Jump to content

Fox McCloud

Admins
  • Posts

    1,524
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Fox McCloud

  1. This makes melee combat even easier than it already is (and even worse for ranged); it's literally simplifying damage for no other reason than to make it easier---I definitely don't agree with this, especially considering the weapons that tend to cause dismemberment are already the most powerful weapons in the game (cleaver, meat cleaver, fire axe, etc).
  2. Not a good idea, at all, as Freestyle clearly explained. Not only this, our telesci is going to go out the window; teleporting has no cooldown, no range limitations, and is stupidly easy to solve, even by someone who the most basic level of competency in SS13. "Easy to solve" is impossible to ever fix, as, inevitably, spreadsheets and auto-solvers will always be generated. That said, cooldown and range limitations are something that can help curb how ridiculous telsci is--particularly range; the new telesci will be powered by bluespace crystals, which will put an inherent range limitation on how far away telesci will work; if you want to teleport things outside of that range, you'll need the cooperation of mining and R&D to produce more bluespace crystals. Let's face it, it's insanely stupid that you can loot the entire armory, head lockers, and other high value targets in literally 10 minutes---from round start; it's not balanced and just encourages people exactly to steal everything. On the plus side to new telesci: no risk of failure (mob spam, plasma release, etc).
  3. A well presented idea, but I don't like it at all; while it does curb so called "abuse" by the Head of Personnel/Captain, it will make stealing additional access damn near impossible during average and high population rounds, not to mention sometimes someone over-riding the authority of a departmental head is needed. This will ultimately add another layer of bureaucratic time-wasting at the HoP--people are already impatient enough waiting on the HoP (and him checking in to approve/deny the application); this will only exacerbate the situation even more. Getting additional access via non-murderous means is already incredibly difficult;t his will make it darn near impossible (and yes, I realize you said emag...but not every traitor has access to these; cult, rev, vamp, changeling, etc all lack emags, of course).
  4. Please tell me that was a joke. Nope; adds a bit of diversity to an otherwise underclass.
  5. Very very slow round; ICly Eldrin brought me a few vending machines and mentioned "I may have a problem"; Fox told him of his experience with Goon Facility Charlie and how much equipment/machines the QM had there--to the degree cargo was called QMs. He then went and got every single vending machine he could think of---Bulma even showed up and helped get the BODA vending machine from the derelict. Zero adminus involved---the only admin action I did was deleting a wall screen console so a vending machine wouldn't be hidden behind it.
  6. Flashes are now more of a crowd control tool; they don't do the same thing as stun batons do now; they blind for a bit longer and cause confusion; if you use the attack-self with the flash (ie: clicking on it), then it'll do the same effect in an AoE, but to less of an effect.
  7. Most recent patch will likely please any Vox player--I won't spoil it here, but once the server updates, I feel you'll be pleasantly surprised Also I really don't see how someone utilizing the stun baton/taser before a flash or pepperspray is being shitcurity. Pulling out your taser/baton and stunning them first thing without them resisting? Yeah, that's shitcurity, but once they're not complying, I don't see how using a baton/taser first is anywhere remotely close to being shitcurity.
  8. To follow up with this, a bit; all civilians will now spawn in with a randomly colored jumpsuit.
  9. Vox will always be difficult to balance, in this regard, due to their unique requirements to incessantly carry around a nitrogen tank on their back; what also complicates matters further is that they're a race that was never meant for use by regular players. Yes, I know, we've had Vox for about a year on Paradise, but this still doesn't change the fact they were never really meant for non-antag play--likewise, for Para, while they were deliberately added for regular play, not much has really been done to correct some of the issues. One idea that could be done, to help this would be to give Vox double-capacity emergency oxygen tanks (like the one Cap has in his office) that start off completely full of Nitrogen. They'd still have their Nitrogen requirement to breathe, but the tank could be kept on their belt or in their pocket, if need be. Still a -1 slot compared to regular individuals, but they'd have backpacks (the lack of which is probably Vox's biggest weakness).This does not mean this will happen or not happen; it will have to be discussed. As for Bone White's comment, I don't think he means the metagaming as in the "you get in trouble for this", I believe he means "if you're going to pick items for your inventory, then do it right and carry the necessary and nothing more"--meaning--forget about the pepperspray and potentially flash, as a Vox.
  10. Auto-drobe has been returned; the three original machines have not returned (and likely will not be), but they are constructable with frames if you order the supplies for them from cargo.
  11. Some of these have been added today!
  12. I'll check into this, but I do have reservations about it.
  13. cattleprods are one thing, but making lethals out of a regular taser? No thanks; detective's revolver modification is bad enough, as is =p
  14. Sorry, no--this aint happening. Yes it might be "more realistic", but absolute realism isn't something we're aiming for, nor is it very fun. This would also essentially render nuke ops permanently deaf due to their complete reliance on ballistic weapons. Better yet, why in the world would lasers cause hearing damage anyway?
  15. This has been talked over a little and will need further discussion, but: -the uniform/shoe/hat vendors will not be coming back -further thought/discussion is needed on the auto-drobe and may be coming back. Technically speaking, this is supposed to be a clown/mime only thing--final decision is pending.
  16. As Neca said, giving yourself additional access as HoP is more or less "illegal" under space law, as is him doing so then looting the armory---but if the HoP isn't actively griefing/ruining other people's rounds, this is largely an IC issue. One interesting feature we could implement is the ability for the HoP to open/close job slots....because obviously, all job slots should be closed and 50 clown positions should be opened in their stead (joking aside, this is pretty much my reservation on the feature).
  17. Not just that; inaprovaline is used to help stabilize the patient while they're in critical status and still healing....and that's highly toxic to Vox. So they'd be taking tox damage from breathing in oxygen AND taking tox from having inaprovaline in them...end result? They'd die almost the split second you pressed "clone" on the console.
  18. The second medal of captaincy is there to provide traitors with alternate means to acquire the medal of captaincy--that objective is literally impossible if there's not a spawned Captain in the game. I imagine 2 of the distinguished medals could be replaced, but no promises on them all returning.
  19. While intercom placement may be differnet between codebases, I can demonstrate, objectively, that the intercomm range has not been 7-8 at any point in time on Paradise, TG, or even Bay; the current value of 2 is what has been used and utilized on all major codebases (well, open source anyway) since January of 2013---and again, this value wasn't just selected for game balance reasons, but was to also cut down on cost to the server and CPU cycles. I know it sounds like I'm repeating myself, but this is a case of "way its always been".
  20. Sure, several reasons -consistency: all codebases use the same energy gun sprite--while there's nothing wrong with being unique, communicating what what item is is important -the previous energy gun sprites do not match the in-hand icons -new sprite for e-guns, in particular, has additional communication of when ammo is empty/low - subjective, I feel they're better. The same feelings you're expressing, right now, is how a number of players felt when we initially got the sprites. -the current sprites have a bit more detail to them
  21. Intercomms currently have a range of 2; it's been this way since January of 2013--well before Paradise was even a thought; it has never been 7 on Paradise--ever and has always been 2 since day 1; even prior to January of 2013, they had a 4 tile range. This wasn't just done for game balance reasons--intercomms were changed/recoded somewhere along the way, and the range of 2 wasn't just to "nerf" intercomms but to keep the cost of the proc down.
  22. I'll second this; Paradise has very very little truly unique content; it might be a bit dressed up (slimes and Kidan), but it's ultimately still picked from other codebases or already in the codebase but changed around a little. Paradise's "uniqueness" has always come precisely FROM copying and implementing features from other codebases--we've always been "Bay+TG+a little Goon" from day 1. The seclites have been updated and they should now have an in-hand sprite. The other sprites will be staying, however.
  23. They deal 5 damage where as punches deal a random amount of 2-4, if I recall, correctly. That said, the reason why claws are so powerful is because they have the sharp and edge vars both set to 1 (why they cause bleeding/decap so easily). That said, since Dave's dismemberment rewrite, I don't believe claws can really decap anymore.
  24. First off, I've not said that customs will be going or staying; I've merely expressed my opinion on the job itself (admittedly negative).
  25. Lesser or two evils. If the other is the default view, it means players who want to use that will have to click it to open it AND resize the window every single time.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use