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BadApple797

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Posts posted by BadApple797

  1. Colonial Marines Security is the worlds most huggiest hugbox. It works for them since every player has access to lethal firearms but this is a horrible idea for paradise. 

    With great gear comes great responsibility. 

  2.  

    The only suggestion I got for which job to improve on after Cargo Tech was Scientist so that's what we'll go with.

     

    Personally I think engineering needs improvements. Its mostly obsolete with the new atmos(there is no need for any atmos techs). I used to play Engineer exclusively, but it is hard to muster the will to fix window number 15859 when no one cares about it in the first place, and the only really special gear you get access to are hardsuits and pipe dispensers.

     

    I think science is one of the better off jobs. It is extremely powerful, for both antags (Those damn Traitor RDs always cause trouble) both also for the crew (guns, fast hardsuits, chems, artifacts)

     

    But some cool ideas (imo) that I had to add to science were:

    Change strange objects and the experiementor. Or expand, really. Currently strange objects are basically button press things, and they don't do anything until they are experimented on. Add it so that the objects can be armor, weapons, medical devices, and can work from the getgo (but without giving away what they do). They could have properties such as:

     

    • Inject a chem into the wielder / victim

    • protect from certain kind of damage over certain body areas

    mutate the wielder / victim

    RP effects. Some of the older players may remember a cult that formed around an xeno-arch artifact that simply made people who touched it "feel good"

    Deal certain kind of damage / heal certain kind of damage

    Require charge (like tasers)

    Charge other items (eg armor that charges your taser while you hold it)

    Cause a non-transmissible virus (spider eggs, nanites, ect)

    Spell Effects

    Grenade Effects

    Self Destruction of the object

    Scan things (detective, atmos, medical, ect)

    Heal / Deal organ damage

     

     

    Then change the experimentor system to work a bit more like botany with genes. Scientists can identify attributes of the device, and then apply them (with some kind of limiting factor, botany uses "gene corruption" or such, maybe an overall strength that gets divided among all the attributes) to new objects (probably make them cost minerals)

     

    This would make science more interesting each round, more powerful given time ( in botany it typically takes me about 45mins to produce genetically weaponized tomatoes) and would make artifacts in maint fun but dangerous to use - maybe you find a thing that injects you with omnizine, but secretly does brain damage as well

     

  3.  

    OH GOD I LEAKED PLASMA!, - I'll hack the doors to the singlo chamber open to vent the gas to space!

     

    Then either A) I cause a spark hacking, catching the the plasma on fire

    B) I open both doors so the plasma is free to rush out to the freely sparking emitters, catching the the plasma on fire.

     

  4.  

    We had another riot today. I made Protest signs (ranging from kek to abusive in terms of content) and it was quiet fun until the protesters started smashing windows.

    Security effectively arrested everyone and brigged them accordingly, no one was hurt, it was quiet impressive. Everyone was also released for the shuttle, despite being anything but compliant.

    I will complain about the protesters being bolted IN the sec lobby however. AI and borgs were less helpful than the officers there. Also the warden and HOS weren't fantastic (but I am pretty sure the warden karked it beforehand). The officers controlling the situation, 10/10 robust and fair.

     

    This is in comparision to the scream riot from a few days ago, which was peaceful until ERT threw in flashbangs and teargas (because that somehow encourages people to stop screaming) and pulled out laser canons. Then DS got called.

     

  5.  

    Something that's really been pissing me off lately.

     

    "HEH KEK CRYPTOGRAPH DECAL = REAL EMAG THROW AT YU GTE EXECUTEDE JEJKEKKEKEKKEK FATASS HALP SEC;;;"

     

     

     

     

    no no no

     

     

    -Win a GOLD decal

     

    -get a blank ID from the box in the HoP's because his window is open

     

    - hand lable ID "Captain"

     

    -Show sec your spare captain's ID

     

    -get permabrigged

     

  6.  

    Funny little trick I found recently.

     

    Start a round with some security officers on. Go loot maint. When you see an officer in maint, POINT at them, say*SCREAM and RUN away.

     

    50% to get you arrested on code green for "being suspicious" and sometimes even brigged for it.

    So you try your hardest to get arrested then complain about getting arrested?

     

    How is that TRYING to get arrested?

     

    I'll admit yelling cult phrases, drawning runes, running at officers with toy swords is asking for it, but the first time I did this I was only trying to express my displeasure of officers.

     

  7.  

    Funny little trick I found recently.

     

    Start a round with some security officers on. Go loot maint. When you see an officer in maint, POINT at them, say*SCREAM and RUN away.

     

    50% to get you arrested on code green for "being suspicious" and sometimes even brigged for it.

     

  8.  

    When command raises the alert level to red ten minutes in but won't tell the crew why.

     

    It kinda encompasses the "I am here to catch bad guys, not to protect the crew" attitude I hate in sec.

     

    Then the captain is all like " I don't want to cause a panic. There just happens to be something incredibly deadly aboard that I think makes it necessary to give all the officers riot armor and laser guns, but I won't tell you what it is."

     

  9.  

    Am I the only person that thinks shitcurity is an integral part of SS13? Am I the only person that enjoys feeling like the security force is really some african militia force that will beat my face for looking at them wrong? Well, I know that the answer is no because I have at least one friend as crazy as I am but really, having to watch your back around security makes rounds more exciting, so I wholly embrace our totalitarian overlords.

     

     

    I'll be honest, I love to hate security

     

    They are always there for me to be a verbal punching bag too

     

  10.  

    So negative light values are a thing now I am pretty sure, cult stuff seems to use it, harvesters and constructs actually ''suck in light'' or make the tiles around them darker.

     

    So I suggest a dark flashlight, or a flashlight that produces DARKNESS, equivalent to a standard flashlight. It would be an RnD item available at whatever tech level. Possibly Stronger ones available for traitors?

     

    USES: well obviously this makes it much easier if you get turned into a shadow person, you can at least wander the halls provided you don't get near someone with a flashlight.

    People trying to be a bit stealthy, stops people seeing your sprite, and good science in shadowling rounds is gunna have a ball.

    Creative way to kill a diona.

    Hiding an item somewhere.

    Weird botanists trying to adjust tricky light levels for strange plants.

    And it is nice to be able to utilize this nifty mechanic we now have.

     

    BALANCE: Well for normal players, it would mostly stop people seeing your sprite. As is you can mouse over dark tiles and see the name of what you are hovering over, AND you can now click on tiles that you cannot even see (behind a wall say). You're not gunna become completely invisible.

    For shadowling mode: really to balance it it just needs the appropriate material and tech requirements. If it is butt easy the lings are gunna run rampant with a handful of these lights, if it is high they will probably rarely get em. Also shadowlings (once hatched) can't wear jumpsuits and consequently can't run around with them without filling up their hands?

    Obviously they can be countered by the same amount regular flashlights.

    If you wanted to be a bit more complicated but have them less powerful, then we could just have dark flares, essentially the same thing but with limited use.

     

     

    Additionally, if you wanted, there could be a ''dark spotlight'' buildable from a machine frame and board + parts or something, but that sounds like a bit of work.

     

  11.  

    Personally, I find some baldie who welder-bombs sec five minutes in or an NT rep that runs around recruiting people for a pizza party gateway mission worse than snowflakey RP people with neon fur or hair. Just wait until you roll antag with them as a target and laugh as they scream exposition-ed backstory while you stab them.

     

    Also on the reflection thing: yes I understand the mirror eye thing. If their darksight is working, then the light it is''amplifying'' or whatever is the light that would be reflecting and ''lighting up'' their eyes.

     

    And to clarify, this suggestion isn't about producing light in anyway, the tile they are on remains the exact same, their sprite just has pixels that are always illuminated, like a harvester, which is a mob that actually reduces light where it is standing but is always visible.

     

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