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Showing content with the highest reputation on 12/12/2017 in all areas

  1. On the first day of Christmas the greytide gave to me A bleeding and beaten corgi On the second day of Christmas the greytide gave to me Two broken arms And a bleeding and beaten corgi On the third day of Christmas the greytide gave to me Three gun shots Two broken arms And a bleeding and beaten corgi On the fourth day of Christmas the greytide gave to me Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the fifth day of Christmas the greytide gave to me Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the sixth day of Christmas the greytide gave to me Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the seventh day of Christmas the greytide gave to me Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the eighth day of Christmas the greytide gave to me Eight cults summoning Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the ninth day of Christmas the greytide gave to me Nine xenos killing Eight cults summoning Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the tenth day of Christmas the greytide gave to me Ten blobs expanding Nine xenos killing Eight cults summoning Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the eleventh day of Christmas the greytide gave to me Eleven deathsquads shooting Ten blobs expanding Nine xenos killing Eight cults summoning Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi On the twelfth day of Christmas the greytide gave to me Twelve adminbus rounds Eleven deathsquads shooting Ten blobs expanding Nine xenos killing Eight cults summoning Seven wizards spelling Six slings a-thralling Five nukie rounds Four stab wounds Three gun shots Two broken arms And a bleeding and beaten corgi
    2 points
  2. 1) Shadowling Nerf Shadowlings are not that hard even for a relatively new player. I ascended on my first shadowling run just by constantly using shadow walk and hiding in hidden rooms till i got the hang of being a shadowling. Shadowling players tend to be very experienced at being a shadowling, hatching early and thralling a dozen people before 12:20 when they exploit the fact that the assistants are all over maintenance at round start in search of maint loot. - One way to nerf them is to make mindshields actually useful. Mindshields are just a small bump in the road for shadowlings taking only 5 seconds to burn out. It should be something closer to 20 seconds, there is absolutely 0 incentive to use mindshields except for the sole purpose of finding out if your sec officer is a thrall or not, i rather a mindshield actually be a SHIELD that the sling has to put effort into destroying, that way it's less "thrall RD and lone inexperienced security officers for a confirmed win" as i'd have incentive to mindshield the heads of staff. - Another way is to cap the amount of shadowlings to 3 shadowlings maximum. 4 shadowlings can be beaten, but if all 4 are competent then it's their round to throw at their leisure, ascension will hinge on how willing they are to ascend. - Nerf shadow walk. There are a few ways to go about this. One way is to change the cooldown from 30 seconds to 1 minute, that way their cooldown will be the same as the vampire's mist. Or, keep shadow walk as it is, but stunning the shadowling before they use the shadow walk ability will render them immobile, even if they use shadow walk the stun will still be active, a shadowling must actively shadow walk before the stun procs if they want to avoid being killed. The third and final way to nerf shadow walk is to make it so the shadowling cannot shadow walk if they're in the presence of a light source. They will have to make sure it's dark enough to shadow walk or it's a no go. OR Remove shadowlings and add the nightmare antagonist. Over in /tg/ station changeling rounds are pretty boring, just like in paradise. The answer was the removal of the shadowling antagonist, and the addition of the nightmare antagonist that coincides with the presence of changelings on the station to make the rounds less "lingstended". https://tgstation13.org/wiki/Nightmare 2) Nerf Pulling It just boggles my mind that you can pull a person as though gravity does not exist. People can just stun you, pop a meth pill, grab you and then run to the other side of the station to space you. I suggest a minor nerf. It can be something like a 10% or a 20% penalty to move speed. The hand you are using to pull someone should be free for pulling. If you use your right hand to pull someone, you will dedicate that hand to the pull. You can no longer have a shotgun in your left hand and a shield in your right hand while pulling someone, you need to have an empty hand to pull someone. 3)Put Rev into high pop rotation ...With some changes. Namely that you cannot go around giving people free antag. For example, instead of a *flash* *flash* *flash* wtf everyone's a rev now. There will be a cooldown to the flash, say... One minute at minimum, now it might sound like it'll take a while but when there are 3 head revs there is enough room. Head revs cannot just enter the bar and flash, they will have to work in secrecy lest they be run over before 12:30. You might say, rev is a pretty violent gamemode with not much room for rp. - So are shadowlings, i kill thralls on sight when there are too many in order to prevent ascension, and there are sometimes this 1 sadistic sling that gibs everyone upon ascension. - If there are 4 shadowlings and all 4 of them are good at being slings? Round isn't gonna last for any meaningful rp anyway. - Rev can be a rare gamemode, it can be something like 5% and be a glim possibility only in high pop if the admins do not want to see much of it. - It can be an opportunity to give IPCs a utility. Namely being that they cannot be reved. The rev flash was designed to convert organics into being revolutionaries, not machines. This can act as a 'buff' for an IPC as they will always be on the side of the station and will help maintain order during a rev round. If the IPC playerbase is okay with this utility that is. - It's pretty fun
    1 point
  3. And, here we go. Thoughts people? 1. The Gateway is only to be opened/used by authorization of the captain and research director. Violation of this is to be considered Major Trespassing (code 309) or Breaking an Entering (code 210) into a Restricted Area, depending on circumstances; 2. All weaponry/equipment brought through the Gateway is to be processed and catalogued by the Head of Security. All lethal weaponry and Syndicate equipment must be kept in the Secure Armory unless otherwise authorized by the Head of Security. Violation of this is to be considered code 300 Possession of Contraband. 3. All personnel entering the Gateway are to be recorded by the Head of Personnel. The job title of "Gateway Explorer" may be given to facilitate this. Violation of this is to be considered Major Trespassing code 309; 4. In the event of serious biohazard being located beyond the Gateway (e.g Terror Spiders), the Gateway is to be sealed and Command must decide whether or not to continue Gateway exploration, via majority vote; 5. In the event of a loss of contact with the Gateway exploration team, a rescue team is only to be sent with the written permission of the Captain, Head of Security and Research Director. The Nanotrasen Representative may veto this.
    1 point
  4. I’m currently writing an SoP page on the gateway, I’ll post it here when it’s finished.
    1 point
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