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Dasneko

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  1. I feel it would be far easier to "motivate" players into cooperating with this idea of the hypnotism made the victim a minor antag like what has been discussed here earlier. Nothing that actively goes against the crew or harms the station but more as a resource for other antags (mainly Vampires in this case) to draw benefits from. What this role would be or do is beyond me at this point but it should be clear that it is not a "servant" of the vampire and has no reason to follow its commands. To throw out some ideas, perhaps he becomes a gothic and dark individual to cope with what his all be it suppressed experiences and cant stand the glare of modern lights. His objective therefore is either to either to convert his workplace into a more "moody" atmosphere with for example candles or simply darkness or otherwise avoid the bright sections of the station and those pesky other people.
  2. Yeah, having to make it from scratch is interesting for advanced players but it just increases the learning curve to an already daunting job. Having a very simple initial setup "for dummies" and an area like the current atmos where advanced players can set up their master pieces without having to tear down anything is a much better compromise. It would also fulfill the whole "make Atmos larger" desire.
  3. You are out and floating about in space. Atmospherics SHOULD be an important duty and it makes sense to separate it into its own slot. The main problem I see is that the station rarely deals with the problems of keeping an atmosphere in space. Perhaps it is too automated at this point or perhaps the system is too perfect. I dont personally know what the issues of having an atmosphere in space means but lets say we program in atmospheric issues to trigger throughout the shift. Something like the space fungus thing except it infests pipes and ruins air quality. Perhaps some vents or scrubbers break or lose some functionality at intervals. Things that inconvenience people enough that it is an issue but does not cause the shuttle to be called.
  4. As someone who will never touch this with a 20 meter toilet brush it would be nice to have a introductory and tutorial video series aimed to bring people into Atmos granted this has nothing to do with the actual game itself.
  5. Whatever! Just make sure to transmit the message "Order 66" when you trigger it to the selected Cyborg! We cant let this reference die!
  6. I like it on principle but you cant have it readily accessible or it will lead to major powergaming. Needing something obscure from RnD like a debug card or a high level access card from a head to initiate debug mode on the cyborg should be a requirement so the robotics cant just do a spot check every round. You also need to give the AI or antag a way to defend against this and I think the perfect way is to let the AI choose when or when not to update the Cyborg laws silently. The lore behind an malf AI could be that it has secretly incorporated a "Order 66" in the Cyborg that when switched on overrides the normal laws. Therefore it would make sense that you wont be able to find out about this modification or know about it through normal debug or examination. Also it forces the AI to choose if it needs the help of the Cyborgs and risk being discovered or continue further alone.
  7. It would also be nice to have a power system slot in the space pod where you can install modules such as extra battery slot, plasma generator (insert plasma instead of battery) or a nuclear reactor (insert uranium instead of battery). Perhaps if the pod blows with one of these the explosion will be enhanced with plasma fire or radiation/bigger boom respectively. There is also the question of built in mining scanner with the ore module to see ores in rocks since at that point its basically a mining pod.
  8. Quite an interesting and useful role to have as a contact for other traitors and would give a god damn use for the code words. A fancy handshake and you get access to some extra services or items. I approve.
  9. That sounds really damn cool. I also had many boring pizza parties in Cargo because I could not participate in the festivities.
  10. Far less of them in space howevre where is the place I had most issues, especially the white ship. Shuttles in general dont have APCs.
  11. There are many things you dont need but would it be in the way? Does it make any sense? Is there any alternatives? As far as I know the only way to "bring" food with you as an IPC is to literally carry a disassembled APC which is just silly.
  12. Well you could but its an annoying thing to try find an APC when exploring space. Especially now when the White Ship does not have one anymore.
  13. IPC should be able to eat batteries. Either completely consuming them or draining them of energy. Your choice really.
  14. Would be nice to have a shortcut icon for firing the space pod weapons since without a macro you wont be able to see the status (aka health and battery charge) and fire the weapons at the same time since they are in different menus.
  15. Not really. Think about it, Science nerds research stuff all the time, both in-game and IRL. But it's usually not scientists that bother themselves with production of those items, that falls into the job of an engineer of some description. It also gives Engies something to do when the station isn't being blown apart, work on machines and "Tinker", go upgrade and supe up various departments with better parts. Or just make personal projects and machinery. Science already kinda fucks off an does their own things, Telescience, Xeno-bio, Toxins and would still have the protolathe. Just doesn't pump out the stock parts. Science is the brain, the Research. Engineering/the Mechanic is the Brawn, the Development. I am not talking about in theory but in practice. I cant really see it being integrated well. It if was like that from the start then perhaps you could design things with it in mind but bringing it in now is terrifying honestly.
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