Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 05/23/2017 in all areas

  1. The few rounds I've worked as sec and successfully "won" against shadowlings were the rounds where genetics discovered Xray early. Glowshrooms are a nuisance at best. "I ded nerf dis"
    3 points
  2. For bookkeeping, and checking the inventory of the secure storage. If something goes missing, the CE can alert security. On the flip side, an IAA or NTR can investigate engineering, and use the inventory list to audit what's missing from the secure storage.
    1 point
  3. Howdy! Are you like me? Do you spend 99% of your playtime as a cyborg? Do you ever tire from the lack of diversity in the world of machine handymen? I know I sure do, which is why I propose that we take cyborgs a step closer to their Goon roots and make them interesting again! What is this strange bald guy on the internet talking about you ask? Well I'm glad you asked! You see, the version of cyborgs that Paradise uses are a streamlined model, lacking in diversity beyond module choice. On goon however, you have a small variety of cyborg bodies that can be built, allowing for borgs of situational play. Let's take a look at some of the content. Sturdy: Cyborg with a bit of extra armor attached. Can take a bit more abuse, but is a little slower for it. Heavy: Cyborg with a lot of extra armor attached. Handles incredible amounts of abuse, but is very slow. Light: Cyborg with no armor. Extremely weak and fragile, but very fast to compensate. Standard: your bread and butter cyborg. The only existing type on Paradise currently. Right off the bat you have diversity that will impact cyborg play style. From high speed, easily destroyed medical borgs zipping across the station to save injured crew, to nigh immobile security borgs defending a checkpoint. The possibilities obviously aren't endless, but it's a change of flavor that I'd love to see. It's not only an improvement for the cyborgs, but for the AI as well, thanks to this little gem right here! The AI interface board: This little beauty can be installed into a cyborg frame to make it controllable by the AI instead of a dead player. For those times when the AI wants a physical body to take part in the action itself. Moving on to the upgrade list! Here I'm just going to quickly cover some of the upgrades that Paradise doesn't already have versions of. Efficiency Upgrade: Lowers base power usage by 1. Not that amazing in my personal opinion, but has the potential to be great with some tweaking. Expansion Upgrade: Adds another slot for upgrades. Not needed with the way paradise handles borg upgrades. Force Shield Upgrade: an installable version of the combat borgs energy shield. Eats up a ton of energy and soaks damage. Heat Shield Upgrade: Makes the cyborg immune to heat. Doesn't work on goon, wouldn't serve any function here either, as cyborgs already are immune to heat. Recovery Upgrade: Reboots the cyborg, allows the cyborg to break out of a stun from flashes, as well as xenomorph spit and tackles. Costs 2500 cell charge per use. Even as a regular cyborg player myself, I feel like the cost for this could be a bit higher, unless it's extremely expensive to create. Repair Pack: A single use instant full heal for the cyborg. Paired with the self repair module, this upgrade can save you in a tight situation. Teleporter Upgrade: Allows the cyborg to bring up a menu as if they were at the teleporter room computer and teleport themselves to any valid tracking beacon. MODULE UPGRADES Ever play one of the various modules and think to yourself “Wow, it would make this module that sacrifices everything to make me really good at this one thing worth it, if I had ___”? Well I'm with you my fellow synthetic lover. Now I'm not suggesting simply GIVING extra items to each module right off the bat, but instead suggesting that each module have an upgrade module that can be unlocked via Research and Development, like every other cyborg upgrade. I even have some suggestions for potential unlocks for these. STANDARD Cable Coil – For fixing things and whipping crew to show dominance Rainbow Crayon – For writing color notes and making the janitor hate you [more than they already do, you monster] Camera Monitor – To release your inner voyeur, because picking this module regulates you to standing around anyway. ENGINEERING Pipe Dispenser – Because running across the station for a pipe dispenser that is likely missing is enough of a reason for most engineers to not bother fixing atmospherics as it is. Disposal Pipe Dispenser – Same reason as above, except with disposals. Plasteel - For fixing the reinforced walls that science chemistry destroys EVERY SINGLE ROUND. Reinforced Plasma Glass – For replacing windows on the station with snazzy looking purple versions. MEDICAL Advanced Hypo-spray - Omnizine, Mannitol, Liquid Solder, and Mutadone Energy Based Advanced Trauma Kit – Less time in the cyborg recharger, more lives saved. Energy Based Advanced Burn Kit – Same as above MINER Advanced Plasma Cutter – For digging ore and fighting Necromorphs Rapid Crate Sender – You aren't doing this for mining points, get that ore back faster Mining Satchel Of Holding – COLLECT EVERYTHING JANITOR Fire Extinguisher – All cyborgs should have one anyway Drying Agent Spray – Extremely useful spray from tg station. Makes the clown hate you. Trash-bag Of Holding – DUMP EVERYTHING SERVICE Food Synthesizer – Goon Service borg tool. Makes a small variety of foods. The fact we don't already have this is baffling. Booze Dispenser – For providing mixed drinks on the go Soda Fountain – For caffeinating crewman too lazy to go to the bar. SECURITY Taser – The tool security borgs gaze longingly at is finally yours to command. Never forget the words of Uncle Ben Pepper Spray – For dealing with the clown, because you're a sadistic monster for picking this module already. FINAL NOTES Reminder that this entire thing is just my personal opinion. I suspect there are some of you that are fine with cyborgs as they are, and even some people that would like to see them nerfed, or given even less options and diversity, and you are obviously entitled to those opinions. I also understand that these suggestions aren't something that can just be copy pasted over from GOON and TG Stations. Parts could be copied over, but a lot of reworking of said parts to fit the mechanics and materials of Paradise would have to be done. I just felt that putting this all out there, could be a good first step. Even just to see if enough other people actually care enough about cyborgs to want some of these suggestions. That's all I can think of for now, so to end this post. I leave you with my beginning message.
    1 point
  4. Beer beer beer, tiddly! Welcome to the forums, enjoy your stay! You've been with Paradise for awhile, it's good to see you moving into the forums as well. Don't be afraid to share your opinions, there's nothing to fear here but a buttload of nerds. If you haven't already, I suggest joining the discord server for announcements, discussion, and the Cyberiad bot. Hope to see you on the server soon, keep the beer chilled for me.
    1 point
  5. As an MD, I wouldn't be a fan of this. The ORs are already the most dangerous part of Medbay due to being fairly isolated and having the doctors within inherently distracted. Giving antags a button to cut them off from medical entirely would make them even more dangerous. Surgery access is already fairly restricted, and if a fellow doctor is being annoying you can bring it up to the CMO.
    1 point
  6. Nethiafins has been retired from their position as Mentor. Cian2066 has been retired from their position as Senior Administrator due to a lack of online activity.
    1 point
  7. I see a player complaint section which got me thinking, could we have a Player Compliment section in Mission Briefing? I realize it could likely be covered under player stories and what not but I think it would be really neat to have a section dedicated entirely to just saying who inspired you or made your fun for the round.
    1 point
  8. Officer SCUTTLES had just started the shift when an engineer cried for help over coms. Mining maintenance. 1 other officer came with. Nothing seemed to be out of the ordinary until we found a large room filled with meatspikes. There was right in total. The last one contained a vulp, whom Officer SCUTTLES assumed was dead. They were completely stripped of everything including clothing. Another citizen was there. When she saw us she called out that Zach had done this. At the sound of his name Zach popped his head into the room and quickly bolted, welding the doors behind him. Officer SCUTTLES called for backup at his location requesting that Zach be put under arrest. Security ignored all comminication. The vulp was alive...but not well off. The other civilian helped him off the spikes and pulled him to the medbay. My partner dissapeared...presumably to scan the area for Zach, but SCUTTLES did not move and Zach returned. Again, a request for backup was made and getting no acknowledgement Officer SCUTTLES decided to pursue. Into the dark tunnels...he was sighted. Too far away to tase. He threw down a bear trap and SCUTTLES did not see. Leg was severely damaged. Could not follow him anymore. SCUTTLES turned to leave maintenance to get repaired. Out of the corner of SCUTTLES 's eyes he saw Zach..following. He was too quick for SCUTTLES and he put a garrote around SCUTTLES neck and dragged him back to maintenence. Whispers of " I wanted to be friends and this is how you repay me?" were heard. Back to the torture room. Onto the meatspike. SCUTTLES hung there awaiting his fate. Zach removed everything off of SCUTTLES and put on the security uniform. The conversation went something like this. S: Why are you doing this? Z: You are apart of my art exhibit. It is not complete yet. Isn't it fantastic? S: *buzz* SCUTTLES is having a very bad day! Z: How so? S: First off: SCUTTLES found out he is losing his house. SCUTTLES could not pay his mortgage. Then SCUTTLES is put on a meat spike, but he is not even meat! Z: Oh man in sorry to hear that. I didn't know it was so tough for you. Don't worry. I'll get you some company. S: *screams* Shortly afterwards, Zach returns with another officer. Plop onto the spike. Then Renault. Some assistant, and then later a miner. The miner puts up the biggest fight almost getting away. Although we were all hung on meat spikes, Zach made sure we were well fed and hydrated. Since none of us could leave without severely injuring ourselves SCUTTLES decided to pray for a savior. They were answered! A cookie appeared...but nothing else. Eventually the shuttle was called. One more person came to investigate the "art gallery" . At this point, SCUTTLES had severely injured himself trying to free himself from the spikes and could not see much if what happened. There was a sound of a scuffle and of someone being added to the meatspikes. When SCUTTLES came back online he saw Zach on the spike and an IPC standing over him. The last words SCUTTLES remembers him saying were "Yeah, I deserved that."
    1 point
  9. Welp, I tried on behalf of the one who asked for it. Personally I have no experience with the gamemode - just had someone ask me to make the post and I did. If it's that terribad, then fair enough - I figured tweaking a little would make it stand up to Para's playstyle but if it's not viable, I can understand that
    1 point
  10. God no, Rev was a meme round from the start. We don't need it back #Comdomlivesmatter
    1 point
  11. Someone suggested this for admins a month or two ago. I like it in both regards. If you want to give someone a compliment and share a cool story or experience they created you can always post it here: https://nanotrasen.se/forum/86-stories-of-nss-cyberiad/
    1 point
  12. Glowshrooms and light panels really are the only way to control their growth, as even security, no matter how robust they are, can't catch a shadowling who decides to bail and go somewhere else. These light panels and glowshrooms are a /necessity/ to control their movement. Removing glowshrooms will give these shadowlings not just a 90% chance of victory but 99/100 I feel.
    1 point
  13. I personally don't feel like removing one of the rare things that functionally give shadowlings a reason to be stealthy is a good idea. Especially since shadowlings seem to win 9 out of 10 rounds. Shadowlings are nightmarish enough to stop once they get rolling as it is, without taking away one of the few real defenses against them.
    1 point
  14. 1 point
  15. No. It was quite literally "deathmatch" the gamemode. No roleplay came from it, and it was removed for good reason. We don't shut down threads unless it becomes needless shitslinging.
    1 point
  16. Can't be banned for ERP if I'm ERPing with the Admins Muahahahahaaaa!! *backflips out of here*
    1 point
  17. In case it wasn't obvious, I want the Revolution game mode back plsthx.
    1 point
  18. I had a rather unusual situation today as the captain. Syndicate agent was caught bombing people and wanted to die. Her boyfriend pleads with me to reduce it from execution so I cut him a deal. Give me /something/ and I'll drop it to permabrig. He comes back with.. very little. But, I liked the CE and he does damned good work, so in exchange for saving her, he puts his department into overdrive and it was greatly needed at the time. Then she tried to commit suicide. Now I have a chief engineer working his tail off in exchange for keeping his GF alive, who is now in a sleeper with enough ether to keep her out. Then a shitcurity officer declares on security channel he's going to execute her and not only did I jump his case, the magistrate did as well. I'll say it was an interesting shift.
    1 point
  19. .... what? BREATH MAN! BREATH! You don't have to spit all that out as one long run on sentence you know...
    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use