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duckchan

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Everything posted by duckchan

  1. the NanoTrasen experimental super-cannon earlier posted in the thread, from a different angle
  2. i don't understand the logic in wanting to keep plasmamen from working on the tesla. i mean, it's not like they are super buffed. they are space worthy, okay that's a decent buff, but so are vox, and and vox can work on the engine. so what's the issue?
  3. The Yin antag type is being worked on, Pirates to replace(?) Vox T/Raiders is being worked on, Metastation has been worked on for a while now, attempts have been made at porting space parallax to the server but it was too laggy so IDK. That's all I can think of in the dev pipeline off the top of my head. new jobs would be to add back the old science jobs like xenoarch and anomaly research, that's two i can think of off the top of my head. also you could add more fluff ones like waiters and sous-chefs. that's all i can think of right now off the top of my head though.
  4. antag clubhouses are much more fun to be fixed in-round via a security or ERT raid as opposed to a straight up changelog nerf i m h o
  5. water does minor burn damage to IPC's when consumed
  6. could be department-specific cargo points that the cargo dept. could then order with their earned points, getting them neat unique shit
  7. the fact that pAI's can go into any sort of robots is already op as hell as it is. i remember a round where a pAI was in a mulebot and proceeded to kill all of sec, and then all of the ERT by runnin them all over. no thanks. we don't really need to enable mid-round ghost valids
  8. +2 cause I count for 2
  9. +1 especially as a mechanic job. you could even do more dubious things, like upgrades for robotic limbs, or things like armor plate inserts for jumpsuits/jackets/exosuits
  10. while i was busy avoiding you so i didn't have to get my ID changed from "queen of engineering", you were savin' the station. well played man
  11. fight me, meet me at the old bar
  12. Hello! I want to welcome new person who does not understand that this is here to add features not to encourage greytide. i don't know if you are being sarcastic or joking, but being condescending to someone who is "newer" than you by a matter of months will net you any points in your favor. also, adding features can buff greytide whether or not intended edit: just read his join date, saw it was more about a year. but considering his posting history and the fact that him being here for a while i still don't believe going "oh, youre new, you don't know how it works around here" is exactly the right way to go about it
  13. i dont quite understand the gun. why not the makeshift shotgun
  14. the one thing i DO like about the nukes is that it often leads to a situation where the crew still wants to fight, and it basically ends up in a mini revolution of the crew desperately trying to find the command staff to overthrow them and stop the nuke
  15. allow me to clarify, i meant antag objectives that are specific to your job role on round-start. when i was speaking of the more broader micro-objectives i was comparing it to the miscreant system on GOONstation, which i can elaborate more on if you aren't familiar with it
  16. so, we were talking about this yesterday in OOC chat about how to make rounds and roles more varied. i threw out the idea of role-specific traitor objectives and gave a few examples and it seemed to go over well, so i was asked to make a thread for it, so here i am the problem i notice the most when playing tator is that the objectives are always the same unless adminbus'd in, so things like "steal secret documents", "steal the medal of captaincy", etc etc. the issue that arises is that this consistency enables powergaming on both sides in that the captain/heads/etc will hide what should be IC just seemingly innocuous items like the medal, and then for traitors that are experienced it becomes very trivial to snag these items just from their past playthroughs and their own knowledge OOC of where people tend to hide shit or what have you. SO, onto the meat of the idea, i used to play on GOONstation back in the day and they had a pretty cool "miscreant" system that gives you micro objectives dependent on your role, usually dumb things like "make sure the bar is clean at all costs" as the janitor, or "make useless renovations to ____" as engineer. this makes me thing, why not have specific traitoring objectives to your job role? the chef has to feed human flesh to X amount of people on station (or has to make food from X amount of crewmembers), the chemist has to create X amount of drug addicts on station, botanist has to get X amount of people stung by bees, robotocist has to make X amount of subverted borgs. the possibilities are endless, and these are just some examples there were thrown around during the OOC discussion, and i don't know how realistic this is from a coding perspective, but here it is anyways. thoughts?
  17. yoooooo i support this 100%. i've seen chef's and bartenders try to charge for food/drinks, and most people just say fuck them and go to the vending machines. so there'd need to be some sort of balance for that imho
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