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Rurik

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Everything posted by Rurik

  1. These seem a little flawed, as shadeykins mentioned, but its no more flawed than the current laws in the system to be honest.
  2. I like the clown that flies around from time to time
  3. Id be all for the removal of cloning, since I have a unfair bias it trivializes death in my opinion. Why care if someone killed and spaced my IC work buddy, since I will just find his body and bring it back to be cloned? If the antag that kills me doesn't go the 100% to take out my brain and throw it in acid (I think that was how its done, been awhile), I have a decent chance of being found and revived depending on the hiding place of my body. If the antag does go the 100% to make sure your dead for good, then people complain that all they care about is greentexting. Which of course is false, and directed at people who don't like the person they killed coming out of the cloning yelling that said people killed them (Not hinting for CMD). That's not much fun to anyone is it? But anyways I digress. Then there is the whole issue of SR, which I don't know much about except for that it can revive people as well. Then there is the whole clash of LRP and HRP as is mentioned above which I don't feel like getting into. Then there is the argument that removing cloning will do nothing since its the "mentality." To which Id argue the mechanics create the mentality, not the other way around. However I agree that removing cloning will do nothing significant since SR still revives people (No I'm not hinting for SR to be removed as well). To top it all off, removing cloning would create many more dead people, which as of the moment we still don't have a reliable way to get back in the round. Its still perfectly possible for RNG to dictate that not a single event will be one that spawns another player during an entire round to my understanding. Which of course leads to a different issue. TL;DR: This is a multitude of issues that also invited their mother and brother issues to masquerade as a single issue.
  4. This, its pretty annoying. I didn't even know there was a work around besides disabling NanoUI, so thats good at least.
  5. Thats actually a pretty neat idea Necaladun
  6. A practical person would probably want to see the winsticks nerfed rather than completely removed. However I am not a practical person, and would love to see it purged in fire. That being said, a cooldown on the instant "i win" stuns would be reasonable. On a side note, whenever I see someone not security/captain chainstun someone and drag them all the way to sec, a part of me dies.
  7. First off, lovely sprites. Secondly, its not quite clear what this aims to accomplish. Is this completely replacing laser guns/energy guns? If so, how many accompanying ammo mags would spawn in the armory? If not, would these guns also spawn in the armory with energy/laser guns or be admin usable only? Would extra ammo mags and the guns itself be able to be made at RnD or ordered from cargo? As for the issue of field reloading, only giving one mag to accompany one gun in the armory (assuming this even adds them to the armory or replaces energy/laser guns) should fix that problem. But if they are made available to science, then that would be a problem again since RnD would be researched in no time and be printing out extra mags for security. Immunity to EMP's is completely unneeded in my opinion. It comes off as a unwarranted buff to security weapons. All that being said, if this is a admin only type of weapon for events and the such, then the two points I mentioned above are null.
  8. A in game book that loads the up the wiki page would be nice.
  9. I've seen the need for a bigger station, but I never did take a liking to metastation, so this is good news. As far as suggestions go, only two come to mind. A centralized AI core, scrapping AI sat all together. This is more out of personal preference, since I find the AI sat a pain in general. That being said, I do think it would roll better, in the sense of being easier to get to by command while also being easier to repair. This would rid the AI of some security, since it will no longer be in solitude excluded from the main station. However if its easier for command/security to respond to threats to the AI core, is it really losing any security? On a side note, it would mean the AI really is the "heart" of the station. Secondly, if the labor camp is added, streamline the process so its actually used by security. Of course that would mean making labor camp easy to get to and from while maintaining a "safe" and secure work environment but still allowing the possibility of escape PLUS being easy for the warden/officer to keep a eye on the prisoner. All of which could be practically impossible to accomplish.
  10. Id be all for making fires spread faster and being harder to put out. But I do not see how the former would be accomplishable with the LINDA atmos system.
  11. That's a change id like.
  12. This is just a small cosmetic idea I had a while back, but what if hardsuit helmet lights correspond to the department they belong too? For example engineering lights would orange/yellow, securities red, medical green, mining brown, etc. With the new lighting system that was added recently, I think it would end up looking rather nice.
  13. Looks like a good improvement to me
  14. I see the bonus, and the drawback mutually. Ima stay neutral on this one
  15. I agree with changelings needing a rework in terms of obtaining genomes. Its pretty silly with all that combat prowness, they never even need to harm a soul to get all genome objectives accomplished. I personally always liked the idea of obtaining 8 genomes meant you had to absorb 8 people the hard way. However I know that would lead to more "murderboning" so many would dislike that idea. As far as vampires go I do not have much input, but the idea of getting virtually infinite blood from simple humanized mobs has always left a foul taste in my mouth. Even more so when others without such benefits have to ration the blood they have wisely.
  16. I strongly feel Changelings are in a good place, and that a nerf would be unneeded. Changelings, in my experience, rarely escape "unpunished". A lot of changelings fail horribly, and I am not just saying that because I always fail horribly! If a player plays changeling well, and uses his abilities smartly, they can be nigh unstoppable. However, the same can be said for Vampires, Wizard, Shadowlings, and so on. I do not see the issue here.
  17. I'd have to agree with everything you mentioned. It may not help immediately, but down the long road it will.
  18. I agree that random events for sure need buff, and would be in favor of all the suggestions listed. After all, random events are the primary thing that keeps the shift from going stale if the round start antags fail to to entertain.
  19. Afraid I simply cant get behind this, as I hate the idea of pretending I have no idea who killed me. While the idea of clone testimony not being valid is neat, security will still search them & keep a close eye on them. Also, I don't think this will tone down on murders as well. I'm just not seeing the point. That being said, if it was somehow implemented temporary for a day or two as a test, I would be alright with that.
  20. This is completely true. Unless it turns into a hectic round, which most do not, one or two can manage everything completely fine. This is what I find worrisome about people suggesting to increase engineer job slots, as there is not enough that needs doing for the current amount of slots. As far as the other suggestions davidchan mentioned, they all sound like a good improvement to me.
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