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froz-t

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Posts posted by froz-t

  1. I played a similar character when I used to main Captain, named Stumpy. Same gimmick, only in addition to being a pirate captain, I had a pirate hat that gave me a permanent slur, and a lack thereof legs. To say the least, people enjoyed seeing Stumpy, especially as it meant a fair chance at getting that fukken disk.

    I've proven my competence in the department to merit having a character with severe handicaps, or a quirk. Considering Captain is a decorative role that is more often than not just about communication, it's not that hard to find a balance.

  2. 1 hour ago, Da Dman234 said:

    This is over half a year old, pretty safe to say it's not gonna happen.

    Don't be such a pessimist, I had similar ideas myself about what the Biology department would be able to do. Comprised of Xenobio, Xenobotany, Xenoarch, and Genetics, it'd qualify and operate fully as its' own department, a type of Science that isn't focused on research and weapons.

    Honestly, I'd love to reopen the idea to interpretation, however it seems like it'd require the cooperation of a lot of people, or the organization of such, to say the least.

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  3. Instead of some shitty chem master that would eventually run out, I'd rather just have a "Chemistry Set" item be craftable, along with some methods of obtaining chemicals in maintanence/space.

    I disagree with the Chem Master and its' disregard for the fundamental rule of alchemy, I don't need another disposable one to be made.

    That said, I agree that there be risks involved in making chemicals in a ghetto manner. Hell, I'd even agree to it for regular chemistry.

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  4. 33 minutes ago, Shadeykins said:

    so someone who's got a 100 stacks of fire will instantly give you 50.

    That's not extinguishable by immediately resisting, that's just instant death.

    I wasn't aware this was the case, but it's certainly not the case on Hippie.

    If you're set on fire by someone bumping into you, you're always capable of putting it out. Being set on fire isn't a death sentence.

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  5. I may have a bias, but I've always enjoyed the chaos that can ensue from firebumping. Sure, there is a lot of ruin for collateral damage, but I've always seen it as a good thing that fire is so unpredictable and hazardous. Brings more caution to dealing with it, and makes it a more prevalent problem, especially seeing how plasma fires are irregular and not nearly as dangerous on Paradise as they are on other servers.

    That said, this could always be solved by making it so that people don't spontaneously combust upon touching another flaming mob, perhaps they're somewhat kindled and have time to deal with a smaller flame. It could go any number of ways, I'm sure, but as it stands, most of your points were the same one about fire becoming a bigger problem with more people around.

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  6. 1 hour ago, Elysian_prince said:

    it seemed like an arbitrary jump of power to hand to those who have been more or less loyal to the server.

    Yeah, with all due respect, that's honestly how it looked to a regular player like me, as well.

    Honestly, it's that sense of "Be a loyal subordinate" that really grinds my gears when I step back and look at the hierarchy.

    As for the current topic, I have no experience with code, and am only beginning to understand the complexity of this "closed door discussions" conundrum. I think the most I can say on it is that I understand why it happens, but now feel wrong seeing that I do it myself.

  7. It might be a difference in experience with dodging, because I never had any direct issues if people used it. Typically, I was promoted to stay still because they bothered RP'ing an arrest.

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    • Like 1
  8. 1 minute ago, Sothangel said:

    From what I've seen, fires quite often burn through the hull, causing a breach.

    Yes, but what is a breach to a system like LINDA? I get where Rob is going w/ this, and I think fire could use a little more...erratic behavior, making fire a much larger hazard, and making Atmos a bigger deal.

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  9. 30 minutes ago, Shadeykins said:

    Once you got auto-fire onto someone you'd never miss, even with ballistic weapons.

    I experienced Auto-fire, and it wasn't exactly as "Aim-bot" as people think.

     

    It fired at your current location, which is understandably a step up from firing at people yourself, but it was by no means overpowered. Especially when you consider the slow speeds of Paradise, it was relatively easy to dodge projectiles fired by people using Aim-Mode on you, and I typically found myself only using it for RP, to arrest people properly.

     

    It ought to make a comeback, with the use of it being to indicate your weapon is pointed at someone, but doesn't actually automatically fire at the spot.

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  10. On 3/15/2017 at 2:36 PM, FlattestGuitar said:

    Find a spriter and describe how each of the items should work in detail and I'll gladly help out with coding.

    Yeah, I'll sprite them myself, I'd appreciate it if you'd work with me.

     

    16 hours ago, fludd12 said:

     

    Notably, the Tribal tab is based around objects which could reasonably be produced in Lavaland, at least going by /tg/'s standards

     

    I'm sure I can figure something out. I imagine if visitors to Lavaland set up camps, it'll stay relatively the same. I'll just have to see as time changes.

     

    On 3/15/2017 at 1:12 PM, agentCDE said:

    But being able to make it into an improvised version of an advanced trauma kit or something would be really neat.

    I completely agree, it needs more uses and this would be optimal.

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  11. 3 hours ago, Fox McCloud said:

    As a matter of fact, it just makes a system harder to learn, more inaccessible, and more time consuming.

    I honestly consider this a good thing. If the system is more tricky to master, it'll mean less of a "make this, this, and this and go to Cryo" mindset, which I've been seeing recently. Besides, have you seen Mannitol's recipe? For such an essential drug, it's very simple to make.

     

    In fact, Chemistry is so straightforward, it just takes knowing the right combination of button presses in order to output the most/best drugs for the rest of the round.

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  12. You're not the first to think that this is what chemistry should actually be like. More involved, more scientific, and more advanced/in depth.

     

    I had plans to go into it on a seperate branch of code, maybe port it here if people oblige me.

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  13. You're implementing further RNG into the game, and that isn't necessarily a good thing. I don't think combat should be primarily mandated by chance, as much as I dislike combat being mandated by "first to stun". Don't forget to mention stun weapons in this matter, because those weren't really brought up. Also, I hate to be the one to say it, but some of this shit just isn't going to be easy to implement, with all the shit that's been built around it.

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  14. Medbay honestly doesn't need the guard. If antaggery goes on, it's a good thing, because it takes Sec like half a minute to respond, unless they are on patrol. That's the beauty of the design of the map. Medbay should be a vital target to hit, and hitting it should have impact. A designated guard just isn't necessary, nor a good thing, because it throws off the balance of the map.

    Edit: When I see complaints about greytide, that sounds more like a root problem than something solved by an extra redshirt.

     

     

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