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Pckables

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Everything posted by Pckables

  1. A surprise visitor appeared on the Cyberiad Today! Can you spot them?
  2. Bluespace Bone Restructuring System - The long lost partner of the Incision Management System. Acts as both a Bone-Gel and Bone-Setter in one tool, as well as performing its tasks faster than its primitive counterparts. Anyone whos played Surgeon long enough wishes for an item like this, or at least I have. When you have 5 people with broken bones and IB, every second you waste switching off to bone gel to bone setter to bone gel and then back to your (hopefully) IMS is another second closer to Medbay recreating the elevator scene from The Shining. On a side note: I believe i'm able to do spriting, but I don't know the dimensions and how many versions are needed for SS13.
  3. Bluespace light replacer - Non-emaggable. Can replace and pick up lights from range through walls, (like RnD's machine upgrader). Can dump stored broken lights into lathes in a similar fashion. Because Janitors need more love and would prefer to not have to ask for escorts to replace a broken light. Bluespace™ Paint Brush - Paints a space tile blue. (Don't question it)
  4. Bluespace box: A handheld box that can send items put inside to other bluespace boxes. Boxes have their own frequencies, and will be sent to a set target frequency when used. If there are two targets with the same frequency, the receiver will be random. Works across Z-levels. Good for quickly/discreetly sending small items to others, provided it doesn't get intercepted, or someone sends a live bomb.
  5. Pckables

    Abductors

    The Abductor ship healing Abductors sounds like a great idea. A common and frustrating thing i've seen with abductor teams - newbies (which is common with how uncommon abductors are) that someway or another get themselves injured, possibly trapped in crit, but are too inexperienced to steal healing chems, resulting in a long, drawn-out floundering that the injured abductor hates and the other stresses out over for the next 20 minutes. Plus it would make sense for an advanced alien race with a built-in high-tech surgery table to bring healing instruments with them. The ability to track and possibly remotely interact with abductees sounds like a fun change of pace as well, putting more emphasis on the abductors protecting their victims rather than dumping and forgetting them. The only problem with this is that it doesn't mesh well with the current goal of [Abduct X people to win], and is too much of a long-term thing for late-game antags.
  6. You can't spell warden without WAR!
  7. How to retrieve the disk: Step 1: Highlight the NSS Cyberiad, either by clicking it, or drag selecting it with the box selection tool. Step 2: Select the translate/move tool (default hotkey "W") Step 3: Using the arrows that appear, move the station's Z positional value so it leaves the Z-level, thus leaving the disk behind. Step 4: Obtain disk.
  8. In regards to balancing the gap between newbies and experienced players, and the snowballing: When you think about it, experienced shadowlings snowball out of control because not only do thralls give them more power over the crew, but more POWERS, which just adds onto their immense advantage once they've got over half their quota. Inexperienced shadowlings often have trouble getting thralls, so maybe they need a few extra powers to, if not help them thrall, make the round more interesting before they die. Maybe instead, Shadowlings should start with almost all their powers, and lose them as they get closer to their thrall goal. This way, Shadowlings are more vulnerable as they gain more thralls, and are required to actually use them as bodyguards once they get close to ascension. Say you had a shadowling needing 20 thralls. At 0 Thralls, you have all your abilities aside from ascension. After 5 thralls, you lose the Sonic Screech ability. After 10 thralls, you lose Icy Veins, Drain Life, and Glare. After 15 thralls, you lose Black Recuperation, Shadow Walk, and Rapid Rehatch After 20 thralls you ascend, with all the perks that come with it. What powers you lose and when is up to balance testing, but it would give newer players a better chance by giving them the strongest start possible, and then putting them on similar dependancy levels as experienced players once they get closer towards ascending. This may also change the dynamic of "Oh Slings are almost ascended, let's just give up" to "Slings are almost ascended, they're at their weakest now! Hit them hard!"
  9. Really? That's fantastic, clowns are great.
  10. Suddenly I have an urge to give clowns the clumsy disability as a geneticist.
  11. You can open and loot a bag on the ground by dragging it over your sprite. No need to actually pick it up. Useful for surgery or stealthily taking stuff from bags dropped on the ground.
  12. Also, "People with high enough radiation will start irradiating others around them" is not technically correct. People being radioactive is from the "Radioactive" disability gene, not from high radiation in the body. It's just likely to appear after a bit of radiation due to being a disability, but is cured with mutadone.
  13. There is one problem with the Defib section: You should specify the difference between "Resuscitation failed, further attempts may succeed" and flat "Resuscitation failed". The former is as described, where the ghost is in the game but not in the body. The latter message appears if the person commit suicide. They can not be revived. Also the cell charger was moved to the break room, and is no longer by the cryo tubes.
  14. Hulked Vampires can't bite people, they only punch (tested this recently myself). Lings would likely lose any powers on transformation/revival, so it's of minimal use to them. Edit: I believe it's possible that if you gave someone else hulk, then DNA stung them, you'd be a hulk whenever you became them, as I know disabilities are passed along via DNA stings/transformation stings. How this combines with cling abilities, i'm not sure.
  15. You can grab the paddles off the defib without picking it up by Ctrl+clicking it. Hivelord remains are actually an organ that can be transplanted into the chest (Organ Manipulation Surgery) for a one-use perfect recovery. Even inert remains work once transplanted. Hivelord remains heal you to perfect health, including healing all internal damage, viruses, and regrowing lost limbs. They even remove cuffs, meaning a transplant can also be used for a surprise escape!
  16. Depending on the chems it gets, it sounds like it could be worth between 10-15 TC.
  17. I like the idea, it's like a holoparasite that gives you chems instead of directly attacking people, slaved to its owner rather than given a generic goal. If the owner gets put in processing, they can slither into the officers ear, take control, and release their master. As a fail safe, the borer should probably be prevented from dominating its master.
  18. I was expecting a cool mechfight, and I stood at the south wall ready to shoot some westerners. As soon as the wall dropped, I got hit with two missiles and my mech exploded instantly. So much for Marauders being tough.
  19. If anything, this would work just for the sole reason of it requiring at least a third of the server to be dead/observing, AND choose to play a borer, AND successfully infest someone. For the round end to occur, the station would have to be in active turmoil and conflict against the borers to even be able to muster the number of borers required.
  20. When placing floor tiles, having a crowbar in your off hand will automatically tear up and put down tiles when you use the tile on any flooring. You don't actually need to use the crowbar itself.
  21. Pckables

    Sleep

    What if sleeping players got sent into a dream state? Put up a black and white filter over the screen and put them in control of a generic character in a big room full of stuff they can mess with. Let them see other sleeping "souls" in the room with them, but have them unable to talk. Kinda like being a cult shade except without the culty stuff, and being sent somewhere else until you wake up.
  22. You can be mailed into places by having someone else wrap you in a locker, tagging it, and shoving it down disposals. The only downside is that after you arrive, you need to spend 2 minutes breaking open the locker from inside. It's a very easy way to sneak into important places like any of command's personal office. Afterwards, you can jump back down disposals for a quick escape. Used this method to steal a captain's jetpack completely unnoticed while it was locked down. Makes for fun assassinations too. On a related note: Holoparasites can't break/open wrapped lockers. Have fun with that information. Unfortunately I haven't found a way to mail someone outside of a wrapped locker yet. Jumping into disposals behind a wrapped locker sends both of you to waste, hiding in a second unwrapped locker behind a wrapped one results in the same.
  23. Does this work with Rollies? I tried to make anti-stun chem rollies in Botany with some modified cannabis, but unfortunately none of the chems transferred.
  24. The biggest problem with this proposal is that unlike mining, Cargo has a very finite amount of orders, and only one person can take them at a time. Adding an incentive to be the one to take orders sounds like a recipe for infighting and generally slowing down cargo more. People building their own autolathes is generally a good thing, as that means less people waiting in line and not needing to be sitting at the front desk 24/7 to give an engineer another airlock board. The shuttle console has plenty to order and a lot of different items that are useful depending on the situation, even if others don't realize it. As a quartermaster, i'm usually occupied ordering crates until 1:15:00 in, with the exception of extended rounds.
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