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Pckables

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Posts posted by Pckables

  1. So after seeing this system in play outside of a medical perspective, all its really done is make being in critical extremely deadly. The big problem is that this is a huge obstacle for antags in combat.
    You can't just synthflesh your way out of a bad spot anymore. Once you go into cardiac arrest, which can happen at just -20, you're dead without medbay, something you can't get if you're wanted. It's become even easier for antags to die, both from security and validhunters, because the threshold for death has become so much lower.
    If anything, newcrit forces people to either be even more stealthy, or even more aggressive so that they never risk taking a bullet.

  2. I would like to add that if the sleeper change was to be reverted to some degree, it'd be much nicer to have Charcoal take the place of Ether in the basic chem line-up. It's odd to think that one of medbay's standard tools is better at infinitely loading up some poor guy with a knockout chem than healing a basic damage type without scientific upgrades.
    Ether feels more like a secondary chem that would be unlocked through upgrades; its need in medbay is astronomically less compared to charcoal.

    • Like 1
  3. 4 hours ago, Lars said:

    You have a bad day as a cultist when an ER engineer, a security officer, a clown, a baton vigilante, a civvie, a miner, a fish and a one-limbed cat human lynch you in the bar.

    1160683181_ParadiseStationNSSCyberiad2019-02-17015042.png.5e719bc41c3eef01a028ddb2f0e00307.png

    It was a really, really bad day.

    Edit: I enjoy how this page started and ended with my embarrassing failures as a cultist.

    • Like 1
  4. I like the sleeper changes.
    -It solves the issue of medbay scrambling to empty all the nanomeds of charcoal just because science decided not to do their job, or because the bar threw a party at round start.
    -Saline Glucose is more useful than Sypt/Silv thanks to it also restoring blood, even if it's much slower.
    -Having no more Mannitol or Oculine in sleepers is a minor inconvenience, but it just means going to the chemist instead; Mitocholide pills also work as alternatives.
    -Ephedrine is a weird replacement for Epinephrine, but you OD at 35+ and it metabolises fast enough that 30 units only lasts maybe 2 minutes; it's not as abusable as it seemed originally.

    The cryotube change has almost no affect gameplay wise since cryotubes almost always have a beaker of some sort in them. It would've been faster to heal in a sleeper than an beakerless cryotube anyways.

    • Like 2
  5. Some interesting ideas:

    Construct a Syndicate Gateway On-Station:

    Sort of like a station goal, but for a single traitor. The traitor starts out with the boards to construct the gateway, but the rest of the materials must be gotten themselves. The gateway must be built somewhere onstation in a designated and powered room to be used as a Syndicate Infiltration Point sometime in the future. Once constructed, the gateway must remain powered and intact for 15+ minutes to successfully activate and greentext. Once fully activated, it can not be destroyed without the use of heavy explosives or a BSA.
    Possible Uses for the Gateway:
    - After shuttle arrival, traitors may enter the gateway to be sent to the syndicate outpost, counting as a successful escape.
    - Teleports players to a heavily armed syndicate facility with potentially useful items accessible to traitor IDs.
    - Traitors may occasionally request an armed syndicate officer to come through the portal and assist. Officers are AI controlled, dust implanted, and only friendly to summoner. Can be dragged into areas to create chaos while you snag your objective.

    Surgically Implant Syndicate Device into Target:

    The traitor is given a random syndicate implant item (Sleeper Agent Control Device, Stealth Tracker, etc.) to be surgically inserted into a target. These implants are undetectable and unremovable once inserted (To prevent meta removal) and persist through cloning. The target must remain alive at round-end to greentext. Implants may or may not have side-effects (Debatable for balance reasons), such as the Stealth Tracker leaving the implanted always available on trackers, or Sleeper Agent Controllers having a low chance of activating after 15 minutes, autotraitoring the implanted.

    Synthesize Experimental Chemicals:

    The traitor is given unknown syndicate substances, each requiring a specific mixture of advanced chems they need to be added to in order to monitor the effects. Results are to be assumed deadly (Large fires or extremely toxic gas clouds) and the traitor is advised to discard the experiment and leave the area immediately after mixing. Results are randomized, and take effect 10 seconds after mixing.

    • Like 1
  6. 2 hours ago, Landerlow said:

    I agree, ghosting should be an option if you're in this state for more than say, 5/10 minutes

    Having the borg die after 5 minutes (Same as Defib timer) at 0 power/no battery sounds like a simple and needed change, similar to the update stopping IPCs from getting stuck in perma-crit. 

  7. I played a few rounds of borg and was quickly put off from ever being one again because of this issue. Rogue AI got found out early, borgs locked down, and all borgs had their batteries removed and left to sit in robotics for rest of the round.
    Being forced to sit unconscious for a majority of a round or ghost without respawnability is fairly harsh.

  8. Untitled4.thumb.png.4cf03ee905aec58aac52d159d0e937ca.png

    WAIT THAT WAS A PRACTICE LASER GUN!?

    I don't know whats worse, the fact that the sec officer was shooting me with a practice laser gun, or the fact that I disarmed it and unloaded it into him wondering why he was still standing.

    Also you ghosts are covering up my snazzy plasmacult suit.

    • Like 1
  9. 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.

  10. 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)

  11. 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.

  12. Something that catches peoples attention without ruining other peoples rounds.
    Set yourself on fire in front of the bridge to protest to command. Get sacrificed by the chaplain. Challenge the captain to a brain burger eating contest, their participation is optional.

    The more station announcements about your non-destructive death, the more glorious it is.

    • Thanks 1
  13. On 12/13/2018 at 6:26 PM, TheClosetMailman said:

    Considering the fact the agent abductor has surgically grafted armor on them, I doubt they will just waltz it off as a grey.

    I would much rather prefer having their ship and gear upgraded a bit.

    The ship lacks the essentials every other tator with a ship has huge stashes of, particularly meds.

    And for gear?

    A proper monitor to keep track of all the peeps you've experimented on, as well as a view of their goals so you could potentially steer clear/assist them.

    Some fancy alien medithing for healing the agent when metanerds inevitably starts robusting everyone "by accident" to find him.

     

    Perhaps a floormounted medibeam projector?

    An alien medkit?

    The spaceship itself has healing chems in it's air supply?

    Who knows!

    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.

  14. 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.

  15. 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!"

    • Like 1
    • Thanks 1
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