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Nukechicken

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Posts posted by Nukechicken

  1. so i was nukie one round and when i used the noslip shoes i easily got killed by a miner who got the staff of slipping early on,which i had reviver implant and the stun shortener implant(forgot the actual name, while another operative was dressed as a fake job and killed 4 people in one minute with just the combat defibs and a locker

    to me this seem EXTREMELY unbalaced, i think either give noslip shoes more power to prevent slips from the staff of slipping, or add a deluxe noslip shoes that are more powerful and expensive than ordinary noslip, or give the staff of slipping a cooldown so nobody can spam it like an lg saw, or the staff of slipping easier to disarm (as it is a slippery staff, which would make sense)

    then the combat defibs pretty much instakilling every about 3 seconds is also very unbalanced, i suggest either lengthening to recharge or make certain clothes prevent the use of the combat defib

    yes i am aware this is an rp server where unbalance dosent matter if its rp friendly, but it also shouldn't be a game of survival mode rock paper scissors everytime you meet an enemy either

    • Like 1
  2. this is more of a "wouldn't it be cool if" suggestion than an actual thing that would keep the game as balanced as it is today, so i unrecommend actually adding it (good job to whoever kept paradise so balanced by the way)

    i was doing my job while thinking of stuff that would be cool to be in paradise and i came upon the idea "what if paradise station had protagonists" 

    the protagonists idea is security members will be "overambitious" and try to do specific things that are against space laws, aka corrupt cops basically, the overambitious detective could have a objective to frame someone and get them permabrigged (probably by using evidence from actual confirmed syndies), giving iaa and magistrate an actually exciting role to play, trying to determine if evidence was faked or not

    the skeptics idea is basically random people who are or are not targeted by antagonists(i feel like it should be a 4/5 chance that the player is actually targeted) the feeling that they are being watched and given objectives to gather armor and weaponry, this creates a more exciting round for antags, i find it boring when i can kill someone as an antag without being apposed much

    i have a general ert update, what if erts had objectives that are akin to basically collecting taxes, since this s a research station after all, erts can collect bodies of changelings, shadowlings, vampires, ect to bring back to the NAS trurl for later research, when the station isn't being influenced by anything, and changeling erts can be added, cause if the changeling is robust enough, they could wipe out the entire station, if they're allowed to anyways, these erts could have multiple stun weapons, katanas for slicing heads off quickly, and charcoal bottles to reduce sting affection time, hot chocalate to reduce effectiveness of cryo sting

    hey heres a funny joke, therapist ert, for when mindslaves become too much

  3. There's already two different medicines you can use to fake your death, one of them much better than the other, and the better one can be found in maints, and the other can even be used to frame someone as a changeling, although rarely, i do think this is a great idea, but wouldn't that make those two medicines basically obsolete unless if you're planning on taking enough of it to play dead for a very long time, which is expensive and hardly worth it, also consider the absolute unbalance, vampires now have a way to absolutely wreck you, and its not like theyre gonna actually believe you if you fake death, therefore making them have a much higher advantage, cultists can destroy sec with this if played right aswell.

  4. Recently played as Renault and thought "this is completely unlike an actual fox"

    I've been planning on getting a pet fox so I've been looking at a lot of stuff about foxes, what they eat, what they do, what are legal in my state and how to get a permit for one, so I'm gonna run down what I find inbox like for paracode foxes

    1. Paracode Foxes are too slow, a true fox would be at least slightly faster than normal human running speed but slower than meth speed

    2. Foxes in paracode can't pick up anything in mouth, they should at least be able to pick up tiny items or eggs like they do irl

    3. Foxes in paracode don't make fox noises well, I suggest taking some audio from a saveafox video on youtube, I don't think they can trademark or sue for likeness on the sound of a fox

    That's all I can think of right now

    Your probably thinking "won't 1 and 2 make foxes a pain in the ass", that's the idea, foxes irl are a pain in the ass, that's exactly why I want to adopt one

    Its also supposed to make people think " wow the captain can take care of a fox! Wow how responsible and commanding" since foxes irl hardly ever listen to you or try to understand you, they also apparently get into EVERYTHING

  5. A role that is basically a job not shown on the id, instead the Id will be a normal civilian Id, but start with a bunch of certain crafting items that would usually be found in maints (specifically the modular receiver) and maybe a chem dispenser board

    This would be useful in extended rounds where sec gets boring because there's not much to do, instead sec would have a drug lab/illegal weapons forge to raid

    And the contraband trader can have objectives to fulfil much like science and robotics

    Ex:

    Make 4 makeshift shotguns

    Make 3 garrotes

    Make 5 powered crossbows

    Make 26 makeshift shotgun shells

    I would say that making certain chemicals could be an objective, but drugs usually are extremely hard to make and would probably not be fun to constantly repeat the making process of them

  6. basically add a new section of items for syndicate traitors of specific species

    example items i thought of:

    syndicate veils for vulpkanins that completely negate flashbang effects and serves as welding goggles

    power crawl module  (something that can be directly applied to an ipc) that makes an ipc able to move through wires and control rooms when they stop at an apc, but makes that apc blue and trips a power alarm, essentially making you a much less powerfull ai (this one i think is pretty arguable for its balance)

    spike thrower for vox, if you know what a vox raider is, you know why

    cryokenisis injector for drask, or something to cause coldness in large areas

    tajarans can have razor claw implants or something of the like

    diona can have swiftness gene injector or space vine (maybe dehydrated or a grenade type)

    skrell can have, honestly i have no idea i keep on thinking "something that can spread water that can drown you" but i dont think the water physics in paracode can handle that, or at the very least it'll look stupid and be easily avoidable

    grey can have advanced stun baton or radiation gun or telekinesis injector

    slime people can have red slime core or a compact slime grenade that creates many adult slimes

    plasmaman can have a jumpsuit that keeps them from setting aflame but lets  their plasma flow out meaning they can slowly burn up maint (or all of station if they  disable scrubbers or make fires on targets burn slower) making this hijack only is admins choice

    kidan can have humanoid-spray, that is basically extremely potent acid in a spray bottle (i find this something that could be a hilariously ironic way to die)

    unathi can have "art of the tail" book that causes you to be able to stun people for 4 seconds ( or atleast not long enough to cuff but long enough to get people into a headlock) and do 30 damage with your tail that you forget in an hour as to keep things balanced and affortable under 12 tc so you can use it with hijack if wanted

    please give your feedback on these item ideas and this suggestion as a whole

    • Like 3
  7. I have replaced my hands with vulpkanins multiple times now, and tried to use vulpkanin eyes as a human, except this doesn't work as one would think, I was thinking that the hands of species that have claws should transfer the claws onto whoever thinks it's a good idea to give themselves other hands, and darksight species eyes should transfer their darksight

    And maybe even fingerprints for that fact, so syndicate can get people executed if they are crafty enough to take someone's hand and use their fingerprint against them

    Maybe even implementing new syndie tools regarding this system would be a good idea too if this were ever to be accepted as a good idea

    • fastparrot 1
  8. I recently had an idea "what if we had something that was kinda the opposite of shadowlings" so I thought of a kitsune antagonist that can change between human and fox and after eating someone's heart, it revives that person as a skeleton, (or not, not sure if you can really revive a person and keep them alive without a heart) and make them servants to the kitsune, after the kitsune gains 3 servants, they become able to rip anyone's (unless they don't have a heart) heart out, but both the kitsune and victim have to be standing still and it causes the warning "[kitsune] starts digging into [victims] chest" and the victim will start bleeding, but the kitsune also gain a weakness where it glow in the dark, like a kidan's eyes, but produce no area light, making the kitsune very visible in the dark.

    After 6 servants are made, the kitsune is able to "allure" enemies, making the enemies in a 3 tile radius move towards the kitsune, and the kitsune is able to use claws instead of punches, but becoming weaker in the dark ( slowed down, allure ability does the opposite of it's usual function, shadowlings bare fists hurt EXTREMELY).

    After 9 servants, kitsune starts regenerating health in light, laser weapons heal, fire heals (controversial) (if this is applied maybe the cremator should revive?), darkness starts to cause cold damage, space slowly saps the kitsune of blood.

    The max amount of servants a kitsune should have is 9, as to represent "9 tails"

    Lore: The spider clan (I believe that's what it was called?) used to have kitsune as pets, but due to them eventually consuming their master and their generally dishonorable actions as they are mostly tricksters, they have all been removed from the spider clan and sold to random places and they've generally spread throughout space, where they eventually ended up on the cyberiad, most of the time either to try and remove shadowlings, or hired by the syndicate to perform various tasks.

    This idea I'm still thinking and improving on, and if you have further judgement, or improvements to the idea, please tell me

     

  9. On 12/8/2019 at 3:16 AM, BryanR said:

    You're more than welcome to talk to the maintainers about the project and try to code it yourself. Otherwise don't expect such a system to come to light any time in the foreseeable future. Just off the top of my head I can list a few reasons why it would be a rather complex project that would require a lot of dedication for completion.

    • How would this affect IPCs who aren't flesh and blood and made of metal. If only organics are affected how do we balance it so that they're not given an unintentional buff?
    • How would this affect species that have unique organs? ex: Neither Diona nor Slime have livers that you can punch for the unique effect.
    • How would this alter the balance of combat in general? Would it be more advantageous to target specific areas and would the effects be abused to give unfair advantage?
    • Would the effects remain if the organs in question were removed from the mob or are the effects intricately tied to them?
    • How would this be implemented if the mob has cybernetic organs instead of organic ones?

    If I ever have time I'll try to work on it myself

  10. Have attacking specific areas have a low chance to do something to the victim, like punching someone's groin cause them to drop items in their active hand, and punching in the chest to have a chance to stun, seeing as in real life if you get punched in the liver, if hard enough you will fall and possibly pass out, attacking legs give stamina damage, feet could trip people, and mouth causes someone to be mute for a second, though some of these might be even less of a problem to achieve even if its super rare with the gloves of the north star because more tries per cycle, giving the gloves more of a use. If you think this is a horrible idea then your probably right because this is mostly thought up in a shower

    • Like 1
  11. 11 hours ago, kazboo said:

    Don't think this is needed as an event. Prisoners can already do this regularly by either having stuff smuggled in or using the toolset implant when security is uobservant.

     

    thats pretty hard to aquire those when youre not syndi or engineer/science department, this was meant for things like vampires or some event created antags, like the masked killer or survivor

  12. Was thinking that maybe people with less than 4 hours playtime get an extra flavor text like "they look unfamiliar" or "they don't look like they're from here" so experienced players don't get too angry when some random person who doesn't know the rules murderbones them, grey tide style, and so mentors may have a higher priority on certain players that may not even know the controls

    • Like 2
    • angryeyes 1
  13. Event name: Wrenchstab redemption

    Desc: time to redeem yourself, prison.

    Map changes: no

    Code changes: no

    Population required: 2 permabrig prisoners

    Permabrig prisoners gain a wrench and a screwdriver (perhaps more, like 2 remote signalers). This event is unannounced and give permabrig prisoners a chance to redeem themselves through a stealthy escape.

     

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