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Pckables

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Everything posted by Pckables

  1. It's a bit of a scale of how annoying it is. I'd say disarming can definitely still be validhunting, but it depends on how far it goes. Few antags are going to care if someone that was already nearby disarms them a few times during an attack. It's expected in-fact. But whats not expected is an angry mob of assistants chasing them down the hallways and maintenance. I think of this being the core: -The general area around where the crime takes place is the staging area, and you are non-security. -Any non-security already at the staging area at the time of the crime can be non-lethally involved, as long as it stays in the staging area. -Once one of the three parties (the antag, the victim, or you) leaves the staging area, you lose the right to get involved further. Secondary notes: First priority is removing the victim (or yourself if it's you) from the area, and not staying longer than you should. Taking note of the above, this should not take very long as if the antag is in control, they should be able to leave the area quite quickly. If they haven't, then the victim is likely just as easy for you to run away with.
  2. I mean I imagine it kinda revolved around "Public areas." In public areas, antagonists are the one being scrutinized. Going loud in a populated, public area for extended periods of time trends towards murderboning or baiting towards it, and nearby people are often going to be involved. In non-public areas however (especially ones you're not supposed to have access to), the civilian is under scrutiny. You have very little reason to be there, and less to try to jump in front of a stranger's gun.
  3. This is a major factor that I feel often gets overlooked: Cloning doesn't take up a surgery room. Surgery is a HUGE bottleneck in terms of the medical flow. You only have so many rooms, and surgery can be as short as 1 minute to as long as 10+ minutes on a particularly mangled victim. When things get ESPECIALLY bad on the station, and medical is overrun with both corpses and injuries, what keeps things running is the fact that Cloning the dead and fixing the living occupy completely different areas. Whether or not this is part of the plan, if reviving the dead is going to require a surgery room as well, reviving people will end up being shoved to the last priority during emergencies. Doctors are going to favor keeping the non-stop flood of IB victims alive, rather than having to work on a single corpse for 5-10 minutes. -Not saying this is a good or bad thing, but important to keep in mind.
  4. I remember years ago playing as a Xenomorph and seeing they are fully able to spit acid on important items like the CE'd hardsuit and the HOS's gun, melting them into oblivion. If it wasn't for the fact that it generally meant the station was infested to the point of nuking, it definitely seemed unfair to any potential antags that round; especially for one that actually could manage to sneak/break into a xeno nest to get the HOS/CE corpse only to find their important stuff is a puddle of goo.
  5. A bizarre medical scene? A CMO that got demoted for having their head replaced with a monkey's and refusing to change it back. ...Specifically the demotion part. The monkey head was completely my idea. It was an advancement in medical science! An advancement! Or that one time we Humanized an IPC and they immediately contracted GBS.
  6. All very good points. On top of the new combat reworks, Shadowlings would need a complete and total overhaul from the ground up just to make them work for stamina combat. At this point it'd probably be easier just to make an new antagonist over reworking Shadowlings.
  7. EDIT Oct 16th 2022: Thanks to Henri215, this item has been successfully added under the name Chameleon Counterfeiter. A big round of applause to Henri for going out of his way to code the functionality of this item himself. Further discussion should be focused around item balance/additions. A neat, cheap little device to aid traitors in stealthily thieving: Chameleon Matter! This wonderful bit of hi-tech putty works similarly to a chameleon projector, but instead of disguising the user, it perfectly replicates the appearance of an item it's used on (functionality not included). Simply slap the putty on the object you want to create a fake copy of, and viola! Not even the sharpest eyes could tell the difference! Should you want to return the copy to putty form, just use it in-hand to mash it back to its original shape. Fool your friends! Fool your enemies! Just a quick swap is all it takes! By the time they notice something's off, you'll be long gone! And the best part? No fingerprints! Yours now for only 2 1TC! Description: The Chameleon Matter is a small block of syndicate putty used to create high-quality copies of items to aid operatives in stealing objects of high value. Chameleon Matter can be used on any item that can be held in-hand and make a perfect visual copy, but not functionally. A copy of a gun will not be able to fire, and a copy of an ID will not open doors. Once the Matter has been turned into a copy, it will not copy anything else until reverted. Using a copy in-hand will revert it to its original putty form. The intended use of Chameleon Matter is to lengthen the time it takes for the station to realize something important has been stolen, be it something minor, like the clown's jug, or major, such as the nuke-disk or HoS's gun. A clever traitor might even make a fake trade. Naturally, Chameleon Matter has been designed to not retain fingerprints from its users, as that would betray its intended purpose. Other notes: Ideally copies of clothes and weapons would be able to retain their ability to be worn/holstered like the original, but that seems like it may be tough to get working. EDIT: The No-fingerprints aspect seems unanimously disliked.
  8. Honestly this sounds like a fantastic idea. I'm worried that the Swarmer Beacon might have the potential to get out of hand, but I could just be overestimating them. Minor concern. I was going to say a single Goliath seems kinda weak, until I remembered that unless you're carrying lasers, you're going to have to try to MELEE the thing.
  9. Bringing this back since the others are dead and archived! I love a nice chill space song, and this song from Linelith hit me in just the right way. Aside from being super chill, it also sounds like music that would play while spacewalking in SS13. 1968533773_Banana.Pancake-Linelith.mp3 The VA-11 HALL-A soundtrack is also fantastic overall, but the track "Everything Will Be Okay" stands out to me. So now I have a hankerin' for some space vibes. Share some music you feel would fit well in SS13's environment! Or if you want, a song that fits a specific scenario during a round.
  10. Would it possible to make received telepathy messages appear as runechat above your own head, but only visible to you?
  11. This topic has been brought up multiple times in the past but has been generally shot-down as it holds the risk of visually marking people as "newbies", which may result in targeting by antags/unfriendly people.
  12. (Link to related PR since OP didn't post it) So i'm gonna preference this by stating that my experiences are a bit outdated in terms of sec vs antags. But honestly I don't see this as much of an issue. Antags already have constant access to lethals. Traitors have their uplinks, cult has their weaponry and magic, vampires exist, and the changelings are already decapped so ignore them. This change is so that the powergamey antags that are already running around with all-access can't just constantly waltz into science and print 3 AEGs and a telescopic shield for free. They at least need to grab an energy gun first, which is both more limited in availability and/or requires work to get. I've never seen an antag use RnD as their "Only access" to lethal weaponry, in fact it was almost always used to upgrade their arsenal instead. Robust antags often just take their weaponry off security. Unrobust antags should rely on powerful traitor weapons at the cost of TC to help them get started. Sec has a monopoly on guns? They always have. That's why they're called "Loot piñatas." As for slower response to terror spiders/blob, I think the station will adapt. Currently Cargo only gets you the crappy weaker guns and weapons. If it becomes essential not only for crafting the high tier weapons, but the place where the guns are crafted, it's going to become the most heavily guarded and active spot on the station during biohazards.
  13. I like it. The walls and floors don't clash anymore. Still not a big fan of the floor dots and much prefer the version Sikroth posted in the other thread, but this is a step in the right direction.
  14. I'm not too big a fan for a couple reasons: As others said, I feel like it's a bit TOO much darker, doesn't go very well with our walls, and makes things look flatter color-wise. But personally I really don't like the texture. Feels less like "Tiles" and more like Rubber padding to me. Which i'll admit i'd like to have as an optional craftable/paintable floor tile for decoration sake, but not as a station-wide replacement. EDIT: Also I really think the Plating tiles in maintenance look significantly worse than what we have now.
  15. Nothing. Nothing significant has happened to them for years. They're outdated, many of their powers are near useless, and functionally their ability to stealth is worse than a traitor's.
  16. There was already a Xeno rework being discussed/worked on: The current problem with xenos is that they're just anti-fun to play against due to being entirely based around infinite stunlocks until permadeath. It's just not fun for crew to have a xeno run up to them at high speeds, spam the stun button, and drag them to the nest so that they can spend 3 minutes perma-stunned and locked in a nest until they gib. The other issue is that they kind of need that mechanic to function in their current form. A rework needs to be a lot more than a simple tweak of numbers for Xenos to be brought back. Anyways, theres no "development team". The reason Xenos haven't been balanced is because no one wants to bother doing it themselves. And if I had the capabilities myself, personally i'd focus on changelings first, they have it rough.
  17. Don't diss the poison bottle. It's absolutely a gamble because you can get some pretty weak stuff, but its also the only way to get the most brokenly OP poisons in existence. Venom - Lots of brute and toxin damage. GIBS someone that has over 40u in them. Curare - Suffocates and knocks out in 11 cycles Sodium Thiopental - Knocks out in just 6 cycles Concentrated Initropidril - Instant heart attack. Heartworms - Literally deletes the heart. Have fun. With some creativity and a little luck, poison bottle can be crazy.
  18. You guys aren't focusing on the core issue, all of this stems from BYOND. The only true solution is to move to a GMOD DarkRP server.
  19. I believe a few years back there was a bit of a conflict between whether Wizard Polymorphed players should be acting like crew or hostile-life, but I don't think there was a definitive conclusion outside of the Syndicate Borg (since, if I remember right, you're given the Syndicate Lawset). Might be good to have either a small warning/explanation given to the player when hit with a wand of polymorph, or just a footnote in the self-antag rules about polymorph and hostile-life.
  20. Prior to the current Meta, Botanists would ask chemistry for 1-2 buckets of Unstable Mutagen at round start (which should only take about 10 seconds to make). Those 2 buckets would be used to mutate Pumpkins into Blumpkins to get Chlorine and Plasma plant-disks, then use glowshrooms (from a hacked seed vendor) to get the Radium plant disk. Take a wheat seed and remove all its traits, put on Chlorine, Plasma, Radium, and Perennial growth (gotten from Apples), and you have an infinite Unstable Mutagen plant. Any leftover Mutagen from the first 2 buckets can be used on Ambrosia while the wheat grows. Without a personal chem dispenser, you won't be able to max out potency, yield, and production speed at the snap of your fingers, but that's not critical, especially at round start. And no, departments aren't going to be given their own stuff just so that they can bypass the need to talk to another department for 10 seconds. That has already been a discussion in other suggestion threads.
  21. Botany grabbing its own chem dispenser has been a meta thats only popped up in the last year or so. Botany never grabbed one previously, the old method being using Blumpkins and Glowshrooms to create a wheat plant that grows infinite Unstable Mutagen. I won't lie, I do like the chem dispenser meta, it makes botany a lot more chill and saves a ton of time at the start, plus infinite Saltpetre. But it's still just a community meta, and not at all what Botany is designed around.
  22. Never really thought about it before, but it does seem pretty unfun how much Malf AI revolves around the borg control console. It completely makes or breaks the round. Not only does the AI need to ensure its destroyed and the board removed before being known, but also needs to ensure that no replacement boards are created anywhere else on the station. Failure to do so means that everything you have and can do goes goodbye with a single button. Limiting its usefulness against Malf AIs, or at least giving Malf AIs a better counter that isn't circumvented by making a computer in maintenance sounds like a good direction.
  23. Or even potentially having something like a "Construct Control Tower" that is required to be built to enable sharding and constructs. It stores the bodies of sharded victims, and if destroyed, kills all cult constructs and drops the bodies where the tower was. One potential problem i having the bodies only be dropped in the cult base opens up the potential for abuse by cultists, either to re-shard the bodies or to get rid of them all. (Though I doubt cultists would go so far out of their way to do the latter).
  24. Ideally in the same way many antags don't habitually perma-kill every officer they fight, because going out of your way to space corpses when it doesn't directly benefit you tends to be against the rules, or at least warrant a talking to. Not to mention its the difference between having an instant-cast pocket cremator and having to drag a body back to base. One can be done in the middle of a firefight, one requires retreating all the way back home with a single corpse, and teleport it without being interrupted. Thats also making the assumption cultists would bother spacing bodies, rather than just leaving them on the floor of the base. But here's a better compromise: The corpse gets stored in the shard (with all their gear dropped onto the ground), and then put into the constructs created. Killed constructs drop the related corpse. Shards shatter and drop the corpse after 5 minutes if not used.
  25. They already do that, and would still be able to do that even if shards were removed just by teleporting corpses off-station.
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