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necaladun

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Everything posted by necaladun

  1. I'd just like to say - this isn't about instastun. It's about tazers. Because there are a LOT of ways to instastun people without a tazer. Off the top of my head: Cult stun paper Shotgun stun shells Various Wiz spells - Magic Missile/Weaken Prolly something ninjas can do/did. Vampire glare And I'm sure many more. I'm not saying that it's not ok to discuss or anything, but don't confuse the idea of "instastun" with security having access to it.
  2. I like the idea from a realism point of view, but I have no idea how it would be for balance. I assume for most doors they'd have so many people using them it'd be kinda useless and the logs would be just spammed, but for some rooms like the armoury/caps office it'd be very useful, especially against rouge HoP's.
  3. The following are the new rules for character naming. Questions can be posted in discussion or asked on OOC/ahelp. Discussion/dispute/feedback is best posted on the forums. 9. Character Names: Character names can both help or break immersion. As such, names of famous people IRL (Barack Obama, John Travolta), names of body parts or puns referencing them (Hughe Jass, Pee Ness), highly offensive names (Fuk U), or simply mashing your hand violently across your keyboard are not viable options of character naming, and you will be asked to change them. Different admins have different cultural knowledge and english backgrounds - just because an admin hasn't before asked you to change it, does not mean another can't or won't. Plain silly names (Stu Pid, Captain Bonzo-Fart the Eighth) are really only acceptable for the clown, mime and/or wizards. Infractions will result in an admin changing the name for you, and you being told not to use it any more. Refusal, or continued use of a name you've been told not to, will result in a ban.
  4. I think it's a great idea, for a bit more of a unique feel to the race. Tying virus stuff into seems cool too - auto brewery syndrome perhaps?
  5. I see secondary languages used a lot, and as humans are the most common race, something to talk behind the backs of filthy cat/bird/slimebeasts would be great.
  6. I like this - it means if people select it and have never played before, they have no excuse.
  7. NFI how possible it is - but what about the oldest account is leader?
  8. Nuke ops storm bridge. Magistrate takes bridge, runs into armoury. Mime follows. Nuke ops attack. Magistrate bangs gavel, informs the nuke ops they are breaking space law. 10/10.
  9. Add SSRIs that stop it leaving your system
  10. Done. I don't mind non-para people getting the dollars, as long as we get good lobby screens.
  11. necaladun

    Magboots

    Yeah I've seen this, it's nice it doesn't knock you down, but it makes it near impossible to fix a breach properly when you keep getting pushed out the damn window.
  12. Processing speed IS the rate at which pressure is lost during breaches. How often is this? Once a tic/second/minute etc? What I mean by the rate is not how often it updates, but how much pressure is lost. With a breach you'll have one square 0 kPa, one at 101. After one process cycle, what will the 101 one be?
  13. What about being able to get say, a stun prod, or egun from an uplink? Stuff that would be on the station anyway, and thus can't be meta'd to be syndie?
  14. Vox having them would be a good start. Adminboose is the other way. The real difference would be space law - they wouldn't be considered "enemy of NT" gear per se. I've had the same idea with pistols. Say have a 9mm and 10mm pistol, the 9mm slightly weaker, but not syndicate.
  15. The real problem I've found is how easy it is to just...walk or run past a breach. Or through it even! If the processing speed isn't that tweakable - how about the rate at which pressure is lost to breaches?
  16. The air alarms seem a problem - it takes a long time for a room to get to a point where they shut off. Watching people get sucked out of airlocks is one of my favourite things of SS13. In fact, the first time I ever killed someone was by opening doors while I was wearing magboots and my victim wasn't. I honestly feel the dangers of atmospherics are not just a key part of SS13, but of the whole "being in space" experience.
  17. I once shot a wizard with a staff of transformation, turning him into a chicken. I then took him to the chef, who cooked him for me. 10/10.
  18. Thanks again to M3hillus for writing this up. Earth's Edit: Took out the April Fools from this one, they will still be in the General Discussions thread ヽ༼ຈل͜ຈ༽ノ Raise your changelogs ヽ༼ຈل͜ຈ༽ノ Goonchem Its in. The basics -Adds Goon Chemistry to the game. 50+ new chemicals, too many to list, a chemical heater system, CLF3, and chemical patches. The meat - Read the wiki, its got most of what you should know. http://nanotrasen.se/wiki/index.php/Guide_to_Chemistry - Try and not blow up medical's chemistry experimenting, science has the facilities for that. - There are still many instances of old chem hanging about the station, which will be phased out, soon™ Everything Else Chaplain blessing beakers -Throw a beaker of water into the bible to bless it. Teleporter Gun, Fixes, and Tweaks Fixes -Fixes frag12 shells not exploding on impact. Balance -Lowers the time between shots for electrodes from 2 seconds to 1.5 seconds. -Pulse rifle electrode fire delay removed (no sense in hindering the DS). -Pulse Rifles cannot be EMP'd. Map -Adds a few large beakers to the Testing Lab and Xenobotany lab. Additions -Adds in a few new DIY shotguns shells [laser slug, buckshot ion shell, improvised shells, can upgrade improvised shells to overloaded shells. -Adds in the telegun. ZAS Tweaks -Getting hit by air will no longer stun, paralyze, or weaken you; it will still shove you around and cause you to hit walls (and take damage), but it will not keep you glued to the floor for huge periods of time -Walls are no longer made of chocolate, fires will no longer destroy walls (floors, objects, etc are still impacted by fire). Addition of best Emag use Massive spacepod construction overhaul - go here for details https://github.com/ParadiseSS13/Paradise/pull/631 Taperecorder Rework -Has tapes instead of internal digital memory, -Once the tape is full you can remove it and store it elsewhere instead of clearing the taperecorder's internal memory. -Re-live your childhood and yank out ALL of the magnetic tape! -Can hack the taperecoder to disable playback/recording or trigger either (set up things like prox sensors playing a recorded message every time someone passes by!) Combat Changeling Nerfs -Armblade and Chitinous Armor cost from 20 to 25. -Made armor values for chitinous helmet consistent with chitinous armor, minor increase to the energy resistance of the armor. -Resonant and Dissonant Shriek costs from 20 to 30. -Dissonant Shriek light EMP range from 5 to 4, heavy EMP range is unchanged and remains 2. Health Analyzer Upgrading -Health Analyzers no longer display reagents by default (neither negative nor positive). -Health Analyzers can be upgraded with the aptly named "health analyzer upgrade". -Upgraded health analyzers will display ALL reagents in a mob and how much of that reagent. -Medvends start out with as many health analyzer upgrades as they do health analyzers. -Can research+produce more health analyzer upgrades at R&D -Updates the slime scanner code -Adds 2 slime scanners to the map in Xenobio; Slime scanners can tell you how hungry a slime is, its chance to mutate, age, what it can mutate into, and its chance of shocking you Vampire Holy Water Balancing - Read this https://github.com/ParadiseSS13/Paradise/pull/642 Thrown Object Spinning -Right there on the tin. Fixed prison break event -Are we really doing the tin joke again? Sticking heads on spears -We are not doing this joke again. (it makes an upright Spear+head, click on the spear+head to get the spear and head back.) Borg Defib Fixes -Borgs no longer have emagged defibs at start. -Sounds changed to match the organic filth's defibs. -L-L-L-Look at you hackerrrrrrrrrr. Adds gavel and block to magistrate -Right there on the beaker. Construct permits -Baby station blueprints -Allows you to define new areas, but not rename existing ones. -Don't count for the blueprint objective, 3 spawn in a box in the CE's locker. IED fix and trap -Reimplements old IED recipe while keeping the tablecraft. -Allows IEDs to be attached to beartraps for leg-blowing-off !!FUN!!
  19. While I love the idea, the magistrate should not be engaging in combat, and I fear this would encourage judge dreads
  20. The balance issue here with self repair is the main thing, but a better explanation would be good. "You can't reach your own circuits properly!" or something?
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