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Fox McCloud

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Everything posted by Fox McCloud

  1. It's amusing, but it doesn't really have a good point, per se. It's not inciting cooperation of the crew and its not making the chef do something inherently dangerous, either. Sure, it'll be good for a laugh or two, but it doesn't really foster gameplay.
  2. A few little tweaks/issues/things missing from various areas; changes will be removed upon implementation or rejection. Species -Make Tajarans and Skrell spawn in with a pair of sandals instead of their regular job's shoes -Implement mag-sandals -Up hardsuit usage to 3 uses per kit (for head, suit, and magboots) -Implement stun gloves for snipped/mangled gloves (though this may need to remain as a legitimate downside due to Skrell+Tajarans doing extra melee damage) Syndicate/Antag -Add Manhack grenade (3 manhacks for a grenade) to syndicate uplink; will likely cost 5+ telecrystals and be counted as a "blatant" weapon like energy swords and energy crossbows. Jobs -Chaplain: Make Bible deal the random hurt/healing damage instead of the null rod. -Clown: Possibly implement clown shop on PDA Cargo Crates -Add 2-3 Tank transfer valves to the Plasma Assembly Crate. Grenades -Rebalance grenade-casing grenades and large grenades to have differences (currently large grenades require level 3 or 4 combat, but have no difference from a grenade made from single sheet of metal). -Despite the fact that the igniter assemblies go INSIDE the grenade, I still think it would be best for the IR created a beam outside of the grenade to individuals can create trip mines without employing plasma bombs. Toxins -Increase remote signaler, proximity, and timer count to 6 (each) -Make combiners and filters have science access (instead of atmos) -Add console to view gas composition, pressure, and temperature of the burn chamber (also needs sensor in burn chamber) -Make Tachyon-Doppler Array functional. RD's Office: -Break "biohazard lockdown" button into 3 separate buttons: (1)Science lockdown (2)Toxin's lockdown (3) Xenobiology lockdown Virology -Remove restrictions on Gibbingtons, Monkeyism, UFB, and Suicidal Syndrome which prevents Advanced Viruses containing these from being infectious -Increase chance of Advance Viruses for being a random event to give Virologist something to actually do (not uncommon for 10+ rounds to be played and the Virologist isn't needed). Advanced Viruses are not to be confused with things such as Pierrot's throat, Straight Gibbingtons, Roboticism, etc (the latter can be cured with chemistry or eating particular things; Advanced Viruses are 4 stages and can only be cured by a Virologist+his equipment). Primary Tool Storage -Implement Primary tool storage as seen on test server Deep Space Testing Initiative Gamma (the one with the multitools). Pic included of what it currently is NOT and what it should be changed TO: Atmos Maintenane (above the pool) -The purpose of this room is that if main atmos gets poisoned, the valve can be flipped and security can run off of the oxygen canister for a while; currently the valve is incorrectly positioned and the oxygen canister is hooked up to nothing. Pic included of what it currently is NOT and what it should be changed TO: Atmos -Add Pipe Dyer Medbay -Remove scanner from surgery room (causes mobility+space issues) -Change clone pod starting biomass to 150 and re-adjust cloning cost to 150 per clone (down from 3000 starting cost and 3000 cost per clone). Mining+Research Asteroid -Make it so that calling the research/mining shuttle will automatically make the airlock of the dock close (this will greatly greatly cut down on accidental depressurizations of the docking bays)
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