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Nazsgull

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Everything posted by Nazsgull

  1. Would it be too sudden for people to straight up fall unconscious some time upon being infected and when they wake up again they have turned? I was going to suggest twelve seconds, but I think that's too little time. One minute? Two? Alternatively people could have shivering in the first phase, then seizures at the second and lastly fall unconscious in the third phase, being turning the fourth. Shivering could act as a warning and then the seizures could be used by non infected crewmembers to isolate the ones that are. About being randomly infected: yes it is not okay, I am removing it. The only way to be infected would be to: Be a ghost and be prompted for it or Getting too close to a zombie and getting bitten/attacked
  2. I disagree, one of the cornerstones of zombies in popular culture (The Walking Dead, Project Zomboid for example) are that they only form hordes because they react the same way to stimuli, not as some sort of hivemind or team. Lacking a proper way to communicate (they can still mimic and point to stuff tho) should make them rely on numerical superiority and straight up tanking damage, not coordinated tactics. Not that I wouldn t add grunting languaje if enough people says so :) 1. I agree, sudden zombification may be a bit lame, that means the optimal way this could be handled (that I know of, again, feel free to say out loud any ideas you might have) would be for the zombies to be offered to ghosts or picked up at roundstart from whoever had the (to be created) zombie antagonist enabled and then the Syndicate sends them after a few minutes (say five/ten minutes?) using an infiltration shuttle. 2. I think I might have found a solution on how to implement a "Hard" cure: getting a blood sample from the Patient Zero, which would be one of the zombies, selected randomly. This would require crew securing their corpses (remember, they may fake being dead) to check if they are the patient zero, the virologist doing their job and then medbay being somewhat functional and safe-ish. Only the blood sample from the patient zero would yield a cure when placed in the PanD.E.M.I.C2200, the other vaccines would straight up infect whoever gets vaccinated, to avoid people just spamming the vaccines. This could be tested on monkeys, which could also be offered to ghosts if they turn :). The correctly vaccinated zombie (using syringe gun or smoke grenades), then would fall in a "regenerative coma", waking up in the same state as they were infected, all their injuries healed, except missing limbs. (this accidentally solves most of what PeakPerformance said in their second paragraph). 3. At the top 4. At 1 5. That was bad wording on my side (to be edited), I was referring to the slowdown you get as carbonmobs whenever you are badly hurt. 6. I was thinking on basing their HP on the state of their brain, on how damaged it is, so people focus on attacking their heads (as depicted in The Walking Dead). Note that incinerating them would also work. However I feel this may be complicated to do. Maybe regular HP would be better? 7. Yes, eating brains as progression was to enable some sort of it, but I still haven t thought of another way to do it. Maybe counting the number of carbonmobs infected by that zombie in particular? Still have no idea on what "abilities" should a zombie get. 8. Yes, they should be able to grab a lance or chairs or even glass shards and go unga on crew. However that raises the question of whether they should be able to infect people that way. Maybe an ability so they could coat the weapon in their blood to infect them? I however don't see a zombie sabotaging the SM, hacking a door open (they should be able to punch them, but it would take time) or turning off equipment through an APC (they could just smash them to pieces). Thanks Eric! Glad you take interest on this and also sad that there will be no more such events. I'll be interested in those files when I start coding for sure. To anyone else reading, your input is also welcome!
  3. Hello everyone, this post stems from a past zombies event that took place on October 23rd. Many people voiced their thoughts on wanting zombies onboard, something crewmembers should survive. It WILL induce chaos, but we get another biohazard different from spiders, blob or xenos. This could be either a gamemode or a midround event. Syndies send a number of infected onboard through a infiltration shuttle. A short time (depends on virus stages and balance, still to be determined) after someone (non IPC) is infected with the virus they turn into a ZOMBIE Their mob changes to a simplemob (a new mob/living/human/zombie) which sprite should be green-ish. Cannot use anything aside of bare hands, dropping whatever they had in them when they turned. They keep their equipment. They are hostile to EVERY other form of life they see Cannot speak normally, they just say guuuh or braainz or variations of that whenever they speak (inspired on the tape gag speech). Them not being able to communicate is to promote relying on numbers, playing dead and straight up tanking damage. They could still be able to point tho. They infect on bites and have a chance (25% ? ) to also infect on regular attacks (always slashes). They do not know who is infected (this is for them to just attack everyone evenly instead of ignoring infected ones) Biting would be a spell to be casted on one adjacent crewmember that guarantees they will eventually turn. They are as fast as a well fed human crewmember, not suffering from slowdowns from being injured (unless they're missing a leg or two, regular one/zero legged humanoid movment would apply). They can eat handcuffs (matter eater). There is no reliable way to tell if one is dead from afar, medhuds always show them as dead. You have to be close by to check (making posing as dead actually a valid strategy). They have no bloodloss. They have moderate regeneration. They can lose arms and legs impairing their movement and regular attacks but they would still be able to bite. Are still zombified if dead and revived with a defibrillator. About the cure (it is intended to be hard): Crew would need to get a blood sample from the Patient Zero, which would be one of the zombies, selected randomly. This would require crew securing their corpses (remember, they may fake being dead) to check if they are the patient zero, The virologist doing their job. Medbay being somewhat functional and safe-ish. Only the blood sample from the patient zero would yield a cure when placed in the PanD.E.M.I.C2200, the other vaccines would straight up kill whoever gets vaccinated, to avoid people just spamming them without testing (monkeys). The correctly vaccinated zombie (using a syringe gun or smoke/foam grenades), then would fall in a "regenerative coma", waking up as a bald human, all their injuries healed, except missing limbs. (this also solves crew overwhelming medbay with injuries from when they were a zombie). Open to changes, removals and additions.
  4. I like it, floor takes a lot of screen space and it being a bit darker makes it less eye-straining. The bad side of it is that there is less contrast between the walls and the floor. Could be solved making the walls a bit darker, maybe?
  5. Aleister has the kind of face that would say "I never asked for this" easily, only missing some augments, but I guess Robotics could handle that...
  6. What I can remember from the top of my head: -Tau Ceti system has a station that slingshots asteroids towards a mining area. -Syndiecakes are actually made from corgi meat (there's a space ruin that confirms that).
  7. After many hours wondering how people reacted so fast to my shenanigans I was told of this feature. Hope it s useful...
  8. Some thoughts? https://github.com/ParadiseSS13/Paradise/compare/master...Nazsgull:glowshroomsBalance Also I understand those values can be overwritten using the genemodificator :/
  9. I was Neil Enet, traitor assistant. Had to assasinate 2 targets and get out. Tried killing one of them but failed misserably. Hid in maintenance for 20 minutes disguised as a cigarette butt (charmeleon projector) to avoid security patrols. Then decided I had had enough, I was going to erase myself from the database. So, I go to security east maintenance, emag my way into detective office and I get disguised as a cigarette butt again. Not even 10 seconds later a security officer notices the break in but obviously does not see me (I'm a cigarette butt after all, what am I going to do, give him cancer?). He calls the Detective (Lytic Lere if I remember correctly) and they have a chat about who could have been. The Detective calls an engineer to repair the door and I wait for him to fix the door (I needed it fixed to emag it open hehe). They keep not repairing the door while I'm between crying of laughter and afraid of being caught. Finally, when it's done, I wait for the detective to leave and I remove my disguise. Turns out you cannot use an emag to log in into the security computers (I thought it would work, trust me it does not) and the Detective was right about to return. I promptly return to my cigarette form and hope he did not saw me moving back to my original position. He did. I thought about running but I knew they would spot me sooner or later now that they knew I had a charmeleon projector, so I surrendered. Aside of that, IRL I was going through a laughter attack. Got processed, all my syndie gear, my ID, toolbelt, insulated gloves... standard greytider equipment ya know, all gone. Fast forward a few minutes, warden is about to dress me as prisioner, then I look to the top left of the screen and I see it, the freedom implant icon. Turns out I had bough it roundstart but forgot I did. At that exact moment I was talking to the warden, commenting on how wacky the Emag was for failing at what I had tried to do. Then I said "Nevermind, gotta go", used the implant, ran through security to an opened door to the Main Hallway, dodged tasers and such, turned arround in engineering and got in a closet to hide and try to breathe IRL.
  10. You don't want to know what they are made of...
  11. Reviving post due to update (added situations).
  12. The thing would be for captain to be a traitor and not detectable by people nearby, but I'm not sure how to do that, maybe someone else does?
  13. So it may work removing the loyalty implant? (or adding a Syndicate one). In any case if the gamemode was not worth it then this idea may not be good after all...
  14. Name of Event: Traitor on the bridge One Sentence Description: Captain, who is a traitor, receives a message from the Syndicate marking defective personnel for assasination and Head of Security also receives those targets but from Central Command and ordering him to protect them. Map Changes: No Will this work with the standard NSS Cyberiad map. Yes Code Changes: No Will this work with the standard Paracode base? Yes Suggested Number of Players: High population What type of population level would this be best for? Any will do Full Description of Event: Captain gets converted to Traitor (yes, he gets un-mindshielded), with only objectives "Assasinate the targets and prevent them from escaping onboard the shuttle or any emergency pod.". Targets are delivered to him by a single fax stamped with syndicate mark. At the same time, Head of Security gets a fax from Central Command informing him of who those targets are and ordering him to protect them. Targets should be one from each department, to make everyone part of the event. No real traitors should be made aside of the captain.
  15. Suggestion: https://www.bfxr.net/ Suggestion after playing with it for a while: https://www.bfxr.net/?s=8%2C0.1%2C0.185%2C0.23%2C0.25%2C0.31%2C0.3%2C0.485%2C%2C%2C%2C%2C%2C0.135%2C%2C%2C0.5384%2C0.375%2C-0.14%2C0.69%2C%2C%2C%2C%2C%2C1%2C%2C%2C%2C%2C%2C%2CmasterVolume (Coin sounds might do for that)
  16. I agree with a 10-15 second visit time, althought that is subject to in game testing. It has to be enough time to grab items but not enough to kill someone or break , for example, the display case. Abut the reusing part I'm not a fan of this because adding that option because it makes the "stay in restricted area" part end prematurely, which in my opinion would make the gadget too unbalanced. On the glitch trap, it is supposed to be tiny, not bigger than a cigarette or a burnt match so it's hard but not impossible to see.
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