Eler00

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Eler00 last won the day on September 27 2019

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  1. Personally, I think there should be only a single loot item for defeating the death squid, just give one of the ones you have now at random. You can even just make them spawn when the squid dies like other megafauna and completely avoid the kiting away issue. Say he ate someone that had those items and you find it in his guts or something. Also, keep in mind those syndie mobs are pretty weak, especially with their slow AI. I wouldn't be surprised if someone could clear that syndie base with a single laser gun and a recharger, is that intended?
  2. He kept screaming for people to turn the PA down for over five minutes, but his headset was empd by the singulo. It was hilarious.
  3. That's why you call buzzsky to your core chamber, your only mobile asset. More seriously, maybe we should add the thing from other servers where AIs can manually control turrets?
  4. I've never tried to dismantle shutters. Can you break them down with tools?
  5. The protolathe can definitely print pAIs, the name might be written out or something.
  6. >an antag that could probably use a bit of admeme help when all the cultists are deconverted in the first thirty minutes of a round. The super-antags are really not balanced, having them go up against crew just because cultists got caught early would be very unfair and total overkill, imo. You could argue for adding in a super-cultist but it wouldn't get used like that, I don't think.
  7. Masked Killer Haunting maintenance Break all electric lights, only torches and candles work Turn EVERYONE into a skeleton.
  8. The main issue I see with this is it encourages the chaplain to leave his null rod untransformed and pick his weapon form based on what the antag turns out to be. I prefer it if it's more of a fluff/personal preference choiuce.
  9. You could make a vox variant that's spaceproof pretty easily, or use the big vox caste for this. No reason that the vox can't make their raiders spaceproof with their skills in cybernetics and stuff. On the 'only trade with command' thing, maybe they should be made more like...smugglers. Make the things they sell explicitly contraband, encourage crew to meet with them in remote parts of maint for their neat loot, maybe even give them some surplus syndicate stuff they've 'acquired' somewhere else, then put it in space law/SOP that command must not deal with smugglers like that. Instead of one person just sitting in a meeting room with them they'd have to be.
  10. The main issue with vox raiders was, iirc, that every vox on station begins self-antagging and it's basically rev but all the revs are thieving space birds, and I'm not sure how you'd rework it to remove that.
  11. As the lucky ghost that got to play the masked killer, I agree with your recommendations. It was very sad I had to ditch the fire axe. Also it was good you gave me a health hud after the first victim, I didn't realize the meathook did that much damage. The meat wagon was hilarious but started to feel unfair with how I just outpaced security, which is part of the reason I decided to ditch it and give them more of a chance. Which promptly led to my death of course but it at least meant I didn't outstay my welcome.
  12. The big issue with that law you proposed is that the AI now has to open the suit sensors window and search for the crew member in question before answering any requests, which is a lot of hassle if it's getting frequent requests (and believe me, AIs tend to suddenly get a big influx of requests far too often).
  13. Other servers have a 'fugitive' event that spawns some people in maintenance without IDs and crew can chose to help them or not, though they also spawn some hunters with the task of capturing the fugitives. Reminded me of that.
  14. Maybe this would work better as a midround event rather than a roundstart role/antag? It would also be weird so see established characters suddenly be maint hobos when they were captain the round before.
  15. I've been working on a new station goal myself. It's still very much WIP but you can find it here https://github.com/ParadiseSS13/Paradise/pull/12062 and if you have any suggestions, feel free to make them.