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Showing content with the highest reputation on 03/30/2017 in all areas

  1. i ded pls nerf No really this is the THIRD time I, a chainsaw wielding maniac high on god knows what, have been stopped in my tracks by a teeny plastic baton wielded by a goddamn weedy command member. At least let me block it or something. Share thoughts, most of mine revolve around how it came to be that permanent instatsunning winsticks became so omnipresent amongst command, at least the bloody stun batons can be emp'd and you can dodge the golden bolt.
    1 point
  2. I like them as Sol Gov or perhaps other eventy/adminny stuff, that sounds great. They really have a military feel to them. But the balance issues with them are a big problem for regular use. The new-york-reload style for sec has been factored into a lot of other balance and design choices, and if it were to change we'd need to re-evaluate a lot of things. The sprites are fantastic, btw.
    1 point
  3. Personally, I'd leave a more barebones skeleton of it in place, if it's implemented and leave it to Engineering to finish constructing the rest. It gives engineering something to construct, a goal to work towards when nothing is going wrong and one that not only they, but the entire crew can reap the rewards of, so you can SEE the engineers work first hand and experience a QoL boost because of it. It's something you WANT them to build, as opposed to them making a personal fortress and so people may be less inclined to fuck with the project if it means trashing your own fast travel system. (Or it'll be a beacon for fuck heads, iunno.)
    1 point
  4. A station wide tube system like the Cyberaid currently has on the research outpost possibly? Travel around like it's Futurama. Not sure how complicated that is to add but the resources obviously already exist. Or a "Disposals" transportation system like some engineers/atmos techs sometimes already make for fun. Can be either positive or negative depending on your view but the potential for sabotage on either is tremendous.
    1 point
  5. Player behavior wise, making telebatons do a small amount of damage per baton isn't going to change much. If they're a verified antag, it's a tiny buff to the disarm->harm stunlock rotation. If they're a non-antag shitter, nobody will care if they take 15-20 points of brute on the stunlock trip to sec. If the head themselves is the shitter, damage isn't going to slow down the behavior, and it'll honestly be welcome as "not only do I get to lel stunlock, I get to hurt 'im too!". Plus, you can still just baton and cuff. I'd honestly just swap the telebaton for pepper spray and a flash. Pepperspray/flash makes more sense for a department head to be carrying, over the telememe baton.
    1 point
  6. I'd actually really like to see the stun function on a telebaton do 1-3 damage. Not enough to be useful, but enough that people can't just use it all the time without it being obviously assault.
    1 point
  7. The idea of them is to keep a head of staff safe so they can get away... Currently they're used to stunlock. They should be used as a 'smack on the legs to stun them' then 'run the fuck away' While keeping someone stun locked, I can make cuffs, and cuff them, while keeping them stunlocked... which seems like the wrong way to be.
    1 point
  8. Telebatons should, at the very least, not be able to chain-stun. Considering how heads are not security, they shouldn't be able to telebaton-drag people to the brig... Which happens daily. I wouldn't mind if they were removed to be absolutely honest. Heads have a flash for self-defence. And if someone's wearing sunglasses? Tough shit!
    1 point
  9. A job that is centered around creating improved organs that medical or science can later put into people to make them better? Yes, please. This would need a lot more work on the concept itself, including properly balancing it all and making sure the organs won't create godlike security or antags, but I think this is a pretty good idea.
    1 point
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