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Tarhalindur

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Everything posted by Tarhalindur

  1. As the title states, I believe only hijack agents should be able to order the syndicate bomb. The reason for this is because the bomb causes enough damage to be hijack-limited and there is no other reason to buy it than to cause such damage.
  2. The Destructive Analyzer will only consume one piece of a stack at a time.
  3. Vampires actually already have an enthrall ability, although it doesn't work like this one (it's more like a mindslave). It requires 300 or so blood to unlock if I'm not mistaken (as well as a lot of blood to use) and can be removed by holy water. In short, you can already kind of do this but it's not this powerful and you can't do it roundstart. (Although it's not hard to get to it--once you have a few kills behind your belt, getting more is pretty easy.)
  4. Oh. Ouch. I presume it's to prevent this specific tactic? Regardless, some of this still applies (since you will still have an advantage at 00:30 over 00:45). Plan beforehand!
  5. Arguably it's actually easier to escape with the disk. Your destination when trying to get the disk is "Wherever the disk is", which is pretty easy to predict. On the other hand, when escaping, your destination is "Anywhere in space"--being close to the shuttle is a plus, but not required because of those nifty jetpacks (and because the pod pilot won't usually be patrolling during nukeops). Space is easy to get to (and even easier with the aforementioned C4).
  6. War Ops is undeniably a very fun experience. Who doesn't like the opportunity to pilot a DARK MAULER all day long? And nothing will really change that. It's a truly epic fight, chronicled for the ages... ...one which the station always wins. Why is that, you may ask? You could blame it on a lot of things. But the thing which I find critical to the success of war ops is speed. Part of why war ops loses all the time is that they spend enough time faffing around, buying equipment, waiting for that one player to reconnect, that by the time they arrive, the Captain is secured in the brig surrounded by a ton of reinforced windows and armed crewmembers. So now we have our concept. Without further ado... The Step-By-Step Guide to Succeeding as War Ops (assuming you're leader) Don't waste time deciding if you're going to go war or not. Decide before hand. Obviously if you're reading this, the answer is a resounding "Yes". BEFORE GOING TO WAR, have your team decide what equipment they want. Yes, this includes you. Have them do it quickly, because you still only have five minutes. You don't need to have everything pinned down, minor stuff can just be ordered on the shuttle or in maint. Weapons and such don't really matter, go crazy with those as long as you don't pick something stupid like the revolver, but it is highly recommended that you pack an emag and at least one C4. While not critical, the entry point might be a good thing to discuss if you have time. Make sure that ALL of your teammates are ready, then push the button. Immediately move to the shuttle and start ordering gear while putting on your hardsuits. Once you're done ordering your stuff, figure out where you want to dock. Don't try to enter somewhere like arrivals, the AI will spot you and make your life difficult. Once everyone is ready, have them buckle up and launch to that preferred spot of yours. I personally prefer southwest so that you can go up through the Cargo maint, but you might have a better plan. If so, go for it. Deploy the nuke, this will prevent people from stealing it. (Not sure if this is allowed, but doesn't hurt to be sure. Charge onto the station, preferably through maint. Use the emag to bypass doors and the C4 to bypass walls and bolted doors. (If you run out of C4, then you're probably screwed, because the AI will trap you and you'll get shot to death. You can buy a whole pack of the stuff, seriously. Consider doing that.) Once you're in the public hallway, you may meet (un)expected resistance in the form of people attacking you with a variety of weapons. Don't go murderboning, because while it's fun, it doesn't actually help. Only kill people who are actively attacking you, and focus on security officers and people with guns. Move towards the pinpointer while doing this, and assuming that you were faster than the crew, things should go smoothly! As if that ever happens. Please keep in mind that I don't play nuke ops much since it's very rare to become one, so feel free to point out any errors in judgement and/or fact. Happy nuking!
  7. Welcome to Paradise! Make sure to read the wiki (up at the top bar), because it contains...basically everything about the game. The forum guides aren't too bad once you've given that a look, too. Glad to see you're having fun!
  8. The basic point of crossbreeding is simple: Obtain 10 extracts of the same color. Feed them all to an adult slime. The adult slime will then boil away and leave a single crossbreed extract. Profit. Which crossbreed extract you get is determined by the colors of the slime and extracts. The dominant type is determined by the extract color. There's enough effects that I don't really want to list them all here, so I'll just link to the relevant section in the /tg/ wiki.
  9. Frankly the same argument could be applied to jumping into a gateway which leads to a potentially deadly locale.
  10. There's no reason for them to need to harmbaton people (unless they're rogue, but I'm fairly sure they have better options like lethals if they are) and if they're on Crewsimov it's just flat-out a silicon law breach.
  11. Ahelp that if you see it again, it's not allowed.
  12. A way to fix this would be to have each hit after crit have a chance to insta-knock out. (Depending on how much damage the hit deals and how much damage they currently have) Once already knocked out, further hits have a chance to instantly kill. We keep the damage threshold in case someone gets really lucky with RNG.
  13. Borers are in my opinion intended to be a Venom sort of thing. "You help me and I'll help you." On a HRP server like Baystation this could probably be played out better, but we aren't HRP. Giving borers harmful objectives is a bad idea. We already have problems with borers occasionally killing people for no good reason, which they shouldn't do. We don't need them to be given in-game permission to do that. If borers are to get objectives it should be something a) minor and b) non-harmful. Things like "remove all floor tiles from x area" or "steal the YouTool from Primary Tool Storage".
  14. Pretty sure you're also thinking about the telepads. Sorry!
  15. That's not telescience, those are telepads. Those work by being "linked" to another telepad, if I am not mistaken.
  16. Well there's still the problem that, as stated, only antags have a real reason to use telescience under almost all circumstances. As Kyet stated, if we have to arbitrarily limit telescience like that then perhaps it's time to get rid of it.
  17. Alright, there was already a recent proposal to nerf it. This isn't the same, so please read my proposal carefully before bashing it to hell and back. What is Telescience? Telescience is a Science mechanism that allows teleportation to and from a telepad to any given coordinates. If this sounds overpowered, that's because it is. For this reason, it requires a lot of math and is absent from Science roundstart, as a balance mechanism. My proposal is that it is still overpowered, and should be removed, as the core concept of it is fairly flawed. External Programs As Telescience is mostly mathematical, it is possible for someone to create a spreadsheet or external program that does the math for you. In fact, this actually did happen on /tg/. "But Tar," you say, "You're being a clown right now. Just ban external programs!" Well yes, this could be done, and kind of already is thanks to the metagaming ban, except this would also ban scientific calculators. You know. The intended method of using telescience. Unless someone writes down the math on an ingame sheet of paper or something, we can't very well go around bwoinking people saying "HOW DID YOU FIGURE OUT THE DIFFERENTIALS LAWBREAKING SCUM?". Legitimate Uses There aren't really that many legitimate uses for telescience. Basically just things like looting the armory, teleporting bombs into the AI core, teleporting bombs elsewhere... Unless the AI is malfunctioning, there's not that many reasons for non-antags to actually use telescience. It's a solution without a problem. I'm not sure if space loot is randomized (I've never gone exploring space before), but if it isn't then that's also a problem because you can essentially use telescience to get space loot without any effort. Furthermore, there also isn't a real way to counter telescience. A traitor scientist armed with the math (or maybe one of those external programs) and the willpower to build a telescience set (which isn't that hard, it's just a telepad or two and a computer last time I checked) can snap their fingers and wipe out anything with practically no effort. Can Telescience Be Saved? Yes, Telescience is very overpowered. This is why it has been given it's downsides. Making it very hard has already been tried, and as I have shown, that won't necessarily work. There aren't that many other ways to nerf it. You could, perhaps, make it frustratingly random, but then no one would use it and you might as well just remove it. In conclusion, telescience is very easily exploited, is difficult to balance due to the very nature of it, has no real reason to be used by nonantags, and the main balancer (math) can be worked around. For this reason, I am requesting that the telescience machines be made unavailable for building by the crew. Thank you for reading.
  18. To: Mr. Jenkins From: NAS Trurl Automated Systems Message contents: This is to inform Mr. Jenkins that the NSS Cyberiad has somehow been nuked for the 5th time in a week. Please dispatch a repair team. To prevent the massive loss of morale that would be caused by public exposure of this message, this computer and all computers within a 500 mile radius will explode in approximately one minute. Thank you.
  19. Enter Takker Khan, my Chaplain. He worshipped a rather untraditional religion: The Pantheonic Multiverse. The belief that we lived in an infinite multiverse, and that occasionally, we would get a glimpse of another universe, causing fiction to spring forth. The most influential beings in the multiverse would become Ascended, the equivalent of gods. In partly an attempt to show off and partly to show people that yes, this was real, I created a magic circle and asked the Ascended to put something harmless but interesting there. The ascended (played by @Normalyman) put the multiverse sword there. (Yes, it's actually real.) It refused to budge, so I prayed and was told that it would kill me if I tried. James Picard came by and tried to get it. I told him this, and he cursed the ascended, which caused him to become retarded. After he got Mannitol, he expressed an interest to fight the ascended. They responded to this by shocking him with a lightning bolt and throwing him around a bit, followed by M.D. House in the form of a medibot running by and healing him. James Picard still continued to want to fight them, so I decided to humor him and set up an arena in the Holodeck. After he issued a challenge to divine combat, Bruce Lee showed up to fight Picard. After getting elbowdropped to death, he got cloned, returned to the holodeck, and decided he wanted Round 2. So I fought him myself with my Extradimensional Sword. After winning thanks to said sword, I cut off his head, put it in a magic circle, and recieved a blessing in the form of genetic boosts. I had to cryo after this, but I was informed by Normalyman after the fact that Picard got cloned again and said he wanted to join my religion.
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