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Leanfrog

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Posts posted by Leanfrog

  1. 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

  2. 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

  3. 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

  4. 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.

  5. 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.

  6. 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.

  7. Another issue I've noticed is when browns or purples spawn they tend to immediately break the wall nearest to them, this is an issue for obvious reasons, now we could make it so that they have a delay on their actions on spawning or make certain webs capable of blocking atmos, kind of like a holofan, I bring this up because far too often do I see purples spawning in turbine then immediately smashing the wall next to them which leads into space thus making the nest inhospitable after a period of time.

  8. 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.

  9. 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.

    • Like 4
  10. 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

  11. 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

  12. 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.

  13. 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".

  14. 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.

  15. 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.

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