I'm glad you asked! You see, the version of cyborgs that Paradise uses are a streamlined model, lacking in diversity beyond module choice. On goon however, you have a small variety of cyborg bodies that can be built, allowing for borgs of situational play. Let's take a look at some of the content. Sturdy: Cyborg with a bit of extra armor attached. Can take a bit more abuse, but is a little slower for it. Heavy: Cyborg with a lot of extra armor attached. Handles incredible amounts of abuse, but is very slow. Light: Cyborg with no armor. Extremely weak and fragile, but very fast to compensate. Standard: your bread and butter cyborg. The only existing type on Paradise currently. Right off the bat you have diversity that will impact cyborg play style. From high speed, easily destroyed medical borgs zipping across the station to save injured crew, to nigh immobile security borgs defending a checkpoint. The possibilities obviously aren't endless, but it's a change of flavor that I'd love to see. It's not only an improvement for the cyborgs, but for the AI as well, thanks to this little gem right here! The AI interface board: This little beauty can be installed into a cyborg frame to make it controllable by the AI instead of a dead player. For those times when the AI wants a physical body to take part in the action itself. Moving on to the upgrade list! Here I'm just going to quickly cover some of the upgrades that Paradise doesn't already have versions of. Efficiency Upgrade: Lowers base power usage by 1. Not that amazing in my personal opinion, but has the potential to be great with some tweaking. Expansion Upgrade: Adds another slot for upgrades. Not needed with the way paradise handles borg upgrades. Force Shield Upgrade: an installable version of the combat borgs energy shield. Eats up a ton of energy and soaks damage. Heat Shield Upgrade: Makes the cyborg immune to heat. Doesn't work on goon, wouldn't serve any function here either, as cyborgs already are immune to heat. Recovery Upgrade: Reboots the cyborg, allows the cyborg to break out of a stun from flashes, as well as xenomorph spit and tackles. Costs 2500 cell charge per use. Even as a regular cyborg player myself, I feel like the cost for this could be a bit higher, unless it's extremely expensive to create. Repair Pack: A single use instant full heal for the cyborg. Paired with the self repair module, this upgrade can save you in a tight situation. Teleporter Upgrade: Allows the cyborg to bring up a menu as if they were at the teleporter room computer and teleport themselves to any valid tracking beacon. MODULE UPGRADES Ever play one of the various modules and think to yourself “Wow, it would make this module that sacrifices everything to make me really good at this one thing worth it, if I had ___”? Well I'm with you my fellow synthetic lover. Now I'm not suggesting simply GIVING extra items to each module right off the bat, but instead suggesting that each module have an upgrade module that can be unlocked via Research and Development, like every other cyborg upgrade. I even have some suggestions for potential unlocks for these. STANDARD Cable Coil – For fixing things and whipping crew to show dominance Rainbow Crayon – For writing color notes and making the janitor hate you [more than they already do, you monster] Camera Monitor – To release your inner voyeur, because picking this module regulates you to standing around anyway. ENGINEERING Pipe Dispenser – Because running across the station for a pipe dispenser that is likely missing is enough of a reason for most engineers to not bother fixing atmospherics as it is. Disposal Pipe Dispenser – Same reason as above, except with disposals. Plasteel - For fixing the reinforced walls that science chemistry destroys EVERY SINGLE ROUND. Reinforced Plasma Glass – For replacing windows on the station with snazzy looking purple versions. MEDICAL Advanced Hypo-spray - Omnizine, Mannitol, Liquid Solder, and Mutadone Energy Based Advanced Trauma Kit – Less time in the cyborg recharger, more lives saved. Energy Based Advanced Burn Kit – Same as above MINER Advanced Plasma Cutter – For digging ore and fighting Necromorphs Rapid Crate Sender – You aren't doing this for mining points, get that ore back faster Mining Satchel Of Holding – COLLECT EVERYTHING JANITOR Fire Extinguisher – All cyborgs should have one anyway Drying Agent Spray – Extremely useful spray from tg station. Makes the clown hate you. Trash-bag Of Holding – DUMP EVERYTHING SERVICE Food Synthesizer – Goon Service borg tool. Makes a small variety of foods. The fact we don't already have this is baffling. Booze Dispenser – For providing mixed drinks on the go Soda Fountain – For caffeinating crewman too lazy to go to the bar. SECURITY Taser – The tool security borgs gaze longingly at is finally yours to command. Never forget the words of Uncle Ben Pepper Spray – For dealing with the clown, because you're a sadistic monster for picking this module already. FINAL NOTES Reminder that this entire thing is just my personal opinion. I suspect there are some of you that are fine with cyborgs as they are, and even some people that would like to see them nerfed, or given even less options and diversity, and you are obviously entitled to those opinions. I also understand that these suggestions aren't something that can just be copy pasted over from GOON and TG Stations. Parts could be copied over, but a lot of reworking of said parts to fit the mechanics and materials of Paradise would have to be done. I just felt that putting this all out there, could be a good first step. Even just to see if enough other people actually care enough about cyborgs to want some of these suggestions. That's all I can think of for now, so to end this post. I leave you with my beginning message.
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