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Dumbdumn5

Retired Admins
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Everything posted by Dumbdumn5

  1. 3, for all you newbies, I count as a player in this thread by decree of the ancient Adr.
  2. @SomeGuy9283 Couldn't even wait for a farewell IC, boss? Love the bastard, wish him well, I'll still be around to bullshit with him and clash egos if he ever gets his head out of the political drama. In the meantime, Godspeed you magnificent bastard, punch a syndie or two on your way out.
  3. Those flags look damned awesome, I was just referencing an old thing Deadeagle did in MS Paint, species flags in the style of Tetris Vegan, but these are actually really damn good.
  4. Favorite drinks for your most drawn characters or whoever you feel like drawing, a bartender has to know these things.
  5. secHUD I could see as being needed for setting people to a suspect role if they're running off from a scene. I could definitely see and want radios to be enabled with the security channel, but arrests are probably going to lead to a bit more trouble than they're worth, as that's not the role of the detective at ll, really.
  6. @Pawneaxmispronouncing names is absolutely phenomenal for command and sec players. Also, can we have species flags in the same art style?
  7. Who in the world told you that eardrum burster was fine? Think a PR is going up though.
  8. As somebody who's played an IPC for about 3 years now, I can say that, at this moment, I really like where IPCs. The only time an EMP can get a little annoying is working a job near maint like surgery or some parts of science, and an EMP goes off in maint, killing you through the wall. Aside from that, I'm a bit of a masochist for in-game death, and I like the nature of paranoia with 'literally anyone could have a completely concealed, nearly if not completely lethal implant or tool to kill me with so much as a glance.) Antags are in a good place in relation to IPCs because IPCs are absolutely phenomenal for utility jobs, engineering requires no source of oxygen and doesn't require any welding masks or goggles if unsuited, repairs are simple and often allow an IPC to recover near completely barring severe damage that requires surgery on some limbs, biosuits are unnecessary for the most part and IPCs can waltz around most of the more niche damage types like radition, environmental tox damage, and oxy damage, tox and rads which are very rare in-game and usually don't play a large role, but tend to be more difficult to deal with environmentally, are where IPCs shine when handling some more biohazard based emergencies when they do come up, and oxygen damage immunity is of limited use, as most of the time, where oxygen damage is, so is brute, though it is helpful DoT removal. Combat-wise, IPCs are able to be killed by a lot of the memechems and mixes, and are actually hurt worse by some of the more noticeable ones, for example, facid will stay in their system and pretty much keep them from revival indefinitely, as the damage multiplier on burn damage will make the acid even more potent (I once got stung by a few syndibees in maint and the roboticist went through two electrical toolboxes of cable coil before giving up on me), firesprays do more damage and tend to keep IPCs down longer, etc. They take staggering amounts of brute damage, which makes it so that the application of brute force to the head is easily one of the simplest ways to mute an IPC by just bashing their head off in a few hits, etc. IPCs are great where they need to be an bad where it makes a bit of sense for them to be, a lightweight metal skeleton that walks around and handles things that biological workers would shy away from, EMPs and common damage type vulnerabilities are good in terms of a balance between active and inactive damage types for IPCs. IPCs suck at tanking active damage sources, but shine where inactive sources would otherwise keep them down, making them a high utility and low combat race. I can understand where the damage nerf is coming from, as the thing that's the most frustrating is usually deaths that you had no way of expecting, a good blast through a wall leaves a lot to be desired from at least seeing the combatant, and half the time the IPC isn't even the intended target, a changeling could be running from a borg or killing off a synthetic target and catch one in the blast, an EMP grenade could go off in the other room to disable the cameras or screw over a machine and the bot would be downed without even getting to see what was hitting them aside from a sound and immediate death. A good suggestion I'd heard about the discussion this morning in staff chat that followed this thread was the potential for implementing the universe square law, whereby distance would correlate exponentially with required power, meaning for every extra, say, two meters, the power of the source would need to be doubled. The game doesn't always have to be fair to be fun, and a lot of the time, it's good to have races with more serious downsides and serious upsides to complement one another because it plays into making a specific gameplay style for each race, it gives the race a certain flavor. That said, it would still be nice to be able to survive inadvertent EMPs, or at least have more of a chance to run when a direct counter appears. Plant-B-Gone appears in a green bottle and is fairly noticeable, bug spray has its own in-hand sprite, syringes and syringe guns have highly noticeable sprites that make them easy to identify as threats, and even normal sprays have sprites that show up prominently and often give people the idea of 'I should stay a little further away from that guy.' Though a lot of EMPs are intentionally stealthy, as they have to compete not only with IPCs, but borgs and the AI as well, which makes it difficult to balance around items and visibility, though that's not what this thread is suggesting, really. tl;dr I like where IPCs are and as somebody who's been playing them for about three years now, I've come to enjoy EMPs as a downside due to the feeling they create. Much of what I would have to say about them in the negative sense, would be that the more unintentional 'through the wall' EMPs are more of a problem than EMPs stemming from active attempts on an IPCs life, as they're reasonably balanced towards utility at the detriment of combat ability. I don't think that the changes suggested are wholly necessary, but I understand where they come from and like the discussions about balance that arise from this sort of thing. I'll abstain from the vote and stick to writing and watching what's being said.
  9. Why am I imagining this as Nar'Sie's way of giving somebody a friendly hug? "Welcome home, how long's it been!" *begins to death hug the Ascendant
  10. Behold, this OSHA chart of different color meanings in the workplace, do try to stay on topic though.
  11. Seems alright, maybe, just want to clarify that lethal force should only be permitted in the case of physical blockage and resistance, and that verbal resistance should probably not be grounds for such excessive force. However, I'll state that I'm incredibly uncomfortable granting additional reasons to kill off nonantags or create issues between nonantags that result in additional in-depth ahelps and investigations. I'd be worried about the ways people might try to weasel around specifics to off people disagreeing with them on a command or idea on the grounds of impeding security, a requirement that all uses of lethal force be reported to sec or notification of medical staff be necessary either in-field or after the danger has passed to minimize casualties and reduce the amount of people taken out of the round. RP-wise, I worry that this might cause more issues involving a more wordless security body during emergencies than we might already have. This is not to say, however, that this is completely out of the question or unnecessary, as those intending to impede sec 'for the lols' and just try to act like a nerd towards sec should have some consequence involved, I just don't personally believe that lethal force is the answer they should necessarily receive. In any case, I'd like to see a bit of discussion on this and more feedback, as I'm curious to see if this is seen as excessive or acceptable.
  12. Backgrounds actually sound like ... a really kickass idea, though you might want more than one or two free societies, and karma for different ones is possibly a good idea but might be better left to races and jobs, not something like this that would foster RP with more variety available from the get go. It's actually a really kickass idea though, might make a few hoodies or clothing items based on the ones implemented.
  13. Pfff, Novus Mug, Lem is gonna be pissed.
  14. I don't know if Jonah is laughing or terribly embarrassed, it's wonderful either way.
  15. I do notice the neon signs though, any Hylotyl city inspiration? Somebody else plays starbound besides me? (Also ,good God is that wallpaper material.)
  16. Rev sort of became a murderfest because it would snowball from a few people who had no idea what they were doing to a whole station of revs killing just about everything that didn't have a big red R or blue R next to it. Unfortunately, they usually ended up bombing the shit out of the station that they needed to capture, and killing shitloads of Revs just to get at a single command member. As an admin, this gamemode is possibly the most unwieldy because most of the chaos stems from the level of control the rev heads have. If the rev head is good at leading lemmings, you can guarantee the revs are going to win with very little hassle and less bombings, most of the time however, these lemmings flip their shit and become pyromaniacs the moment they hear the flash go off. It's not that rev itself is a bad gamemode, it's more or less that people don't seem to be able to handle it reasonably without causing things to spiral out of control. More or less, there's a reason why it's considered a badge of honor to solomin a 100+ pop rev round, it isn't really fun for the revs, nor the players, depending on how long or how crazy it gets, and it results often in a major imbalance between calm and action shifting mostly towards action with zilch for words the rest of the round. Rev is an awesome roundtype, but only if done right, and history shows that usually people aren't able to keep the tide under control for long enough to make it as good as it could be.
  17. No, Jonah, a shirt does not qualify as armor, and you end up dead half the time because you want to look stylish while chasing the bad guys. (The art is fuckin' neato).
  18. Only the eternal void of space. (Welcome back!)
  19. With the Noir mode on the det glasses, I can only imagine that a few gameplay scenes may find their way in here, cult, possibly? (Keep up the good work, a middle finger a day keeps the stress away.)
  20. Memory? Who needs it! Where's the fun in staying in a wholly consistent, sensible universe filled with people you know when you can be terribly confused and not understand what's happening? (Dark quota is properly fulfilled, looks pretty damn high detail, nice!)
  21. Spooky maint dudes are always better than regular old nerds, especially when those spooky maint dudes are shadowlings.
  22. As an IPC player, I do agree that I'd have to gut you if you ever planned to do this.
  23. Sax is obviously a staple in any good artwork, also, I see an old dude in the top left, I demand to know what other old people I can scream with exist at all times. Scruffy is currently the bet screaming partner I have considering Quinton isn't as old as I thought his character was.
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