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Carthusia

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Everything posted by Carthusia

  1. I think you can select the style prior to implantation via a screwdriver? Though im not 100% on that
  2. I mean, for the sake of argument and the fact not every single potential law can be added, the idea that the possession law is used to ding someone for consumption seems a logical end point in game logic. If the drug is not in you due someone else drugging you, you had to have possessed it, and if you possessed it, it was a crime. If you get pulled over by the cops and eat any drugs you had with you, they dont ignore the fact you had possessed it moments prior. Remember to: "SpaceLaw" isnt real law, its the way NT makes the universe and the REAL law (SolGov) think their at the bare minimum attempting to keep law and order within their section of space. Its not set in stone, to the degree NT makes no secret of the fact they will toss it into a woodchipper the moment it suits their needs. Their security force is literally a group of jackbooted thugs who will happily crush your windpipe because you tried to argue with them, they arnt proper police, and the phrase "de-escalation" to them, means hit it until it stops moving That being said, a public intoxication law would be nice, since dealing with people drunk on the LEGAL stuff has no proper counter.
  3. Im still generally on the side of let things lie as is. It might sound excessive when security authorizes lethal weapons for a guy with a disabler or stun baton, but as pointed out above: Thats how officers stunned and dragged into the tunnels to be killed, just because an antag is using a disabler to stun you, does not mean their not going to KILL you after they do, majority of times one can say they will kill you. The more of their current paths to lethal force you take away from the officers the more you tie their hands and get them killed. The issue to me i feel is not the usage of lethal force, but the AMOUNT of force used. There is a MASSIVE difference from using lethal force with the intent to shoot to stop the threat, and shooting to KILL the threat. One you shoot until the threat is no longer a threat, be it surrender, disarmament, or excessive wounds allowing their arrest and treatment The other you shoot them until they fall over, and then you keep shooting them until youve burned them into a fine powder, or if its ballistics, turned them into a fine red mist, regardless of
  4. Do you have any pictures to show just what the difference is? Ive never really played a character that has this
  5. I like, ive seen new Tcoms get setup within a minute before, it was harder back in the day when it required an entire sat of its own to hold all the various terminals, but the fact its now just a board, some metal and a couple of bits mashed into one terminal makes its destruction a non issue so long as RND is operational
  6. Yea, in terms of performance i never really have any issues beyond my own connection
  7. Im kind of against any change that makes more antag types the sudden "End" type, there is little else that exists that is more unsatisfying than to go through hell and back, only to have the end screen pop up with a "End" No epic final showdown, no dareing escapes, no horrifying slaughter, just "End" This is true for round start blobs, wizards and our dearly departed shadowling
  8. Greetins! welcome aboard, life vests are to your left, duct tape is to your right, and should the station begin to fall into chaos, simply pull the "Panic" cord on your vest and the vest will "hopefully" wisk you away to "safety" in a "reasonable" amount of "time"
  9. Perhaps maybe higher cells beyond the high cap it requires to use give more hits, but also run the risk of backfire hits to? Like it overloads, uses the power, but also gives you a jolt Hard to say how that would work, just burn damage, maybe stamina damage, or both? Not sure, but just tossin it out there as an idea since if all powercells give the same amount of hits, then there is no incentive to ever acquire a better cell type, maybe the lower the tech the cell is, the more chance it has at given you a backfire? With bluespace cells/charged slime cores being the most stable to use in the prod but still run the risk of a backfire, while normal security batons cant backfire and get better power usage
  10. I do like the timer to switch cells, hot swapping cells is fairly easy as it stands, but a % charge drain per hit seems odd when i think about it, since you can slap in differing powercells, so it would be a 25-50% drain per hit on a 5k cell, and also a 40k cell, while it being bulky may just make it even less used as its no longer a concealed weapon, and it may encourage the theft of security batons as they still are concealable "As far as i remember" This though can be seen as a good thing depending on how one looks at it.
  11. I like the color, good middle ground, but the dots are still a problem to me by itself the tile with dots doesnt look to bad, BUT when you add 50 of them in an area and it begins to get way to busy. Perhaps we drop the dots concept for the standard tile? Could be a seperate tile people can paint if they choose, but the default tiles really shouldnt be that busy
  12. The new walls look neat, though the reinforced ones could use a bit more detail to hammer home what they are, similar to the original ones. The new ones also lack sprites for their rusted versions: Sad to still see the floor dots, but hopeful they will be changed soon
  13. Personally im fine with the quads or the triplets, but its the dots, the dots really dont do it for me, and mess with my eyes when you see every floor on the map having them.
  14. I like the darker style, but all the little dots on them messes with my eyes, it also makes every floor tile look like a tactile floor tile, the ones immune to slipping. As Alriac noted, its kind of an overload when your playing. At first i liked it in its entirety, but then it started to make me feel physically ill the more I played. Not a fan of the dot design. Someone mentioned having 2 versions: 1 Normal undotted design that acts as the default station tile, and the tactile versions get the dots
  15. Its a good way to silently test and configure ingame midi music sheets without destroying peoples ears while you get them tuned and sounding good. Right now the notes only show up when a midi is playing, one potential workaround is to put a song on, lower its volume to 0, and loop it 10 times with a super slow BPM, it effectively will have the desired effect until somthing more concrete is added like a toggle
  16. Id love to have the option to turn it on without music playing just for the effect, nothing like a janitor moppin the halls, listenin and hummin a tune to himself while he ignores all the chaos around him. "I'm paid to clean, not to care"
  17. Would be nice to see their return in this form, its another thing for overly agressive antags to wish to avoid. Cause to much trouble? CC may be sending the dreaded security borgs
  18. I mean, considering 10mm, 9mm, 45ACP, .38 special Lethal/Rubber (When it was rubber), incendiary slugs, pulse slugs, meteor shot slugs and multiple others can be created on station, its always seemed odd that the 9mm rubber cant be crafted, along side those laser shells for the ERT rifles, they just usem up and the rifle is a paperweight.
  19. I like the idea, though not quite in this form. More for departmental objectives, like say: as the chef cook X meals, serve X meals, prepare a dinner for command etc
  20. Huh, you know, i never realised the frequency thing actually worked to do that, though it would be much nicer to have a tickbox for the normal headset to similar to the command headsets, just to make it simpler.
  21. It would be neat if the shards from a construct remain after death, but say a chaplain can take a corrupted shard and purify it with a bible, some holy water and a crafting timer? then use them to create holy constructs, creating a kind of tug of war between constructs, each construct lost is a potential gain for the other side and it makes them less of a disposable shock trooper and somthing you dont want to just toss away haphazardly without a plan to retrieve their shards. This keeps people from being knocked out of the round forever with nothing to do by simply dyeing as a construct and allows them to potentially continue on as a construct if they are retrieved, or captured.
  22. Personally id love for the ability to just, click it off, like how you do with other channels you have a key for, just flick it off. That way those who wana use gen com on a headset still can, and those who dont want to hear the nightmare of white noise can just tune it out.
  23. I kind of forgot about the change made to the revolver and accidentally blew away a mime last week attempting to STUN him. Granted SOP WOULD have allowed lethal force as he had a stun baton and had just attacked either the warden or HOS, but i do find it weird how someone on the station who is a support role starts with what I feel is the best weapon that security can get, second only to the auto rifle due to capacity. Id rather have the rubber rounds back, it more or less makes it ballistics disabler with fewer shots but a bit more oopfh per hit should they require it while still retaining its SS13 coda of references The detective overall is more or less a direct reference to 2 things: Detective Harry Callaghan "Dirty Harry" with the pistol, while not a .44, its still a revolver and Detective Colombo with their vanilla design and signature trenchcoat. Im fine with the det having their revolver to maintain the reference, i just feel it needs the rubber rounds back.
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