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SkeletalElite

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Posts posted by SkeletalElite

  1. Make it so zip ties come in "bundles" that are just stacks of zip ties. So one inventory space of zip ties can be like 5 zip ties. This makes zip ties an effective tool for detaining multiple people at the downside of being quicker to escape from than handcuffs and being non reusable.

    • Like 1
  2. 19 minutes ago, Fox McCloud said:

    So, the reason this exists is because resisting out of grabs is absolutely supposed to be a thing, but since grabs apply stuns, you have to be able to resist through...stuns.

      

    Also not being able to resist while cuffed would mean no more slipping cuffs---or putting out yourself being on fire.

    
    It is a problem and it is frustrating, but at the same time too, we want people to be able to resist out of certain things, least of all neck grabbing becomes the be-all-end-all of unescapable stuns.

    So to fix this would mean stun and grab code would have to be refactored then, basically?

  3. 3 hours ago, ID404NotFound said:

    it seems like you want changes to be made for a bigger payoff, which doesn't translate to being more meaningful. Even if the BSA was easier to aim and use, it doesn't get used, and there's no payoff to building it anyway, since it's usually just "oh, we did it, it fired." Even DNA vault, in it's current state, after the time invested, it's not usually that the powers come into play for much, as it's too late to have impact, and if it was as overpowered as suggested, and rushed for, then there would be complaints from antagonists who were wrecked by super-crew.

     I do wish however, that there was more inter-departmental co-operative goals, despite people always having the complaints that others will not carry their own weight when it comes to this. My main issue is always with people wanting to subvert teamwork in favor of doing everything themselves, or making their own X, Y or Z.

    Right now there just isn't a whole lot of reason to build anything that isn't the DNA vault, and the DNA vault also happens to be the hardest to build out of all them, so I just think there should be more incentive to build them really, like making the payoff something worth getting. If the BSA is really a problem then, there could be a fire delay with a sound that is played at the fire location so that anyone on the other side gets a warning to get out of the way and that would still be less powerful than just using telesci to teleport explosives onto your target. The DNA vault, while it's effect would be more powerful is not limited to just security as a DNA vault is pretty much exclusively built in public places and the antagonists can benefit from it too.

  4. 43 minutes ago, McRamon said:

    The fact that both of your hands are tied together does not make you unable to kick with legs, squirm like a snake and overall make the life of a kidnapper a living hell. It makes the most sense actually. Bring a stunprod with you, bro

    STunned people are still able to resist out of grabs, even if you cult rune or stun prod someone if they spam resist they cannot be tabled.

  5. If cuffed or stunned, you should not be able to resist because it results in some cheesy stuff. For example, cultists being completely unable to push you onto a table because youre spamming resist even though you're stunned or cuffed. Any time I encounter someone doing this when Im a cultist I just kill them and shard them instead (and then they regret doing it.) Other things too like changelings being unable to absorb someone theyve cuffed and removed the headset of without killing them(or critting), which is loud.

    Plus it just doesn't make sense. If you've been affected by something which makes you literally unable to use your hands or move and fall over on the ground, or you're cuffed which makes you unable to resist being dragged around in anyway except attempting to escape the cuffs, why are you able to stop someone from getting a tight grip on you.

  6. 22 minutes ago, Pckables said:

    Sounds like a really interesting rework that would spice up combat a little, disarms having to be tactically used for a combat advantage rather than a wild spam. Gives an interesting change to running away from an attacker too.
    I'm a bit wary about how much knockdown it would cause, if any downing at all;
     On one hand, disarm needs to be able to put people on the ground so the people blankly standing on harm intent in narrow corridors don't become impassable.
     On the other hand, a full knockdown is really strong, especially if its spammable. I don't imagine a Nukie would be happy stunlocked because they got disarm pushed into a wall.

    I like the direction, though.

    The best part about it is that while the change is pretty controversial on TG, I think it fits perfectly here. One of the major complaints is that disarming is the main defense against mass murderboning but thats frowned up/ generally against the rules in most scenarios here anyways.

  7. 10 hours ago, Jazz said:

    I absolutely agree with you in the short term, and while it still is incentive to practice other revival methods it will still cause a lot more morgueing. In the long term, I imagine new doctors morgueing people, just like your predicting, but at the same time the coroner noticing a green light (yes ik they never see it)  and handing the body over to experienced doctors, who in turn either teach the new doctor how to revive (doubt) or the new doctor might notice what they're doing. It is sharp to remove cloning round start, and will ultimately lead to more harm than good with respect to bodies being dead for longer, but (not that I agree with all the crappy PRs) wouldn't that make death "more impactful?" Also, would like to point out antagging is hard enough for new or even experienced players. Not to mention making cloning pods are pre-materials for science, however I do understand RnD is usually even worse then malpractice bay.

    Take it from a person who's primary character is a vox

    Without cloning, if you die, you're dead for good MOST of the time, even when they get your corpse back to medbay.

    Additionally, everyone who says to remove cloning does not consider the balance impact for antags. Without cloning, medbay is simply not equipped to deal with a crisis. 

  8. 1 hour ago, TDS said:

    Terror spiders, blob and xenos also generate a lot of bodies, though spiders and xenos also make sure the corpses can't be retrieved for cloning easily. The only mode that's really impacted is blob. Far from the impending catastrophe you seem to conjure up. ANd yes, if blob suddenly ends up too powerful it can certainly be adjusted, but that's no reason to shut down all changes.

     

    That is very highly dependent on the competence of the antags. A good wizard would rule the station without round start cloning. The reason things like cluwne spell and disintergrate are good spells is they are almost always a guranteed removal, excluding brain transplants on disintegrate. Without cloning, I'd argue that rod form is actually even stronger than disintegrate. It's an instant kill with movement ability and the potential to get more than one kill, especially in maint tunnels. With xenos, they gib so whatever. On terror spiders without cloning, even an infestation that gets shut down relatively quickly is going to slow medbay to a halt. If the terror spiders are successful, med bay is going to get slaughtered pretty early on so that doesn't really matter that much.

     I think it impacts good changelings and traitors the most, if I'm honest. Right now, it is extremely powerful to just rush objectives, murder all that try and stop you with a powerful weapon or item and this only makes that worse, since the more security that the person kills the easier their job gets. The time investment required to revive someone without cloning is so significant, that any antag using murder rushing objectives as their strategy, will have their objectives long done before medbay can even start to catch up with their corpses, especially a good hijacker, since the corpse pile isn't limited to just those that tried to stop the antag.

  9. On 2/26/2019 at 9:15 PM, Jazz said:

    Alright my god can I just add as a medical powerhouse and enthusiast myself, every single doctor I come across, either as patient or CMO, has absolutely no idea what in gods name they're doing and immediately and I mean immediately go for cloning regardless of how available a simple SR and quick surgery is. It absolutely disgusts me the extent at which bunk ass doctors either A. just walk away from a patient with damage they don't recognize B. only fix external damage and leave moving bones to simply move around in people's bodies, or C. clone their totally uninjured ass. I make it my personal goal to become so efficient that almost no patient can be healed faster by cloning, which after some serious powergaming can be done with borderline every single patient that comes in either dead or hardcrit. This kind of attitude is extremely scarce in the medical community, often removing ingenuity and practice out of the equation entirely with cryo tubes and the endless supply of that god damn cloning machine.

    As an RD, I can also give educated knowledge on the aspect of researchable cloning. For starters, it has been referenced before that RnD has been almost removed from the station entirely, with the new sleeper update (sleepers being the #1 thing to upgrade as RnD) giving RnD almost no reason to exist. When I run RnD as RD, I get er done nice and quick, upgrade sleepers, and print 2 IMSs and upgrade the rest when we get diamonds. That's not a lot, and basically after you do that your done (excluding all of the nonsense you can do like my friend and I's Lazarus project or telescience Blyatsky on top of the Captain). I would absolutely love having incentive to build cloners in medbay, as I only do so when there is a gargantuan crisis with bodies lining up and the classic "What's Strange Reagent?" reeking from malpractice bay's line of bodies.

     

    In short, making cloning researchable will both give doctors incentive to sharpen their skill and give RnD something else to do. This new outlook on doctor training might give new doctors something better to do then this. (Also I would like to add I do know how to code so if this form post gets enough feedback I will add this).
    qvx4gOveSs.gif

     

    You underestimate the incompetence of malpractice bay. Removing cloners from round start would result in a VERY full morgue until the cloners are built.

    Not to mention lots of very unhappy dead people.

    It would be antag paradise too, since the chances of security actually being revived after you kill them would become very slim.

  10. The consturcts that people become when they click gods as a ghost or get to close to the gods as a living.

    They have access to paralysing smoke and can smash walls but beyond that they're pitiful. The round is over give them some actual murder power.

    On TG the constructs that happen post god summon have extremely high decap and stun chances and murder you in just a few hits. Additionally they are able to track the nearest non culted person and then after finding them can switch their tracker to point them to the god so they know where to take the corpse. In addition to that they can literally just move through cult walls.

    At the very least give the constructs some actually damage so they can kill things, make them feel actually powerful.

    • Like 2
  11. Add a slight mechanical effect to it. It can be relatively insignificant, but it would be cool. Like make there be a slight delay on cult conversion and shadowling conversions. Not the same as a mindshield but just a small amount. Like when a cult uses an englightenment rune on someone with a blessing it should give flavor text along the lines of "the blessing of [deity] shields them, and will take (5?) seconds to overpower." Relatively insignificant, but just stops like tabling, which everyone hates anyways.

    Shadowling could be similar to how they interact with a mindshield but it wont take nearly as long to remove as a mind shield does. Like (5?) seconds.

    Numbers subject to change, the main idea is for it to be a bit of flavor rather than something that makes a difference. 

  12. I'd like to add on to your beginning point regarding interesting mechanics and boring mechanics, that for the dead or injured person, it doesn't matter whether the mechanic is good or bad, it's still boring, so doing things that increase the time it take to heal a patient, negatively impacts the people actually getting healed in med bay by making it take longer before they can get back to actually playing the game. So generally any change that increases the amount of time anyone person spends in the med bay is going to be perceived negative by most of the community. 

    This is why increasing cloning time is bad. Doctor doesn't give a shit, doesnt affect them. The person who's dead now has to wait longer to get back in the game though. It intended to make doctors use more fun mechanics but the doctor is not at all pushed to do anything but clone, they just fuck off and do something else while they wait on the cloner as they have always done. If anything, it pushes doctors to just build more cloners to increase their efficiency. 

    For the same reason, cryo nerfs are also bad. For the most part, cryo only healed external damage, and didn't really do anything to organs unless you included mito in the mix, but if the chemist has mito in the mix they probably have it in the fridge too, so that doesn't really matter. By making this worse, everyone who goes into medbay just to get external damage treated now goes from being able to just fix themself in the cryo really quickly, to now occupying doctors time and making medbay an inefficient mess because  there's 6 people waiting for their 20 burn damage from hacking a door healed but still the same amount of critical patients who need immediate medical attention or else they're doing to die.

    • Like 2
  13. BSA- make able to be aimed like telesci, using math, additionally allow a few different settings for explosion size and maybe a non lethal mode. Perhaps there could also be a button to enable AI control which allow AI to target an area with it by just clicking the tile, however there will be a delay before it fires to "calculate" the trajectory.

    DNA Vault- Choose a bundle of themed powers. Like "ascended mind" could have a set of powers like xray,  TK, and mind speaking. "Enhanced Body" could encompass of a variety of movement abilitys like no encumberance, speed boost, and leap. Greater Mobility could enhance your range of traversable habitats by giving your heat proof, cold proof, no breath, shock proof. There could be a stealth based one that gives, cloak of shadows, night vision, chameleon, and make you untraceable via cameras. Possibly others Im not thinking of, you only get to pick one.

    Station Shield- I have no idea, this thing is just as useless as it gets.

    • Like 1
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