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Qwertytoforty

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Everything posted by Qwertytoforty

  1. I did not do this when porting it, as either I missed it in code or it was a tg downstream. As well, I would rather not be able to quickly retract a helmet in order to apply a brute / burn mender through the modsuit which normally would require emaging the automender. If automender healing was limited to head when helmet was retracted, I would be more OK with this.
  2. Use the comments here or discord to discuss design, feature feedback, and discussion of https://github.com/ParadiseSS13/Paradise/pull/21147 That PR page will be having many commits / review, so this area will work better.
  3. I like the premise, however I do have some concerns over it. I like the idea of spacicilian slowing it down in the early stages, A simple treatment method that buys medbay more time. I am fine with dead hosts slowing down incubation slightly (say 20%), so xenos do benefit a bit from keeping hosts alive, but not penalised when their nests are spaced / people suicide or succumb in nests, or when they have to use their claws on someone stun immune / on drugs, or punished for larva biting hosts to grow faster. Resin nests should probably purge these (or all) chemicals so people can't run into the nest full of them and delay xeno time greatly, by getting autohuged, killing the embryo with neurotoxin, and getting huggered again, consuming multiple huggers at once. My concern with cold people not processing, is A: Spacing nests will freeze everyone, stopping growth for xenos completely, and B: Cryotubes should probably not be used as a one and done method to put someone in them after injecting neurotoxin to cure them. Also, leaving a dead embryo inside of them will probably block them from getting another embryo until the one inside them is removed, which is not great.
  4. A lot of this has been said before, but they just seem too dark, and the speckled pattern in each corner of the tile seems off. Reminds me of foam flooring / having no slip mats / rubber boot mats on every tile. Just seems off / distracting.
  5. BSA: Perhaps an option to scale the blast, or make it more practical would be good, like said mentioned grenades. Station shields: Underwhelming, yes, but it actually makes sense as a station goal, and would logically be something NT would want the crew to have on any station. It is simple, but simple isn't necessarily bad. If anything, some improvements could be make more sats needed, and slightly increase the range on them to make them more usefull. It is simple yes, but it does not really need to be complex. Maybe make departments have to work on it, maybe make the sats need quality stock parts / larger cells. Maybe a power relay to power the sats. DNA vault: A nice hard changeable, multiple departments, but with quite the broken rewards. Some scaling down on stim / arm / stun may be good, while maybe buffing toxin to be something other than plasma and virus immunity. BSA. Sounds nice, but you almost never get any rewards of it, crew has a habit of cheesing it with belts / disposals, and the only way to power it in a practical method is TEG, which could really use a tweak. In short, it needs to generate more points with less power, but also spawn the portals on station, rather than just in the room it is in perhaps, to prevent cheesing it. The spawn rate should also be tweaked, having 1 point over the limit is a 1% chance to shut it down each cycle, which is admittedly way to common.
  6. Please no, we just removed the construct shell from the beach gateway, we don't need miners bringing ruined metal from lavaland to allow the chaplain to make construct shells
  7. Why did you want to host an AMAA?
  8. This is actually my quote, based on rounds I have observed, asking around other admins, and other players. I have not witnessed one shadowing accession since the nerf. I have only heard of 2 so far, from other players after this change, one of which being a few days ago. (Would be nice to have some sort of way of automaticaly tracking win rate of various antags and midrounds, to get truely accurate information, but as far as I can tell, shadowlings almost never win now)
  9. Slings are far from a perfect gamemode, and not one I enjoy, but sadly the mindshield PR made it worse, made being sec on a sling round suck more, made slings suffer as crew mass mindshields, and overall not fun to play as a sling, when rolling it means you die and loose 95%~ of the time. Revs get by mindshields with instant rapid converts. Cult shards and gets strong gear. Slings get teleporting stunny dark boi that dies in 3 laser shots.
  10. It depends on why you are ethering, for IC or admin. Someone beating up doctors and sec not coming over? IC issue. Ethering someone for stealing someone from medbay, or validhunting with an ether srynge gun? Admin issue. It's not always IC or always admin.
  11. Glad this thread was put up. Personally, I just think that if someone slips someone in perma, and starts hitting them, that they should not be executed for that. If that was any other person, that's assault on an officer, but if one does that in perma, sometimes security comes up and executes the person for that, which is a bit ehhhh. Just seems strange.
  12. @Spacemanspark Bottom comments and files change shows that he coded in lockbox functionality, but did not set any weapons to locked.
  13. This is the list of every traitor purchase between July first 2020 - July 28 2020. I saw one of these haven't been posted in 2 years, so I thought I would make one. The spreadsheet of data is at the bottom. Note: This list INCLUDES Nuclear operative purchases and does not filter them. Note 2: I am dumb, and probably missed some of the job specific items due to a mistake, but I did ~180 searches in total and plus most of them are not bought. Note 3: Surplus crates include surplus crates AND super surplus crates due to logging. Note 4: Some of these are really skewed, IE, chameleon flag, bought 15 times by 1 clown in a shift, and the soap, bought... 20 times by one agent in a shift. MOST BOUGHT ITEMS Emag: 400 times Energy Sword: 231 Syndicate Encryption key: 216 Adrenal Implant: 151 Storage Implant: 145 FK-69 Pistol (stechkin): 107 Stechkin - 10mm Magazine: 106 Sleepy pen: 92 Syndicate Soap: 86 Advanced pinpointer: 80 NUMBER OF DISCOUNTED PURCHASES: 384 TOTAL BOUGHT ITEMS: 4380 Traitor July 1-28.ods
  14. The armor is interesting. It has huge risks, but its more or less, unless you are emp'd, a permanent riot shield that teleports you when it triggers. A traitor chasing you with a pistol in a hallway is going to have trouble, when you take on average 50% less damage, keep moving, and maybe even teleporting into a nearby room. The armor has saved me from many abductor attacks before, or at least made it harder. Just dont use it near turbine or the engine. If you really want to make things interesting, randomize the reactive armor that is in the RD'S office, there is 4 of them in the code.
  15. To be fair, there is a SOP for RD having a gun from the protolathe on red, however, they generally ask when they don't need it. Terrors, shadowlings, or the RD was attacked / killed earlier in the shift? Now is a good time to let them have one. Just turning code red, probably not.
  16. Remember, station jumpsuits are one size fits all. Thus, they are vox sized, and stretch enough to fit a drask.
  17. Reaching 10? Impossible, perhaps the archives are incomplete.
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