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Leanfrog

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Everything posted by Leanfrog

  1. Be totally tripped up at the lack of breathing and any other bodily functions then probably just do my regular things and be petrified at the sight of a low thermostat
  2. Correction, it's at the 20 minute mark you can leave, crew can shuttle at 30, not as bad but still plenty of time for the crew to gear up
  3. Declaring war adds a timer to the shuttle console that prevents you from moving the shuttle until the 30 minute mark, regardless of your plans the crew are going to be well armed and reinforced, not trying to say this guide is wrong but at minimum the crew will have 20 minutes since you can't dec after 10 minutes
  4. Most rounds the majority of the time will be spent on red alert meaning robotics can build combat exos whenever, and more often than not a toxins bomb isn't going to be visible before it goes off, non antags also have no reason to be hoarding these things as they don't serve them any purpose or would result in a rules violation, what RnD can make indirect weapons as well as some of the most powerful non syndie implants in the game
  5. Honestly adding something along the lines of miners not being allowed to bring overtly lethal or dangerous equipment on station outside of an emergency calling for it, into their SoP seems like a logical addition, maybe add some personal lockers down on the outpost or at the mining dock for them to safely store their equipment, just because they found some stuff on a lava planet doesn't make them exempt from space law
  6. That's against the rules then, that's valid hunting and you ahelp that when you see it.
  7. So, an idea I've come up with is splitting the duties of sec into two new roles, keeping standard sec officers as is but they are now only tasked with handling non antag security work, so things like that brawl that just broke out in the bar, and adding in a new role with the duty of dealing with antags as well as handling space law if it is needed, this would create a more low tempo job that newer players could take to learn the ropes without the burden of dealing with antags, the new role would have the same starting equipment as officers but with basic departmental access to handle emergencies within departments, I'd imagine the new role could be something along the lines of a "S.W.A.T Officer" specifically hired to counteract syndicate actions on NT locations. The less stressful duties of standard sec officers will allow for more experienced players to teach newbies the ropes of space law and SoP while they don't have to deal with the stress of hunting antags, I'm sure it could be worked into SoP that standard sec officers if the situation calls for it will be allowed to assist in dealing with antags, but it does not mean they are required to deal with them.
  8. So, while this sounds fun and a great addition, looking at some of the effects you can create, they would prove incredibly OP, science already makes for the most powerful antag department with mining as a close second, imagine how incredibly powerful one or two people could become working with another traitor or other antag from mining or science, I'd enjoy this being a feature but it'd have to be so heavily nerfed it would probably be but a shadow of itself if it were brought over. Something else that was brought up is that it would be a monstrous task to undertake code wise, TG has a lot more active and capable coders than we do making anything they do a lot easier for them in contrast to our team here.
  9. Leanfrog

    mech nerf?

    For certain antags such as xenos or terrors, they can make use of N2O canisters which will near instantly incapacitate the mech pilot if they don't have their internals set in advance, this not only impacts Mechs but standard crew as well, my best story of this is when the gamma durand pilot fell asleep before they even reached the problem.
  10. Yeah actually, that seems like it would make for a great change maybe even make it so you can stack for more resistance up to a point of immunity
  11. So as of right now, the goliath cloak is worse in every way than the explorer suit besides fashion, kind of disappointing for an item that's such a hassle to make, how about we change that My proposal is this, make it ash storm resistant, not storm proof but resistant this would add great utility to a fairly rare item and make it actually worth the effort of creating, think of it like a rain coat, it shields you from the rain, but it doesn't cover all your bits so you still get a little wet. My other idea is to make it into something you attach to your explorer suit granting the storm resistance but no extra defense, this would still grant great utility and overall probably be even better than just a buff as it reduces the hassle of having to shuffle through your bag each time you want to get it out.
  12. This is in response to the active PRs to rework Diona And Slime People, instead of shoehorning in the need to breathe simply to accommodate for newcrit, why not rework nobreathe to be in a state that doesn't make one immune to oxygen damage but removes the need for breathable atmos, this would allow Diona and Slime People to retain their immunity to atmos while still being compatible with newcrit, now this may be harder than I think but it feels like a very reasonable thing to change instead of removing their innate ability to ignore atmospheric contents.
  13. No, the experimentor keeps your UE and UI iirc so you can just brain transplant then take the ue and ui of your old body to be back to normal, also unless you made the SM before you got transformed it wouldn't do anything
  14. Honestly yeah, that would probably be better, just removing the ability to instantly inject someone with it would solve a lot of issues
  15. This chem's been in the game for a while now, and after seeing just exactly how it's been used over my time with it, this just feels necessary. SM has proven (at least to me) to be primarily used as a troll chem to forcibly turn others into its creator permanently ruining their physical ID with little to no chance to react other than not getting injected. While the potential beneficial applications of it do exist I've almost never seen it used that way. My suggestion is this, remove SM or rework it in a way that it wouldn't prove round ruining because now you're stuck as Jimmy Mctwiddlebob for the rest of the round, for my suggestion of a rework remove the ability to change the race of the person injected and make the chem only change the person's ID based on how much was injected (I.E make it revert back to normal after being fully metabolized) Yes this does seem a little extreme but I'm tired of seeing people run around trolling with this stuff and permanently screwing up people's rounds
  16. Yeah, I did imagine this being pretty stronk, perhaps it could be limited to one per nest, and the tunnels are a potential, not something needed, they are also pathetic in combat, they would die fast and deal roughly the same damage as a toolbox in my mind
  17. As the title suggests this is a concept for a new type of Terror Spider. My suggestion is this, "The Dark Brown Terror Spider" it's appearance would be loosely based on the Sydney Funnel Web Spider, they would be the so called "builder" of the nest and can only be spawned by whites or Queens, much like the brown terror spiders they have pathetic combat capabilities, however, unlike every other spider they are spaceproof, this will come into importance soon. They would have the ability to spin solid web walls which block atmos and would take roughly 3 laser shots to destroy, they also have the ability to create web floors, said web floors emit small amounts of O2 and N2O enabling the creation of space as well as slowing humanoids down a similar amount to a duffel bag slows one down. Possible Extra Ability Web tunnel Creates an entry/exit point to the tunnel system, this is effectively a teleport to a set location (inspired by the Tunneler from CM) this ability would have a fairly long cooldown to make it something that requires strategy to use properly. Summary This spider would be a heavy duty support unit not intended for the front lines but creating a safe reinforced area for the hive to grow its numbers and recover. If they do get given the ability to create tunnels the combination of their space immunity and said tunnels would allow for some potentially interesting plays for the hive by setting up an ambush from behind or take out vital areas while the main offensive force is busy at the nest.
  18. I'd enjoy a loadout version of the regular turtleneck we already have just so we can have the fashion of that jumpsuit but still have suit sensors.
  19. I actually did mention the auto borger in my last reply, and yes while powerful it can raise suspicion as to why there's suddenly a surge of borgs being made, also remember, borgs don't have hands, if they want to move certain things they have to drag them around on the floor, this also prevents them from preforming other tasks that require fine manipulation, and as I previously mentioned when a humanoid does a crime people don't automatically scream "AI rouge, blow the borgs".
  20. That implies that people have bought traitor comms, also sometimes it's just easier to have someone working specifically for you, and the AI may not want to reveal itself to the traitors on station. Also, I'd imagine the cost for the nanite injection being similar to the cost of the auto borger, a very powerful but expensive tool.
  21. Shadowling tumors are a very different kind of thing, they're from Shadowlings you know the things that are allergic to light, the tumor dies because of the light, nanites are called that because on a scale of size they are on nanometers, physically impossible to see with the naked eye.
  22. I mean, I'd imagine it'd be pretty hard to remove nanites with a hemostat, also, I want this to be a more permanent utility to the AI, simply being able to remove them would remove the point of being able to EMP them when you can just stun and cuff them remove.
  23. Probably just have a borg next to the target, possibly a mediborg, then use the ability with the victim under your cursor.
  24. Another idea that may or may not be unbalanced. This time, it's something that could very well make sense. My proposal is this, give Malf AI some way to essentially mindslave crew, it would be a moderately expensive single use ability that after a short while (similar to thralling a mindshield crewmember as a shadowling) injects the victim with a swarm of nanites that override the victims will, these nanites can be deactivated via EMP on the affected crew member, this will not destroy the nanites however, only deactivate them, the AI then needs to spend an increasing amount of power to reactivate them after a reasonable delay. This would give malf AIs access to operatives with hands, something very valuable to an army of robots without fine manipulation, as well as potentially giving them the opportunity to commit some crimes without immediately having crew scream "AI IS ROUGE GET DA IONS" now this may seem like a straight buff but the crew may be able to use this new ability to their advantage, if the AI is outed they can use an EMP on the victim to potentially send them in as a saboteur, the AI isn't notified when the nanites are deactivated so an inattentive AI may not notice that their former agent is no longer loyal and when brought into the core to help defend turns on the AI killing them and saving the station.
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