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Showing content with the highest reputation on 07/31/2019 in all areas

  1. Art of Domitia Aquila in Trans-Solar Federation officer uniform
    2 points
  2. Would be more than happy to run tests of this live to tweak it and get feedback from players etc when it's ready for it too. Hell, be excited too. New antag types are always fun - and more tests of it means people can evolve a meta around it faster.
    2 points
  3. Ok, right now it looks like they are not really strong and might die easily if 2 or 3 peopel attack one at the same time, considering the fact that most of the psionic abilities are channeling. They look like an "off-station" threat, like wizards or nukies, however dont hold the surprise factor, and are not disguised as a normal crew like vamps or clings. First of all, i think we need to decide if they start like a crewmember (like cling, blob or sling) or start off station, like wizard. Also if they fight eachother, i think they should be much stronger in crew vs psi fight. For example, imagine this: every light source (lighter, torch, computer, mushroom) is not working in a certain amount of tiles around psionic. They are invisible like revenants - invisible unless use abilities. (not invisible for other psionics). In their presence crew are automatically affected by terrifying hallucinations, which deal real damage, therefore normal crewmembers, before they evolve a method to fight a psionic, should run and hide, or monsters and terrors of psionic will consume them. Not sure about the weapon against the psionic tho. Imagine two wizards fighting onboard cyberiad, constantly teleporting and throwing fireballs, but also invisible, so the crew are just little puppies caught in a crossfire. Thats how i see it. If they are not scary at all and have to hide in maint themselves like slings for example, and along with it have to fight other psionics, they might look like a bunch of nerdy kids not worthy any attention of crew. This is my happy little thought
    1 point
  4. I've talked with Neca, Purple, Ansari and Crazy about the idea and none were opposed. So I'm starting the basic development of the core features and I'll keep adding more details in when I get inspiration. Feel free to suggest things. They always help!
    1 point
  5. A considerable amount of times I've played as the coroner the morgue has been either broken into or used as a rat run to get to medical/cloning. This causes considerable security issues especially with how sensitive the data and objects in the coroners office and morgue are. If you are newbie or assistant looking to grief or just bored you only need to go through one secure door to gain access to; Countless dead bodies with all their items. A possibly unsecured scalpel. A dropper, formaldehyde. Paperwork that can be vital to detective/sec work. Part of the problem is that it is located directly on a main corridor that attracts a lot of traffic, opposite the bar and kitchen kiosk, lots of newbie traffic and assistant traffic here and bored assistant/newbies/grievers like to hang about waiting for doors to open to run in and act like idiots. Suggestions to fix: Remove the door that goes directly into the coroners office? (1 in picture) Put secure lockers that can be labelled in the morgue for the belongings of the dead bodies? Move coroners office to the opposite corner (3 in picture) Make morgue coffins secure somehow? Not operable by non-staff? Remove (unnecessary?) door to mech bay (2 in picture) Thanks. Cthulol
    1 point
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