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Corocan

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Everything posted by Corocan

  1. Super neat art style, I love the way you color the hair!
  2. Could be fun to add something like this to the gamma armory.
  3. You can use tranq darts in any shotgun to pierce a hardsuit iirc. You should be able to put any chem you want inside a tranq dart shell.
  4. There's already a way to open the lockboxes that doesn't involve an emag or required access.
  5. HoS can increase security slots, by one every minute, from their department management console in their office.
  6. I prefer random as opposed to having to furiously click and break my enter key. RNG is the future, old man.
  7. Having science goggles in your pockets will allow you to view reagents in containers regardless of whether or not you're actually wearing the goggles.
  8. When mindshields became sling-proof, it only downgraded the game mode to revolution with more steps, except worse for shadowlings. In revolution it made sense to make revs harshly curtailed by mindshields because it was a good balance to the fact that revs can very easily recruit because it's merely a click to do so. Slings don't have this benefit. Conversions are much more laborious on their part. The problem wasn't really that slings 'snowballed' because there's not really such a thing for slings, imo. They're just winning. When cult wipes out security and starts converting people en masse, they're not 'snowballing', they've just removed the only obstacle that all antags generally have. I'd posit that the real problem isn't that slings 'snowball' per se, it's just that they can win very early and very easily by getting the drop on security before security really has a chance to actually react to their presence and the fact that victory can be so assuredly locked down so early in the game makes people not even want to try to fight back and just slip into apathy as we see ascension 20 minutes in. Maybe a better solution to this is to prevent the potential for an early game locked in ascension by preventing slings from melting mindshields until they have a certain amount of thralls, or requiring one or two thralls to be present for the melting of a mindshield. This contrasts with the current change that pretty much guarantees a crew victory or endless murder bone depending on the ability to mass mindshield. Now if security is captured and enthralled it's often after the crew has had time to actually call out the slings and at that point security should be able to put up a worthwhile and fair fight, meaning that victories are earned rather than quickly stolen like a round start teleporter emag. If we're going by the original PR that made this change, the problem was that security was getting thralled and causing the slings to 'snowball' (i.e., win) and if the problem is that security shouldn't be able to be thralled, I don't understand why mindshields were made sling-proof, because that goes far, far beyond the original scope of the problem and just seems like the nuclear option rather than the sensible one.
  9. I actually like it a lot. Compared to other items that cost <= 4TC, it's actually kind of overpriced tbh. Hard disagree. Hiding a body on demand is a really good thing to have for traitors with assassination objectives. It's generally more sportsmanlike too since it creates the possibility of the body being discovered if security has the suspicion to check for those kinds of things. It has downsides and upsides that are reasonable, such as the body is still relivable if located but you get to hide the body virtually on demand since you can spawn it in wherever you want. There's so much in this game that's "bad" from the perspective of realism lol. It wouldn't snap the suspension of disbelief to just make it a special bluespace coffin that's only a couple inches thick or something. The storage implant uses the same logic and it's perfectly acceptable. There aren't ANY traitor items that make bodies hidden, though there are ones that make them unclonable (meat cleaver and chainsaw, for example), but that's not what this item does anyways, so it's kind of without merit to compare it to traitor items that can. One of the biggest facets of traitors is that they have multiple items that can do the same thing in different ways, depending on how the traitor wants to proceed. Saying, "This isn't necessary because there are a million ways to do this" isn't really a strong point against this suggestion because that's like saying, "why add a sniper rifle to the game when you have a pistol" because they both shoot stuff and kill things.
  10. They've got about 5u of saline glucose and 10u of nutriments, if I recall.
  11. No escape means NO ESCAPE. While it does make use of 'slip_stun', it works more so like a taser in function. So it's less of a slip and more of a reskinned taser bolt, sort of. However, on this topic, I DO think the staff of slipping is kind of a silly weapon for something that's relatively easy to find. It has the same stun effects as a taser which is ~10 seconds depending on the server's tickrate. It charges itself AND it can be fired with less delay than a taser can. That being said, the CNS (the stun reducing implant) actually shortens ALL stuns to a few seconds, including the staff of slipping. The only thing that could keep you down for a significant amount of time is something that does stamina damage like some really specific chems or disablers or something like that. I don't really like the combat defib either. It's pretty insane that it'll automatically launch someone into cardiac arrest and is a pretty absurd silent killer since they're locked in place, unable to speak, and die in about 15 seconds, most of which is spent in hard crit and unconscious. Luckily, it's sort of quasi-locked behind the fact there's only one compact defib on the station UNLESS you're a nukie and you order a combat medic kit which is only like 7TC and it even nets you some really solid stims. Unironically, I think if nuke ops all got combat defibs, meth donks, and shielded hardsuits they would just annihilate anyone they'd run into. Emagged/EMP'd combat defibs are very strong from what I've seen. Unfortunately, the suit stopping the stun idea kind of runs counter to the combat defib, because one of the defining features of the combat defib (That being the unique Combat Defib and not just any compact defib that's been EMP'd/emagged) is that it can revive THROUGH hardsuits so it makes sense that it would work THROUGH hardsuits, too.
  12. Yeah there's already a lot of restrictions against traitors using explosives without being hijack. This is probably for the best.
  13. what about monkey gamemode in paradise? lmao I'll never understand why anyone thought mutiny would be a fun gamemode. it's defunct status aside, it usually just boiled down to loyalists thinking, 'hm i wonder how hard we can grief the station before everyone lynches us' also, revs except the headrevs are monkeys with jungle fever when?
  14. The last time I saw someone bring it up was way back when Vox were still spaceproof so I feel like that probably affected a lot of opinions at the time. I never really thought dwarfism was particularly strong mechanically, but at the time people probably didn't really see a good reason to give Vox more boons than they already had and I agreed. Now that the spaceproof Vox is a thing of the past, dwarfism is a totally reasonable thing to give Vox. There's not a lot of particularly powerful ways to use dwarf since it's pretty much limited to just being able to walk on tables so for the most part dwarf is just a visual change, but it'd be a nice token for Vox players to sort of stand out from the other races, which is supposed to sort of be the inherent point of unique races.
  15. I'd like to think not dying to EMPs was the sort of 'buff' Vox got when their spaceproofing got removed, but if you want to keep in line with lore without getting too out of hand, maybe something like Vox start with dwarfism could suffice.
  16. Assuming the initial issue brought up at the start of this thread is that cultists are getting deconverted in an unfair manner because they hadn't really done anything cult-worthy and security just did so on a whim, I feel like a SoP clarification will not change anything in a significant fashion. It is not really a server rule to break SoP and is even permissible ICly given an appropriate context to do so. Additionally, it is not even against space law to violate SoP, at least in a direct sense, so this change would completely rely on either the Captain or HoS desires to pursue the infraction to be effectively enforced and even then, I don't think we'd see very much come of it beyond a stern warning. It's also important to point out that making this an OOC rule would be quite unfair since punishing someone for being wrong about a suspected cultist when they genuinely thought that was the case would be very unfair to the security player since we cannot expect players to be 100% accurate with these kinds of things and to be wrong is not some form of griefing, so punishing it is just outright. A mechanical solution would be equally hard to sort of fit in because when you talk about making holy water poisonous you have to remember you're also affecting more than cult rounds. You're adding a new toxin, which is a new weapon to be used outside of cult rounds and at that point you're kind of going beyond the scope of the original issue and risking creating more problems down the road. If you're dead set on a mechanical solution, you might want to consider having the holy water affect the security officer negatively somehow instead of the person being tested, but I have no idea how that would work beyond conceptually. Unfortunately, the likely answer to this problem is a rule clarification and while I don't think that's the best solution, it's far from the worst. An alternative might be a space law clarification that prevents forceful imbibing of holy liquids against non-cult or non-vampire crew members without certain probable causes like prints on a drained corpse, witness statements, or occult items found on person.
  17. Well even so, an attempt alone is not enough to qualify a perma prisoner for execution. Unless you're suggesting that any attempt at all should constitute an execution, because I can definitely see that getting abused hardcore. I genuinely don't mean this in an aggressive or pointed fashion, but I was wondering if you'd mind to expand on the idea of greytiding that you see happen? Because, unfortunately, there are people within security/command that desperately want to execute antags at any opportunity because the possibility of them escaping is just too much for them to handle so if there's an option to execute, they'll always want to do it, even if it's not really deserved, per se. So to get some examples might help clear up how people are skirting the law in an unfair fashion and hopefully bring some easier to understand justifications to executing them for it. This is sort of an entire facet of the warden's job, in my opinion. Babysitting prisoners is definitely something a warden can and should be expected to do. Perma prisoners especially fall under this purview. Also, I feel like placing prisoners in indefinite solitary confinement for the specific intent of hoping they kill themselves for you is borderline griefing and I feel like solitary should have timers for certain infractions within perma because I see this exact thing happening relatively often. There's some pretty good reasons that you can't just straight up execute someone for the crime of being an agent, vampire, etc. by themselves. Perma is meant to provide something of a second chance for antags who aren't particularly violent. Trying to utilize or permit security/command to kill them before they're allowed to legitimately utilize this second chance is against the spirit of the game, in my opinion.
  18. Having to cut your gloves/shoes to wear them if you were a certain species.
  19. Yeah I agree with Mars. I think some flavor implants that add no real like... mechanical advantage could be nice, for sure.
  20. i want roundstart emp implants please
  21. B-But muh bureaucracy. I like the idea of the ticket machine and the sort of 'take-and-wait' policy they bring. It gives the HoP more time to give out more useless paperwork talk with whoever's at the desk instead of feeling rushed constantly.
  22. I think that the hoops necessary to go through justify the reward. Genetics is a bit cheekier in terms of hoops to go through since it can vary from round to round, but despite that fact we don't really see security outfitted with xray as commonplace. First off, I'm not sure you can say that that PR had 'popular support from the community'. A server player poll would probably be a more indicative statistic to pull from. Second, I don't think xray is overused so much as thermals are underused. Thermals definitely get the shorter end of the stick. While it's easier to get to the research levels for thermals, their material costs are about the same and they also don't have the latent advantage of being discovered via genetics. I think that it's reasonable to make xray a tad harder to get, but it's completely pointless to try and change xray. The drawback of xray shouldn't be in its function, but the endeavor necessary to achieve it. That being said, purely from my perspective, a good change would be something more like replacing xray with thermals in the genetics block, rather than making xray an exercise in masochism.
  23. Rather than re-work genetics entirely, a simpler solution could be to make it only possible to achieve certain block values with component upgrades. This would remove the 'muh rng' complaint because it requires a functioning RnD and also curb any early discovery of 'unfair' powers. Example being: Micro: <= B Nano: <= C Pico: <= D Femto: <= F If you really care about 'balancing' xray, implement the above and move xray to the Major Powers group rather than Intermediate Powers. Though, if I'm going to be honest, XRay/Hulk/TK are really the only things genetics has going for it. Most other powers are generally useless/flavor text. If you gimp genetics by adjusting/removing XRay, then Virology had ought to be next on the chopping block because the benefits that a decent virologist can produce would not only be better than what genetics could provide by a kilometer, but also infinitely more consistent as it can be cranked out reliably within the 15-20 minute mark. Not only is this an awful reward for reaching full power as a vampire, but this works both ways where this is just a terrible power for security to get because they're now subject to their own flashbangs/flashers which makes the power just dreadful. Overall, I think your proposed changes for XRay combine the worst aspects of Kidan, where you can't wear eyegear, and Vulpkanin, where someone can give you literal eye damage with a laser pointer, and IPC, where someone can rail you from beyond a wall. Generally the objective of a nerf is to bring balance to a feature of the game that would be considered unbalanced. I don't think the listed pros are worth the cons. I can understand people wanting to maybe make xray harder to obtain (which is debatable but I think it's worth conversation), but pretty much every suggestion I've read that involves changing how the power functions usually just ends up rendering it such a pain in the ass to have, that I'm starting to think that they truthfully just want it removed but they know that's a very extreme decision so they think that adding these unbalanced disadvantages will discourage people from using it to the point of obsolescence and that's just not a viable solution unless you want the power just straight up gone.
  24. But also different to cult, thralls are more easily identified. For a cult, you have to catch the cultist in the literal act of doing something cult OR have cult paraphernalia on them. In the cult situation, the situation is entirely reactive in terms of the crew. That meaning, the crew has to REACT to the cult. With thralls, the crew can be PROACTIVE, since thralls can be more easily identified by their 'strange features'. Security simply has to examine people they walk by, or tase, cuff, and unmask people who are hiding their faces. Additionally, it's very textbook to make sure that the medbay is being guarded since it's a likely target for sling divebombs. Dropping even one guard on medbay can cover both the ORs pretty well. Plus, the de-thralling surgery is so easy and quick that it's actually faster than holy water deconversions. So, this is an interesting point. From a security perspective, it's really, really easy to see that there's a security officer without their mindshield. They might as well have approached you screaming they're a thrall. From a non-sec perspective, I can see how it's frustrating to get bumrushed and stunned, then dragged back to maints while no-one really bats an eye. I think that security converts are what really solidifies the "snowball" effect. Once you've got a thrall with a ranged/melee stun and restraints readily available, it can get out of hand super fast. As sec on a sling round, when you lose that first officer that's when you know it's about to get really rough. So now that I've made those two statements, here's what I think of your proposals: If we buff mindshields, it'll become meta to just mindshield everyone in medbay as they get de-thralled, making it too hard for slings. Deconversion is already a pretty easy and quick thing to do as is. I can see this being a thing, but assuming that the station's so far out of control that you've got 15 thralls, by this point if an ERT is called in or there's still enough security to pose a threat, they're just killing thralls to deny them a chance for the sling to ascend. By the time you've gotten close to your objective, it's likely you'll be under the necessary thrall count. I actually think this is the best way to balance out the shadowling mode. There's a nice ability that sacrifices a thrall to delay the shuttle's arrival so you can buy more time to get those precious thralls. Here's the thing though: slings get access to an ability called 'Black Recuperation' at the 9 thrall mark and typically once the shuttle's called, you've got 9ish thralls so naturally the most common play is to use 'Destroy Engines', kill a thrall, then revive them. It completely nullifies the cost of Destroy Engines. I like this idea, but ultimately it would be at the cost of a complete rework of slings, which no-one really has the energy to do. Their abilities would all have to be either scrapped or almost unrecognizably changed. A good blanket change would be to make some abilities literally harm the thralls. A good strategy is to make each ability do a set amount of damage and then divide it equally among the amount of thralls. For example, Veil would deal 25 brute and burn to all thralls. If there's 5 thralls, it'll deal only 5 brute and burn to all thralls. Compound this with the fact there's probably 2-3 slings running around, it'll become very annoying to be a thrall since they're basically living batteries for the slings. Additionally, this fixes the issue of the fact that a good sling will always beat the best security officer, because slings have so many round start abilities to get out of any mistakes they make, it's really hard to actually catch one. Example: Sling is stunned, shadow walk, sling gets stunned again before the 30 second cooldown is up, icy veins, sling is stunned AGAIN before the 30 second cooldown, sonic screech and by then, shadow walk/icy veins is back up and they continue to slip out of any engagement. Combined with their regeneration in the darkness, it's quite difficult to pin down a sling even if they made three consecutive mistakes. Adding the blanket damage will actually harm the slings intent in the long run, since for each time they have to use abilities to cover up their mistakes, they are actively impeding themselves by damaging their thralls. If they don't make mistakes, their thralls live. If they do, their thralls die. tl;dr, if you want to fix slings, make them actually be what they're advertised as: Parasitic and manipulative beings.
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