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Showing content with the highest reputation on 03/15/2017 in all areas
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I agree. Space lube is basically a shorter range multi-tile taser with a lot of ammo that can stun multiple people. The problem with it isn't that it can be helpful to antags, it's that the only reason it's ever used is because it's such a great weapon, rather than having any intrinsic RP value of its own. This is NOT a competitive video game. Unfortunately, there is a ton of focus in this server, even from some admins, on being "good" at the game, so it sort of results in an arms race between antags and security, leading to absurd scenarios like security having to carry around a crowbar and floor tiles.2 points
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Now this brings up a few good ones for me, but I'll keep it to two good stories for now. First one is a rather short one, it was the start of a lowpop round, everything calm, first thing over comms comes from the HoS, "No prisoners, only bodies." About ten seconds later you hear this over comms, from the AI this time, "The HoS is being murdered by their pet spider." No one really bothered to revive that HoS after Araneus killed them, because well... I don't think I really have to explain And the next one comes from a nuke ops round, where I'll let the screenshots explain... The HoS attempted to implant a death alarm into Araneus, little does he know Araneus doesn't fear death, he embraces it! And after killing the HoS and putting two security members and the mime into critical, his fury is finally calmed. And the funny thing... this was all happening while there were nuke ops active on station, shooting crew in the halls while they screamed for help.2 points
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Have disarm drain the stamina of people as well as the chance to disarm someone, rather than the knockdown being based on being lucky with RNG. Non-lethal hand to hand combat that can save so many excessive force issues.1 point
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Hello, one and all, my name is Frosty and my ideas are good ones. Story time! As of recent, I have been playing a character, "Donny", a maintenance dwelling tourist who has become feral and lives off of the land. Seeing how there is little land to live off to, I resort to setting up my camp in the unused public garden, setting a bonfire and claiming my territory. I am rather partial to the whole "abandoned, tribal de-evolution" aspect of my character, as well as the liberties that it entails. I'm unsure whether or not anyone will back me up on this front, but I feel like the tribal area is rather lacking at the moment. Whether referring to the crafting menu, or the options for cooking rats, I have a couple ideas that can spice up the life of maint dwelling hobos, and I hope people hear me out. TLDR: I have good ideas and want to add more tribal gear, but I don't know jack fuck about Dream Maker. I'd like to add more items to the "Tribal" section of the crafting menu, as it currently only has 4 items on it, and two of them are useless/unobtainable without circumstantial methods. I understand that our crafting menu might just have these because we ported it from another server, but I think it can truly be expanded upon for an enhanced experience. Adding some of the following craftable items/mechanic modifications would be helpful: Tent/Shelter for lying in, reveals the the lower half of a human's sprite when laying down The traditional "stick and box" trap, that you use to trap small animals/pesky intruders Pile of leaves that can be used to cover up items/traps on the ground A "Wilson" knock-off (Reference to the film Cast Away), possibly named "Milson", made using a basketball/watermelon Some form of club/bludgeoning stick, possibly one that can be held in both hands to intimidate like the spear More craftable options with wood, like full walls, full length torches, or handheld torches Make meals that are cookable/craftable over bonfires, whether it be Rats on a Stick, a Mold Ball, or else a nice Grub Burger Use of herbs/mold to make medicinal items/functional utilities, including healing salve, disinfectant, or smoke bombs More viable methods of growing plants in maintenance, seeing as the only ways are to get your hands on grass and a shovel, or stealing a planter from Botany. Some form of fermenting to make a foul alcoholic beverage, kind of like how I assume you dry leaves to make weed with the new botany system. If Rats-On-A-Stick is going to be a viable recipe, there should be more prevalent vermin in maintenance, either by some random spawning process, or else a means or reproducing, seeing how I only see a maximum of 4 rats in maintenance per round, unless someone has a spawning toy. As of right now, these are the only changes I can think of that are reasonable, but I would love for people to brainstorm with me on the same level. I understand some of these things are harder to implement than others, but the only thing I'm capable of providing other than concepts at the moment are my fairly standard spriting skills. I would commend and actively work with anyone who is capable of taking me up on such a request, because I think that aside from typical "maint-dweller" RP, these additions can be utilized in other situations, such as an antag in maintenance needing medical attention/equipment, an intense round of Nations, or a manner of decorating a department.1 point
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I suggest you very thoroughly re-read my post, since the bulk of your response is predicated on a misunderstanding about something I already addressed. Nowhere do I endorse cultists sitting off station, I simply state that to get back on station they would have had to have left a rune. It's also incredibly hard to have a silent cult, since 90% of your conversions are more interested in faffing around. The cult sitting back and building up is a common occurrence because it's one of the only few ways they can achieve their objectives. Cults (like shadowlings) are designed to be stealth antagonists who almost entirely rely on being too powerful to stop by the time you realize their presence. Theft objectives do almost absolutely nothing to spice up the round, especially since a lot of them are mundane objects that either nobody cares about or neglects to pick up from their locker 50% of the time. The hypospray and NAD are probably the two theft objectives that require some serious forethought to get, because they're always in someone's bag. Letting people play AntagLite does not add anything substantive to the round, it just leads to dull rounds where everyone is sitting on their hands wondering what happened to all the antags. Most of the interesting/unique and exciting things in SS13 are caused by antags. You tracking down a vampire with your buddy officer, risking your neck to save a friend, desperately (and perhaps futilely) fighting a massive plasmafire, or when you're down to the last man on a blob round and have the gut realization that you're going to have to sacrifice yourself in a nuclear explosion while everyone else evacuates. Playing Mall Cop where you're trying to find Dr. Johnson's favourite pair of defib paddles he lost is not interesting. We should not incentivize these kinds of objectives, if anything most of the existing theft objectives should be scrapped in favour of unique/interesting ones that you have to go out of your way for. IE: There used to be an objective to get off the station with corgi meat, and this could actually be *quite* the task if cargo was lacking in points. Stealing 100 moles of plasma on the other hand requires you to walk up to a tank that nobody in engineering is ever standing beside (conveniently located by maintenance) and click a button. Unused slime extract is even easier, because you can mass produce it and nobody will even blink if it's in your inventory. Jetpacks can be ordered, can be stolen from EVA, can be gained from mining points... Getting a jetpack is legitimately as easy as asking to be a gateway explorer, and grabbing one on your way in. Even better? Transfer to engineering and say you're wiring the solars, again, nobody blinks. While I appreciate that for some people playing antag can be frustrating/hard (a lot of people feel bad/get really anxious. The first time I got an assassinate objective two years back I legitimately cried over it), this is I predicated on a misunderstanding of what the role is intended for and the gravitas of your actions. While I enjoy keeping people in the round to the greatest extent that I can, character death is a necessary component to push the round forward/inspire people to action. This is especially true in SS13.1 point
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So we should just suppress players that have the creativity to do something original and make sure everyone does the same stuff as the last guy did repeatedly? How do cultists building a base off station and going completely or mostly unnoticed for over 90 minutes make the round exciting and fun? Yes there's 10 minutes of danger whIle they slaughter everyone after a good chunk of the crew, including sec, goes to cryo because they are bored to death. What about the cult round I was sitting around as a juggernaut for an hour waiting for my masters to allow me to do something? Were they being exciting and fun? Are they making an effort to add to the round or are they just going for objectives? All they did the whole time was talk about thier sacrifice target. Again...being violent (or dangerous) doesn't inherently make you interesting...and you can be interesting without being violent. ...and it's not like having non violent antags will make all antags non violent. Different people enjoy different things. Having a mix allows for more unique experiences. And that's the best thing about this game. It's why I keep coming back. I'm not trying to improve my character, my stats, or trying to win. I keep playing so I can have yet another unique experience which this game lends it self to like no other. I've played a few months and I keep seeing new stuff. I love it. Maybe some people have been here so long they've seen it all and nothing feels unique and exciting to them anymore. I dunno.1 point
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That assumes theft can't cause a stir and assumes someone is trying to greentext super hard. If you have to steal the captain's laser gun, do it in a fun or interesting way and leave just enough evidence to spark a hunt. Congrats, the round is now interesting. 's more ways to make a round interesting and hectic then just killing people.1 point
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Could tie this into your NT relation, making opposed far more likely or able to receive more violent objectives with skeptics being less likely or unable to receive violent objectives, though it might be better as a preference if added. As a pacifist nerdmin, I would like to see this.1 point
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OK, so about a year ago, I played ss13 a good bit later than my usual timezone, so most of the players were ones I was unfamiliar with. There was this IPC HoS, and he is behind one of the two or three times I've gotten truly mad while playing security. I was the Warden, and it became apparent soon enough it was a traitor round. The HoS was one of the greatest valid hunters I've seen wear the coat. This was before not killing antags who hadn't killed or stolen anything and didn't resist arrest was codified into space law, so the he just one-man firing-squaded every antag we brought in. Some antags didn't really mind, but some players, believe it or not, don't like being summarily murdered without a good reason. Now, the Captain and all the command people had done zilch to put an end to this funny business, so when he got ready to shoot some scientist that had contraband without any indication of Captain approval, I tasered him and cuffed him for attempted murder. About this time, a first-round sec officer shows up and tasers me. I was hauled to processing, and the (IPC) Captain and grey HoP show up. I was given some ultra-vague charge, despite my having a valid reason for making the arrest. I asked the Captain about all the killings and he was like "Umm, maybe I authorized it, don't really remember." The HoP, in full powergaming gear, sat there and berated me while the HoS prattled on. I was dumped ID-less on the (broken) mining camp. I've never seen the HoP or HoS players again, and if I never do it'll be too soon.1 point
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What Mediborgs ACTUALLY need is for their hypo to be less of a shit when it comes to refilling it's chems. It only refills the chem currently selected which is weird. You'd think it'd refill everything or everything BUT the one selected.1 point