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FreeStylaLT

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Posts posted by FreeStylaLT

  1.  

    And maybe add in a required amount of heads on station at roundstart.

     

    I had a round, not too long ago, where I was the blueshield, and all of command staff was the Head of Personnel.

    I walk in their office, give them the usual death alarm, go to the door to go get my usual stuff, and SUDDENLY 5 REVS WITH SPEARS PUSH PAST ME AND MURDER THE HEAD OF PERSONNEL.

     

    Also, I wish I had gotten mad enough to save the logs of that round and the round after because of OOC.

    To all the shitlers in OOC calling me shitsheild, See you next tuesday.

    Yes, that assault was orchestrated by me, since I spawned as a head rev, saw I had one target and I knew the round wouldn't become enjoyable if more heads joined in and ruined everything so I flashed the two other Kidan in science, made spears and a stunprod in R&D and bumrushed the HoP's office with two other lolflashed people by other headrevs. As we got to the office Medusa just conveniently opened it.

     

    I think the problem with rev is the fact that it was pretty much designed as a team deathmatch mode, given the fact how easy it is to convert and kill someone, the more peaceful and RP routes of convincing and roleplaying out the actual reasons for revolting seem far less appealing for far less reward, since security will most likely NOT be willing to roleplay with the revs. All it would take is one member of the security/Command staff for it to immediately turn back into murderboning TDM. So, naturally, that rarely, if ever happens.

     

    Let's not forget that a RP-centered revolution mode was added, called Mutiny, which didn't really work out either, it being mostly centered around Command shenanigans and the directive being rarely, if ever fully carried out due to the ludicrous requests in it.

     

  2.  

    I don't particularly like having these changes implemented, at least both of them, since it'd severely nerf the way atmos can be used as a weapon by Atmospheric Technicians that know what they're doing.

     

    Fires have been somewhat nerfed already in the sense that any alternative sources besides forced, intentional arson have been removed (welding fuel) or toned down (atmospheric anomaly) to the point that a fire that was not caused intentionally is quite rare. From my perspective, seeing how fires are now primarily used as weapons, they should actually be worthwhile to be used as such, either for the devastation of more than just the are affected directly, or pressure overload to keep people out/use it to your advantage.

     

    Removing both of those features would eliminate the effective uses of stacking pressure either via canister or by fire in a certain area then releasing it into a room, same going for surprise breaches by nuke ops or other explosive detonations/windows for shock & awe, the inability to resist the suck-out is what made it a useful tool as an antag, if they can still run, shoot and otherwise interact/react to it, it'd make the tech's or antag's efforts more in vain.

     

    I guess I do have some bias coming from the fact that I have learned to exploit the ever-living crap out of the way ZAS works with pressure stacking, temperature and such that I see these changes as taking something that requires some knowledge to pull off properly and correctly for a great reward to becomes less rewarding for the same amount of effort.

     

  3.  

    As minor and insignificant it may seem, it is still a long-term addition for someone who has made a short-term, minimal real impact to the server. If this were to be added, in a month, or a few months, or even a week, once the playerbase shifts and new people have become acclimatized with the server people will be asking the question: "Who the hell's a Peirson?" as they drink it. The bartender will shrug "I dunno just some stupid name, misspelled "Person" probably.", seeing how Alice never has and never will, now that she's "gone", reach a community-wide legend status of Cuban Pete, who is still hard enough to find reliable information about without word-of-mouth, leaving the drink completely useless and nonsensical to everyone who isn't around now.

     

    If you really want something like this added, I suggest donating and asking for it to be your fluff item, at least then it would blur into obscurity and die with you, not the server or it's codebase, where the "big deal" of now should not be left ingrained in the codebase pretty much permanently.

     

  4.  

    Heya, welcome back!

     

    Quite a few things changed while you were gone, map-changes, ports, corgi UIs, etc. Come back on and check all the new stuff out, Kizarra!

     

  5.  

    Trust me, you don't want to see your own notes.

     

    If players were to see them, I guarantee you that there would be OOC or PM arguments/outrages/braggings over how that thing they did back then shouldn't be on the notes, or how all that shit they've done isn't on their notes. The last thing an admin needs is to have a rule-breaker not only argue about that rule he didn't break according to himself, but also over his own notes and have the admin get mocked/insulted over the lack of noted down activities they've done if they were done.

     

  6.  

    Actually, Dave has pulled off something similar with a Debt Collector of sorts, it was pretty much identical to this idea, except he hunted down people in-debt over some yacht purchasing escapades.

     

    Nonetheless, it didn't really work out all that well, he got attacked despite clearly being from CC and such. I also didn't get to witness everything that happened to him, so it could have been even worse things. Due to that, I think it wouldn't work out, the other players don't really appreciate these "Secret Agent" types, especially when they start toting authority and guns around.

     

  7. How would this work, exactly? Would it be during a traitor round? It also seems like you'd be excluding the majority of the crew and only leave the heads as the main focus for the agent, which wouldn't be very enjoyable for the majority.

  8. Hi there, I think I've had you heal me up a few times, if that was you, kind of difficult to keep track of the shorter Vox names, they're all too similar to me.

  9. I totally approve of this idea, but the cigarette vendors already dispense two hawaian or something cigars, that can last 2 hours of being lit, if you have a coin. I suppose more cigars could just get added to the coin-option, if this were to be seriously considered.

  10.  

    I don't see any reason why nuke ops can't be forced to be all human, with ERT-like customization options if desired, since the impact on the actual teamplay can be pretty big, like Earth said.

     

    Besides, the uniqueness of your character is going to be irrelevant since, honestly, you're not going to be really roleplaying jack as a Nuke Op, you're much more likely to just shoot a bunch of security and heads, displaying your set of combat skills, not acting out the woes and troubles of terrorism and it's implications and how Nanotrasen should be brought down, etc, we have other gamemodes for that, like Traitor/Rev. Not saying you can't do it during nuke ops, but it'd definitely be much less prevalent than during other, more RP-focused gamemodes.

     

  11.  

    also the advanced mop cleans twice as fast, but can only be used twice after being wet, instead of the five uses the normal mop has.

     

    So it's probably better to use the regular mop.

     

     

     

     

    Or you know, space cleaner.

     

  12.  

    pre-clicking?

     

    clicking where your target will be at the end of your move, before your move finishes. There's a small delay between clicking, and your click actually finding what's under it. This saves precious miliseconds in combat, and allows you with practice to move into melee range of someone, punch them, and move away.

     

    One pre clicker vs one non pre clicker will always win an even melee fight.

    You can do this with airlocks, doors and pretty much anything else that's clickable, I've gotten so used to doing this to open airlocks like half of a second faster by clicking them before my sprite reaches them, plus you can also avoid atmospheric spread through an airlock if you're fast enough and pre-click the door closing at the same instance as your sprite begins to leave the airlock tile.

     

    Also grabbing fire extinguishers from cabinets/closing firelocks behind yourself without ever stopping your movement looks/feels damn cool.

     

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