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Showing content with the highest reputation on 05/29/2017 in all areas

  1. Say hello to my forgotten fish Skrell Cali Ravenna
    3 points
  2. I don't see any particular reason not to have this. It would create some interesting diversity to have different species with various strengths and weaknesses working together. Thoughts?
    2 points
  3. I'm amazed I haven't seen a single good idea in your post Jared12100, given how long it was.
    2 points
  4. I REALLY.. Dislike all the nerfs and restrictions advised here. I do however like the embellishments and expanding upon previously established gear / coding ideas. But none of the nerfs and restrictions. It's really focused on this misconception of "make the round interesting" which I've recently read as a means of shaming people into playing a role as someone feels they should. Which is ridiculous. This reminds me of a very specific person... and considering the same usage of verbiage I am highly suspicious. Forcing people to not, for instance be able to drink humanized genetics critters (as vamp) or use transfusions to keep them bleeding because this person specifically feels it doesn't "make the round interesting" because they assume they don't do anything or interact with anyone just sitting and feeding? This concept of "make the round interesting" has a huge potential to ruin new players perception of the game. "Anyone who has holy water inside of them is immune to cult spells" Not OP at all. yeah. Not like Chap would distribute water tanks of holy water to every corner of the station. Force feeding people water. Requiring all crew to drink the water. Because why wouldn't you? Immunity? CARGO order flasks. Sheezous man. Is it just ground runes or the paper too? Maybe they should be immune to constructs and Nar'sie too.
    2 points
  5. Excuse my rather emotionally infused reply but here we go... So I got this right? You want to remove an entire gamemode because you dont like it and not even bother attempting to balance it but WANT to add the singlehandingly most broken item into the list of traitor items for one of the most common roles? I saw entire stations cleared out with this bullshit item and you want MORE people to have access to it? Heck no... Removing shadowlings because they are "not balanced" and keeping wizards in and even giving them a declare war mode? It doesnt matter that much for a wizard if they know that the Crew knows of them. Sure there are gimmicky stealth builds but a war wizard results in the same like war ops... people rushing to cryo because they do not like wizard. Yeah... we could remove all the antags because they have balancing issues sure and just play with traitors and maybe vamps and maybe lings. Wait... some people dont like lings either because of their shitty retrovirus sting and the permadeath by absorption cause medbay mostly doesnt transfer the brain. We might want to remove changelings, ops and wizards aswell. Especially wizards cause its unbalanced and antifun for anyone but the wizards and dchat. And rarely security. Alot of people dont like to get horseheaded by wizards. And I mean by alot actually quite alot. Yet this spell is still ingame cause some people like it... cant we uh just get along with the gamemodes we have now and as they are? Back to the telegun: Seriously... telegun aviable for more people... even if it would cost 20 TC it would still be broken as fuck considering how easy it is to use... and how anti fun it is if you are target of a Telegun user. Heck I had more fun getting blown up by a maxcap plasmabomb. Atleast that leaves a crater and showed some effort of the person by either getting up fast, throwing it and getting the hell out or by hiding it somewhere very well and waiting for me. Telegun is just: Zap... gone. Permadead. Its not fun whatsoever for anyone but the telegun user. Oh and explosives give Engineering something to do atleast... Telegun doesnt do that either. Sure you can setup the beacon into the burning chamber of the plasmalab... and then after its disabled the Telegunner just switches to abadoned druglab filled with hot N2O and either waits for the targets to die from suffocation or from burns while not being able to do anything if they are not wearing a spacesuit and got gear to get out of the lab fast. Have seen that actually happen once... not fun... About more Antag Restrictions: Its really fine as it is I believe. Sure it sucks to be killed 10 minutes into the round but rarely those bodies dont get recovered. We should instead crack down on the single individuals doing that by using inavoidable methods (Telegun, Gibsmoke) instead of punishing everyone including the Clown named Chainsaw Wielding Idiot who just saws down the 2 targets, takes their heads as trophies and never disposes them but rather keeps them when he gets inevadeably caught by Sec. A Chainsaw Wielding Idiot is more fun than someone telegunning you or revolvering you and using a microbomb on you 3 minutes in. But still I feel restrictions are hard enough and well enough enforced. About the last thing I have in the quote ... all of my yes I hate janiborgs slipping everyone on a wizard round... or janitors doing the same on fucking purpose...
    2 points
  6. Me and 4 other people (4 nukes and leader) we went ok and then we were told to break a window. what happend? We all got sucked out. some crews came and hit us and then just a bloody mess of explosions happend and a few people died. it was depressing but funny.
    2 points
  7. Alternatively we could give them the candy shooter from /tg/, which literally lets you shoot candy at people. Emagging the borg makes the candy do 3 brute on impact.
    2 points
  8. I think it would be interesting to add some more languages only certain groups can speak, like a combinatio n pf light and sound for Kidan that have the glow organ. If they don't have the organ, but choosen the language, they could at least understand it. Think some sign-only language might be too problematic as you would be able to communicate while being deafened. Some languages i did think of: Glowtin, Kidan: Combined use of light and sound signals to be able to relay information faster. Used by the sub-species of Kidan that have the needed glow organ. Siik'Maas, Tajaran: Basically Bay's Siik'Tajr, our Siik'Tajr does equal Bay's Siik'Maas. Rootsong, Diona: Rootspeak combined with flowery aroma. Used by Dionas that decided to settle on a planet rather than becoming a big gestalt in space. Compressed Datastream, IPC: Using the TV-like head to display data while also sending Trinary signal for re-combination with the visual data for decompression. Utilised from the older IPC models, designed as it needed less talk, and such, more work done with the same communication. Vox Apgin, Vox: Vox utilising a short range telepathic communication, origin of that would be the vox apex, besides using normal shrieking. Came from vox that wanted to have some more secure talk to the other members of the vox. I figure you could give every race such a semi-vocal language, would just need some lore fluff around, more precisely why it would have happened in the first place. I would at least like to see some semi-vocal languages, the system for them would already be in place, so why not use it?
    1 point
  9. Quite simply put, the movement speed refactor that was recently merged has introduced such an absurd number of bugs and exploits to the system that have yet to be hotfixed, the game is approaching a state of unplayability. While Poly moving at lightning speed is funny, movement speed modifiers such as genetics, tiles, and drugs, as well as borgs in general, moving at such ludicrous speeds simply because of an oversight is hardly healthy for balance or game health. This is one of those fix it or revert it scenarios that requires immediate attention as it makes any strategy other than acquire lightspeed travel completely pointless since there is no counterplay to it.
    1 point
  10. A small suggestion for fun: Make more disabilities to be selectable! For example: Svedish and Tourettes! I would love to play as the station idiot for fun. Of course I can do this manually but hey, this would be a fun thing. Other disability ideas? Post them here!
    1 point
  11. Buckle in, grab some food, this is gonna be a long one. Firstly: EVERYTHING HERE IS MY OPINION. AND I FULLY UNDERSTAND THAT PEOPLE CAN DISAGREE WITH ME. These are just my thoughts based on current antags both from playing as them and against them for awhile now. I understand entirely if someone disagrees with anything/everything I say and I want to hear suggestions from others as well. That being said; lets get down to it. Traitors: Who can and can't be a traitor: - Currently only the Captain and Security staff cannot be traitors - The following should not be able to be traitors: The HoP, The CE, The RD, All of security, The Captain - The CE, RD, and HoP are still not mind-shielded however. - Logic: In the lore, the HoS, all officers, and the Captain are heavily screened prior to being given their jobs thus why they cannot be traitors and such. It does not make any sense that on a research station that the head of research would not under go such screening. The HoP is the second in command, why would they be lax with him/her? And the Chief Engineer is in charge of maintaining the largest station that NanoTrasen owns thus it makes no sense for this person to no be screened. Rules based changes & clarifications: - Theft based objectives do justify murder, but do not justify making said person un-revivable. I.E: You can kill the captain to steal the medal of captaincy, but you can't space his brain or creamate his brain. - If you have the assassination objective, you should not kill your target extremely early into the round (perhaps a 30 minute delay first) without ahelping it first. Remember: everyone here wants to play the game, you can't do that if you're dead. - maroon objectives fall under the same guideline as assassination, assuming you opt to kill the target - Security is only valid to be killed if you are wanted, if you have no real reason to kill security outside of "they are the people who are hunting antags" then you should ahelp prior to killing an officer, exceptions include killing an officer to avoid a search that would result in you becoming wanted or similar situations. - Traitors are meant to make the round interesting, while you are expected to attempt your objectives, we ask you try and make things interesting as well, thus the rule on killing early. Failure to make the round interesting and only caring about completing your objectives may result in a ban from traitors. It's not about winning, it's about fun and RP for everyone. Traitor gear cost changes: Note: Anything not listed does not need any change in my opinion. - EMP kits: from 2 TC to 6. Reason: Besides instantly killing IPC, the EMP kit also disables borgs, allowing for easy emagging, also can be used to drain tasers and other energy based weapons that security uses. Overall, for the variety of situations it can help with it is extremely cheap. - Holoparasites: from 12 to 16 TC Reason: Holoparasites are extremely useful in terms of both combat and utility, depending on the type. For that reason I feel they should be more expensive. - Martial arts scroll: from 17 to 15 TC Reason: The benefits from the scroll in combat are extremely good, yes. But not being able to use ranged weapons at all plus the mass cost make it a bit too much of an "all in" which, in my opinion, makes it need a small price drop, thus allowing the traitor to buy something else as well. - Sleepy pen: from 8 to 12 TC Reason: Let's face it, 99% of murders from traitors use the sleepy pen. Simply because... it's easy to kill someone who is asleep. and you make said person fall asleep without drawing any attention. Not to mention the pen can be refilled with other chems after it' used. Thus, I believe for its usefulness it should be nerfed from 8 to 12 TC. If anything else to encourage people to try other forms of murder. - Agent ID card: From 2 to 1 TC Reason: I never see people use this. Maybe making it cheaper would help? - EMP Flashlight: from 4 to 5 TC Reason: Similar to the EMP kit, but unlike that kit this has unlimited uses on a recharge - EMAG: From 6 to 10 TC Reason: The emag can open literally any unbolted door, it can subvert borgs to your cause AND upgrade them, as well as disable practically any other system that may be in your way. It has no cool down and an unlimited number of uses. I would argue this is the single most used and most useful traitor item an agent can buy. And for that reason it should cost a lot more. - Hacked AI upload module: From 14 to 16 TC Reason: Hacking the AI with new laws is arguably the best thing a traitor can get. For one, if the AI is subverted, so are the borgs. Not to mention the sheer power the AI has which is now on the side of the traitor is extremely good. Need to steal the docs from the vault? Ask the AI to let you in. Need to steal the AI? Tell it to let you take it. The list goes on. A subverted AI can make a traitors life extremely easy, thus the module should cost more. - Adrenal Implants: from 8 to 12 Reason: Adrenals... are extremely good. Free near total stun proofing and a move speed buff can make a traitor nearly impossible to detain, and still hard to kill. Thus the price should be moved up a bit. - Mindslave Implant: From 10 to 11 Reason: The only reason it goes up 1 TC is to prevent a traitor from having 2 mindslaves. Because having 2 people help you, or just straight up do your job for you, is extremely good. - Uplink Implant: From 14 to 12 TC, still gives 10 Reason: This change basically lowers the cost of the uplink implant from 4 TC to 2 TC, It's not that useful but ensuring you don't need your PDA for gear can be. Overall though, its mostly situational. As such it should cost less. Other Changes: The tele-gun, which can only be gotten by the RD, would now be available to scientists at the price of 16 TC. Final notes: Obviously a lot of these changes may seem to hinder traitors. But really they are intended to encourage creativity and diverse use of all traitor items. Obviously this concept doesn't apply to EVERYONE, but, I don't think anyone can really disagree that the emag is the most used traitor item by far in general. Changelings: Who can and can't be a changeling: - The same concept applies from traitors: All of command and security cannot be changelings at shift start, obviously the changeling can become a head of staff later if they absorb one Rules based changes and clarifications: - Being a changeling is NOT an excuse to murderbone, you are free to kill up to your required absorption objective requirement, but after that point you fall under the same scrutiny as traitors do for killing, exception is given to security and command in this case as inflation of either of these groups is extremely useful and understandable as a tactic. Otherwise, you should not be killing without good reason. "I need more DNA points!" is not a sufficient reason. Mechanic changes - Changelings have a very unique brain, It will be labeled as such in surgery as "Changeling Brain of (name)" allowing for a reliable means to test changelings. Space law will be updated to show that you cannot just take anyone and shove them into surgery to test. The brain will need to be removed in order to test, but under space law MUST be returned to the body and revived IMMEDIATELY after. Failure to do so will be treated as manslaughter under space law. This exists as a means to reliably test changelings. - Cryosting does not work while cuffed OR gives a prompt of the changeling using it while cuffed, (no prompt when not cuffed however) No suggested changes to DNA point cost of changeling powers Nuclear Operatives: No changes here. Although they could use a buff when we sometimes get really high pop. Wizards: No changes. Although I'd like for the option to declare war as a wizard in a similar manner to nuke ops. "GREETINGS. I COME ON BEHALF OF THE WIZARDS FEDERATION!" - Steven the Spooky. Declaring war would not be the same as giving the crew guns/magic, but instead giving the crew 10 minutes to prepare. Gives the wizard 3 more spell points. Cult: Who can and can't be a cultist: - See: Traitors. Rules based changes and clarifications: - The cult is NOT permitted to kill anyone unless: They are security or another active threat that cannot be dealt with non-lethally. "Bring forth the slaughter" allows the cult to cause general chaos, but the killing should be left to the demons summoned, you are trying to convert people, not kill them. If someone is a target for sacrifice this is also an exception. Mechanic changes - Joined souls will not work on anyone with holy water inside of them - Anyone who has holy water inside of them is immune to cult spells, along with the chaplain (note: holy water still causes brain damage!) - The cult cannot use the chapel for runes, the chapel will block all cult magic, cultists inside the chapel cannot be summoned via joined souls and all talismans will fail if used inside the chapel Shadowlings: To be removed: - Now. This is a topic that's been in debate for awhile now. The question of: Should shadowlings be removed from paradise station? Personally I believe yes. Many, including myself, simply do not like shadowlings in general (to me they are too much like revolution) but there is also the issue of balance. I don't have the official stats, I know Alffd does, but I am PRETTY sure that if you looked at the shadowling win/loss ratio, it leans HEAVILY towards win. In fact, shadowlings win so much in my experience that I almost want to cryo whenever they are confirmed on station simply because it feels pointless to even try. Other servers also removed shadowlings, their reasons were the same issues we have: Shadowlings cannot be balanced. They are either broken and will always win, or are broken and always lose. Honestly. I believe we should have a vote over 3-5 days to determine if the community wants shadowlings gone. At the moment most people seem torn on it. Who can and can't be a shadowling: - See: Traitors Vampires: Who can and can't be a vampire: - See: Traitors Rules based changes and clarifications: - Similar to changelings, vampires are NOT permitted to kill anyone they don't have for an objective once they have passed their required blood objectives without good reason. "I need more power!" is not sufficient excuse to murderbone when your last objective is to steal a jet pack. Mechanic based changes - Sucking blood from monkeys satiates hunger, but does not give any blood to be used for powers and does not give blood towards the next stage of vampiric powers. - Sucking blood from humanized monkeys gives 1/4 the amount as it would from a sentient player controlled human. Because, seeing a geneticist with hulk and over 1000 blood just run everyone over is just plain bad. Also, from a lore standpoint, it makes more sense to gain power from entites with souls as you are draining the life force from a being that exists in the bluespace, which, in vampire lore, is where vampires come from. Draining a human from 100 to 0 blood gives about 227 blood, thus one humanized monkey should give about 56. - The chaplain is immune to glare, hypnotize, disease touch, and the stunning effect of chiroptean screech - Fully powered vampires will still burn in the chapel if they consume holy water while inside (holy water on its own will do nothing, chapel on its own will do nothing, together they burn full powered vamps) - All vampires (including fully powered ones) will lose all their spells temporarily if they take in holy water at a rate of 15 seconds per 1u inside the vampire. The time is cut down to 1/4 of this for fully powered vampires. Thus, shooting a syringe of holy water into a fully powered vampire would disable it's powers for about 56 seconds. And a non fully powered vampire would lose powers for about 225 seconds. - Using prayer beads on a vampire will disable its powers for 5 minutes instantly, half for fully powered vampires, stacks with holy water, does not stack with itself, vampires hit with prayer beads will also take about 20 burn damage all over, 10 burn for fully powered Vampiric power changes: - Chiroptean screech cool down reduced from 3 minutes to 1 minute 30 seconds Reason: buffs the ability for the vampire to fight back, especially needed with the nerfs to them mechanically - Mist form blood cost up from 30 to 60 blood Reason: You can literally go anywhere instantly as long as it's fairly nearby, even with the nerfs to mechanics vampires still have the best mobility of any antag save for wizards - Enthrall only allows for one thrall at a time, attempting a second enthrallment will result in the first thrall being freed Reason: The vampire is already a strong enough enemy, if it has the blood needed to do 2 enthrallments, its extremely dangerous as it is, it doesn't need more Other notes: - To me, vampires are meant to be very similiar to traitors but with some nifty tricks and, in turn, decsivie weaknesses, becoming fully powered right now is extremely easy if you can get just 2-3 humanized monkys, and vampires have this annoying habit of becoming nearly unstoppable because of mist form and a shit ton of blood. Becoming strong as a vampire shouldn't be easy, but the current rewards of doing so should still be there. These changes are to allow better control of vampires by staff, but also a harder time dealing with vampires if said vampire becomes fully powered. I do think there may be more changes needed then what I have suggested for vampires, so if you have any ideas, please let me know, I'd love to hear them. Terror Spiders: - No changes here! Vox Radiers: - Honk Borers: - No change Swarmers: - No change Revenant: - 3spooky5me, no change Blob: - No change to the blob Statue: - No change Abductors: - Ayy lmao, no change Changes to antags in general: Self Antagging clarifications: - If you know someone is an antagonist, and chose to not tell security, this is NOT self antagging UNLESS the antagonist is a threat to the entire station, (I.E: Blobs, Nuke ops, Wizards) - If you help an antag in any way shape or form while not an antag yourself or under their control this is self antagging. The other day I saw someone help a vampire escape, knowing it was a vampire, and even welded them both into a escape pod to try and stop security. Interestingly, no punishment was given. I will not be naming names. Admins may allow you to help antagonists in certain ways if you ask them first. - If there is a major threat to the station and you are breaking space law to an extent that requires security take action you are self antagging. (unless, obviously, you are the threat or a antagonist) - Escalating a fist fight IC from disarms to punches is not self antagging, but if you kill the person or put them into critical the situation will reviewed. If you are asked to stop, stop. - A fair bit of the above is already in the rules, my suggestions aren't to add these outright, since they're already there. Simply to clarify what exactly falls into these categories. It's not about winning - Your goal is to complete your objectives, but you should be doing this in a fun and interesting way for everyone. If you can't do that, you will not be playing antags. - You should not be trying to use your antag status to ruin someones round - you should not be using your antag status as an excuse to do your meta grudges - No one likes being dead, everyone who is alive wants to be alive, keep that in mind before you go killing people, you can't play if you're dead The end. Holy shit, if you actually read all that you must really care about the opinions of strangers on the internet. As I said before everything above is my opinion, I acknowledge that maybe what I think is a good idea you may disagree with. I hope to hear what everyone thinks of my ideas and gives feedback accordingly! Now go take a walk or something, because you just read a lot.
    1 point
  12. We try, but I'd still love to hear your opinion!
    1 point
  13. I was going to take this piece by piece as I love doing, but apparently everyone else beat me to it. Holy shit guys.
    1 point
  14. The big problem with species and nukeops is that it's largely a very tight-knight team-based experience where-in you are required and expected to count on your team-mates. To that end, one person being IPC and screaming about using EMPs or demanding certain strats not be engaged in because of their fragility is usually detrimental to the rest of the team (who were usually human). The case could be made for allowing the human-like races (Taj, Vulp, etc) to be allowed, but, for the most part, the experience of being nuke op should largely be about choices each of the players can control and work together on, and shouldn't really be about working around the quirks of other team-mates.
    1 point
  15. Holy water does reduce jitter, after some time causes stutter and minor dizziness, if longer (time it would cause a cultist or thrall to deconvert), it causes some confusion, no other effects on non-vampire (thrall)/cultists. That holy water does cause brain damage is a misconception that just won't die.
    1 point
  16. I'll change the lore so I'm never wrong mwahahahah
    1 point
  17. I think it's rather unreliable, since different species have different downsides. While Skrell or Vulpkanin play similarly enough to humans, Vox, for example, would prove much harder to balance. I'm not strictly against this idea, but just because you picked a certain species doesn't mean you should be at an inherent disadvantage compared to other nukies. Maybe if we tried to implement it so that every species gets its own "thing" with nukies, but I don't know how to go about doing that. Also, neither Syndicate nor Nanotrasen are strictly human organisations in our lore, so that's not really a solid argument against this.
    1 point
  18. "JOERGE MWERLINS IS GRIFFING ME HALP." and "SPESS MEHREEENS!" is like if Joerge Mwerlins being ingame and a changeling and absorbing immersion though. More disabilities would be nice though.
    1 point
  19. What about brain damage? You could always have it fixed later on perhaps (or not, depending on how the disability is coded??). I could in looc ask the chemists for a bucket of neurotoxin to ingest to get the desired level of brain damage for RP reasons, but hey, this is way more realistic. As for the stuns for example when you have tourettes: This is why it's a *dis*ability.
    1 point
  20. It was quick till the 2nd ops spawned, but yea that was pretty funny. I was warden and got sucked out thru a hole in sec bathroom
    1 point
  21. Someone had a brilliant idea: Make shadowling veil ability corrupt glowshrooms into shadowshrooms that would slowly take over the glowshrooms. This way both sides can get a taste of the tedium that is removal of spreading plants.
    1 point
  22. https://www.youtube.com/watch?v=Y29aGTbg62A
    1 point
  23. ♥ If I can think of more ideas that seem fitting for just a silhouette, then for sure I'll do up more!! ^-^
    1 point
  24. To my knowledge the AI only needs the frame to be in camera view in order to take manual control of it. Once inside, it functions like any normal cyborg would. Emagging causes the specific cyborg chest frame to be reprogrammed with laws, for a normal cyborg this turns you into an antagonist, however the AI controlled frame is being wirelessly controlled and the emagging does not transfer to the AI itself. It functions in a similar manner to the Adrenalin implant. You active it to break out of a stun, except instead of expending charges, it uses a large chunk of your battery. I had a private conversation regarding this thread with a friend, and they brought up some interesting points that also gave me another idea. They noted that they personally find cyborgs to be a horrible aspect of the game, lacking in backstory and customization options, noting that they'd much rather have something like ipc cyborgs.They bring up some good points, but I disagree that cyborgs are a horrible aspect of the game. However, this reminded me of another old cyborg trick from Goon. Android: A cyborg that has been applied with synthetic flesh to appear human and fit in with the crew. It struck me that Paradise has creatures known as automatons. I think it would be really cool if these could be used as a base for a more rp friendly cyborg that could be customized to fit in amongst the crew. Build a cyborg frame, cover it in synth flesh and it gets an identity creation window similar to the normal character creation screen, but limited to appearance only. Again, just opinions and ideas with this one.
    1 point
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