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Showing content with the highest reputation on 04/18/2019 in all areas

  1. Alright let me open up my comment with I have spent dozens of hours mastering telescience along with every single aspect of it (from hubs to quantum pads to z level loot to the depot etc). I've even edited the wiki and wrote the majority of the page itself. And yes, I am the guy who makes that "public hub" that has been mentioned before, so I can most definitely touch on that as well. I'm Crangus Pangaria btw. After reading both the original post and people's comments, there are some discrepancies that need to be corrected. 1.) The telepad can only teleport objects from z levels 1, 3, 4, 5, and 6. So no, you can't teleport anything you want from any z level. And, as I will touch on with depot, there are areas where telescience is not permitted. 2.) A large amount of space ruins are procedurally generated, all non-procedural telesciencable loot can be found by a google doc I created here. After using telescience dozens and dozens of times for multiple rounds, I've found that the combat gloves are the most teleported item I get from space ruins (even though there's a free double barrel shotgun, white ship circuit board, infinite hardsuits, and abandoned crates). 3.) Anything important that should not be telescience accessible that is not procedural are on z level 2 (admin ship, abductor ship, golem ship default spawn). All procedural space ruins are on levels 7-whatever the max z level is, which again is not possible with the limited 1, 3, 4, 5, 6. 4.) As far as "if your suit sensors are maxed you can get anyone," this is true unless the target is inside something with density, say a terror spider cocoon or being buckled to the ambulance. That or they're on a z level not listed above, therefore making it impossible to even use the teleporter. They're called quantum pads to be specific, and yes they can only be linked to eachother hence their harmless nature and the reason why I use them as a "public hub" rather than say an actual teleporter hub or a public telepad setup. There is a flag that can applied to an area that, when attempted to teleport to, will make the console bleep "ERROR! Target destination unreachable due to interference." This flag can be found in places like cent com, I believe the escape shuttle, the syndie depot, and probably more random places. ALL AREAS ON THE CYBERIAD ITSELF ARE NOT PROTECTED BY THIS FLAG. Yea the flag added to an area is the map altering bit that was specifically designed to prevent teleporting, so it kinda already exists.... As for the topic of calculators nobody friggen does the math by hand. It's not a question of "they're out there, and some scumbags are using them to robust telescience" its just plainly a part of telescience as it is. The actual reason why this hinders a telescience user is not difficult math but the fact that you have to manually enter target coordinates, press calculate, then enter the bearing and elevation. This stops users from pulling moving targets, as has been a real pain in the ass when I'm trying to pull a dead body being dragged by a spider... Also, absolutley nothing can stop people from using calculators, literally nothing within the realm of possibility. Ok now for me bein mad Whoever thinks that telescience has no non-antag purposes is absolutly undeniaably unequivalally wrong. There is no debate, there is a 100% productive and legitamte use for telescience. Telescience paramedic. If anyone wants to argue with me I will literally join any round, fire open telescience with a one-way quantum pad leading to medbay next to the telepad (or have my own cloning setup next to the telescience setup) and count the number of bodies I save from otherwise permanent death. There is a good chance somebody who commented on this thread has been saved by me, or has used my quantum pad network, or has been unlucky enough to be a rogue AI. As for telescience being easy to setup, yea it's stupid easy to setup. As soon as you get 6 bluespace crystals your friggen done, literally 3 minutes to build and calibrate the offsets. As an antagonist I find telescience as an omega cheese, but only in certain circumstances. In order to properly use telescience to complete objectves, you have create stuff (eg bombs) to actually use it. This makes it slightely less robust, however still powerful. Personally after 500 hours of paradise I have never once been killed by telescience; however, I have used telescience to greentext myself as well as subvert rogue AIs. My suggestion to nerf telescience (speaking from massive amounts of experience) prevents two of the most powerful aspects of telescience that I personally abuse. 1.) There is no area on the cyberiad thats protected with the no tele flag 2.) You get 20 something teleports per calibration My suggestion: Make it so you have to re-calibrate for every teleport and add the flag to certain places like the armory and the AI sat. If anyone has any questions regarding telescience or science in general, I am walking encyclopedia.
    2 points
  2. I have some drawings that I haven't posted yet because... I forgot. Oh hai there Here's mine and @HereticChurch's Shadowrun characters Drew these two beautiful creatures again. Will I draw them anymore after this? Who knows. Might take some suggestions for them I don't know what compelled me to draw this... But at least he looks great, right?... Someone calling the previous outfit a little dress made me want to draw this.
    2 points
  3. That pompadour is absolutely glorious. Awesome to see this thread so alive and well!
    2 points
  4. Had to stop by to address point 2: That's part of the design rationale behind my original implementation of colourblindness on the race, you take it you get 8 darksight, you don't and you get 2 (standard) darksight Now I just feel nobody's got no idea what it's all about so we just wing it, IMPROV FTW
    2 points
  5. Adding onto this, I think everything (or mostly everything) sci-fi in SS13 has the same excuse. Portals? Bluespace. Bluespace? We found it. Nanotrasen? Plasma. Plasma? Space... And you could go on and on, because almost everything in this game is nonsensical and whacky with little explanation. Why does a company have a team of essentially terrorists to kill their employees and destroy their assets if "it's too far gone"? Because. Why are assistants, bartenders, cooks, etc on a research station? Because. Why are we still here? Just to suffer.
    2 points
  6. See, but you can't have it both ways. We can't say "Telescience has no non-antag uses!" And then immediately follow up with "The non-antag uses make antag life hell." It either has them or it doesn't have them, that is a binary state. Telescience, as Jazz has said far better then I could, has legitimate uses, mostly body retrieval. And as for making antag life hell, there's really only the antag to blame for that. Because without suit sensors to get a coordinate to shoot for, you can't teleport anything back, so if you forgot or neglected to remove suit sensors, well... Even without a teleportation device the paramedic or pod pilot can easily go retrieve that body. So that's kind of a wash either way, and is still on the antag for not turning off the sensors. Secondly, I don't think it's entirely fair to say "Remove Telescience cuz it's OP" as some others have. Because if we're gonna talk about 'no counter' antagonist fuckery (Even though in my years of playing on paradise I have never once seen it happen.) then we also have to talk about CHEMISTRY. The nature of "Hellmixes" and other meme chems that cause near instant death with a single click have been the source of more salt then telescience ever has, but we don't see anyone really up in arms are railing to get Chemistry removed. It's just a facet of the game that we have all adapted to, and changes have been made to mitigate it's OP nature. Why should Tele-sci be any different? Why is it when another system is OP we just make adjustments, but when Tele-sci is questionably OP, we just go to delete it outright without even a token attempt at a balancing pass first? Why? And lastly, the counter to Telescience is pretty easy. Move. Turn off suit sensors or just move around and the guy is never going to get a lock on you, especially since the crew monitor console now updates every 5 to 10 seconds these days instead of it's early more frequent refresh rate. In terms of countering theft, I see no reason why just adding a "Jammer" item should be so outlandish, we've done more intensive additions and reworks to curb chemistry or botany, but again, nobody is screaming to remove those systems. If it comes to dropping off bombs, well, it's against server rules to do that unless you have hijack and at that point the bomb was gonna happen either way. Also bear in mind the requirements to build Telescience. It's easy to put together but to get telescience not horribly limited for range, you need bluespace crystals, which means either mining comes through or xenobio pulls through. And if you're relying on bluespace slimes you are rolling dice to see how fast it happens. It;s not HARD but this isn't EXACTLY a "No effort required" project, particularly if you ARE going to antag with it since you need to keep it secret or the AI is just gonna blab about it and turn off the APC. I am open to the idea of nerfing it somehow, but the idea of removing it entirely for these reasons is, to me, entirely silly and borderline hypocritical in some ways.
    1 point
  7. Just to axe the chocolate should be poison for Vulpkanin, because why not they're dog peoples, chocolate is poisonous to everyone the reason why dogs are more affected than humans is the component theobromine which humans can metabolize more quickly than dogs, meaning it builds up to toxic levels within dogs more quickly than humans, and also the ratio of chocolate ingested to body mass, larger dogs consume more chocolate than smaller breeds before suffering ill effects. Biology of Vulpkanin isn't necessarily a mirror of canines and it could easily be that they metabolize chocolate in an entirely different way, hell for all we know about how Vulpkanin metabolize theobromine it could heal them or give them super powers. Even if they were human sized dogs, because of body mass alone they would have to ingest a greater amount of chocolate than what a person realistically would or would have to each chocolate frequently enough to reach that critical level of toxicity. So yeah, adding it for anything other than "Lol they're dog people" doesn't make any amount of sense what so ever, hell it'd even be a stretch if they were "Lol dog people."
    1 point
  8. Another drawing of younger Jonah My Shadowrun character. Today I did a livestream, and thanks to Tully a few weird things came from it Also drew Tea
    1 point
  9. Nukies deployed a weapon of mass destruction.
    1 point
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