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MarsMond

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Everything posted by MarsMond

  1. On the plus side, they have caused zero collateral damage during their mission, except maybe the count now...
  2. Didn't know that is possible, and i would guess it shouldn't.
  3. As for a nerf to the defib, there is one currently up: https://github.com/ParadiseSS13/Paradise/pull/14698 This would make the defib have limited ammo, and while you can probably replace the battery (not 100% sure you can, especially as it had an infinite one), will be hard to do and notice in that combat scenario. Also, I'm not sure the defib is that strong, you do trade your belt slot and the ability to have something in your off-hand for a stunbaton with automatic death confirmation. But if we take a nuke with a stunbaton and an esword, they can equally land the stun and finish their victim off with the sword without much of a resistance. So in a 1 on 1, not really a difference there. If they have a cooldown like the normal defibrillator, they won't be able to do that against a group, even, while a stunbaton may be able to stunlock that group. And another disatvantage the the defibrillator for the nukies is that all the station has to do to bring them back is a defib of their own, instead of that and lengthy surgery for bones, bleeding, and organs. Think the defibrillator may actually be in a good spot balance wise, not weak, but also not too strong that you can't really choose anything else instead.
  4. Guess the surgery comes a bit late, the patient has 0 blood left.
  5. A filling cabinet that accepts IDs and maybe PDAs sure would make sense.
  6. Think ignoring the shock stun will basically instantly kill them, currently. At least for hacking, you get shocked, and then the code goes "still interacting with the wires? Time to shock.", repeat that until no longer interacting due to crit. Makes kinda sense, as nothing seems to have a breaker/fuse, as long as you are touching an electrified wire, that'll shock you. Getting a potentially shorter stun and lower burn damage would be more feasible.
  7. The hologram really just needs to work like a temporary active intercom, so why not. Maybe the basically unused multicam button can be used for it. If you are allowed to use it, can just drop a small window for the hologram, if not, and there is that hologram of yours, can jump in and out of it.
  8. I think one problem theese will have is what people can see. For one i think you'll have a rather small distance. 7 tiles you can view doesn't give you much distance you can traverse. And given that you need to see it, that'll reduce the possible uses again. Want to get in the captain's office? Not really possible, both doors into it don't have glass. So at best you can glitch in while someone is moving through the door. What could make the glitch gadgets more usefull if you can split the targeting and teleporting. Tag someone in you view, now you can see what's around them and actually swap with them if you aren't too far away. Similar goes for the trap, can set the destination and place it a bit further away. The visitor has the biggest issues. 2 seconds are too short, have a way clunkier interface and latency the source doesn't have. It will need quite a bit more time if you want to use it for a short dispatch of someone, and for a short trip into a locked room, it will need some form of xray. Not sure if the visitor can be adapted to this game that well.
  9. For the drone thing, they have soap that'll work without running out. And if they would get the full cleaner, they would be janitor/janibot+. All access, big clean capacity, quick travel due to pipes and disposal, can almost always join as one, trash can directly recycled rather than trashbag carrying it to the next disposals, the only thing they would be missing then is cleaning by moving over something. As for the atmos thing, bigger starting capacity may not be needed, but a way to get more gas, could at most order tanks in cargo currently, but no filled canisters.
  10. Kingston was resurrected, though admin only, but that means new players can dread it. The other part, good riddance i would say. And two things that always come up, and i'm a bit surprised it wasn't named already: Vox leap and naked slime ventcrawling. Superfarts are also gone, and i think with it, fart-based propulsion in space.
  11. Would need to get some implants that won't actually do much. But without doing anything, what'll be the difference between the implant there and making the affected organ cybernetic. Want an implant that explains how your character knows who is speaking over comms, and the additional information a script may add? Probably a small hud implant, so why not just take mechanically assisted eyes for that. Any implant can't easily be disarmed, so anything allowing to transmit information or produce a potential weapon is out. A few new implants that could work, even if some won't make that much sense: Newsreader. Basically a newscaster you can find pretty much everywhere without the ability to post or raise the viewcount. Plush set implant: a toolset implant with plushies instead of tools. Memory helper: Basically another note function. I know i couldn't easily remember some random note quickly, so why would a character be able to do that when you use the add note verb? That memory is bound to that implant, could loose it due to cloning, and while it'll allow a death note, the process of acquiring that information should be a bit more involved than reviving. And the information would have been available on revival anyway. Expulsion manager: Do you know that episode of Doctor Who were a guy did get an implant that froze what he was about to vomit? Basically that. Instead of the vomit puddles, there will be vomit chunks. Just a few spitballed ideas that may work as roundstart implants.
  12. The kidan only doesn't want to hear the Voxpra because they have never heared it before. You must sing them the song of your people.
  13. For the request desk, i do see a few problems/disadvantages: It is good bit further away from the cargobay, less able to juggle between orders and unloading. Don't think anyone unloading could check on the line without moving at least to the ORM. The QM is also unable to watch it from his office, the desk or even just the area where people will stand is too far away. Lastly, anyone manning the desk will need to run from the desk to the console back and forth to be able to check the points, approve the orders there, and getting the paperwork. The return belt is a bit weird for me, why the small curve, instead of a straight line? Could also make another door above it then, for a quicker switch between the office and the bay. As for the sorting area and break room, they feel a bit crammed in. The way to the break room is only one tile wide, and ending in a single extrusion of the room. The sorting room will also kinda fail it's purpose: How do you want to sort, and where to put the sorted stuff? There is no break in the conveyors, so you either need to start and stop the conveyor to sort the items that were flushed down, or you stand on the conveyor when searching through. And when you have found an item to be recovered, where do you put it? There would be only 1 tile that could have a table for it in that room, so would need to use the break room for it. Given how you need to use the room to get to sorting and the QMs office, should probably not be designated as a break room. Would make it okay to use it as the lost and found storage, though. The warehouse does kinda have a weird placement, it only has one entrance, yet it is fully surrounded by other cargo rooms. Usually, important rooms get placed central, and the things you only need access to from a few specific points get placed there. I do like quick access for the mules and mailing chute, although the later should probably have flaps to avoid accidentally stumbling into one. The space for the office is also nice, it can get a bit tight sometimes, especially in situations with miners bringing back an ore box and a tech bringing out a crate or similar.
  14. EMPs will disable the armor, so that would allow to more easily capture them. The 50% chance is hard to work with, though, won't allow block penetration to affect it, and even should fully block the attack. Due to that, you'll probably want to use something with some more lasting effects, something that sets them aflame or syringe gun hits. It'll also not activate for things that aren't attacks, even though the action can be harmful. An N2O thrower should knock them out, should be able to be slipped, smoke does transfer reagents, and i think sleepypen won't be blocked.
  15. Hijack botany traitor is even more terrifying. Let's just say making doctor bees envy them is the least they do. And even without using the plants as weapons, they'll be unstoppable. Every possible anti-stun and healing chemical you would want, extra-strong burn and trauma kits, won't need a recharger for any stolen weapon, if they don't already have infinite .357 and are just using that. It would even not cost them too much storage capacity to carry around everything they would need to make a new place to make a refill of everything. I think the most self-sufficient department is botany, if they know how. The Lifebringers are basically that, although they do have a few boosts that would need department cooperation for the stations hydoponics to have. But in the end, it's somewhat just QoL, like needing to harvest and extract seeds from less, or having to gamble less with mutagen to get the stats in the right ballpark.
  16. There is zero effort in you counting up here. Come one, it shouldn't be two hard to make it more interesting. Three are enough ways to do it, this reset should provide some ideas four you. Ju5t 6e a bit crea7ive, and it won't be boring, alreight?
  17. Emanz kinda miscounted already, 3! is 6, not 3, which should have been counted, so reset it is.
  18. Could always give them wish soup if they just ask for food with no preference. Advertise it as vegan gluten-free low-carb and sugar-free meal.
  19. Just a reset post, nothing to really worry. And going to reset now that it doesn't matter you didn't increase the counter.
  20. To play dead, you would need the asleep examine message, too. You should be able to tell the difference between a guy that just flopped onto the floor and an unconscious (due to their death) one. Shouldn't be impossible to add an option to attempt to fake your death/unconsciousness though. Maybe limit your vision during it, can't look around much without showing you are still alive and active.
  21. You forgot the trunk door, most cars don't have an even ammount of doors.
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