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Showing content with the highest reputation on 04/18/2021 in all areas
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Hi all, With fox implementing 3/4 "top down" perspective sprites from TG, I think it's time to put forward a suggestion fora radical change that will freshen up the paradise aesthetic. What I'm suggesting: Implement 3/4 perspective walls, windows and doors; similar to bay, CM, and goon styles. There are spriters willing to make paradise themed walls, and coders willing to help with setting up the smoothing code. What does all this jargon actually mean? Have a look at this handy stolen chart: Paradise currently uses "classic" top-down perspective. Of the other perspectives, "slanted" 3/4 would be best as all sides are visible for mounting air alarms, APCs, etc. Why I'm suggesting this: Paradise currently has a dated look vs other codebases, while this is not inherently a problem, moving all other sprites to 3/4 will leave walls windows and doors looking out of place. This will be a significant aesthetic improval to our server. The following screenshot gives an example of what a typical room currently looks like on bay, and while we have different textures it would be in the same perspective as this. Issues that need solutions: The biggest issue currently is knowing if this project will be approved or not. While it is a lot to ask headmins and maints this before any real work has gone into the project, it is a large undertaking that needs conceptual approval beforehand. Other issues include wall-mounted devices being out of place until they get updated and remapped. Something that won't be part of my initial proposal but can be done later, as that requires map-edits, and there is currently a hold on mapping PRs while we wait for the queue to start moving.2 points
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I figured I'd make this so everyone can contribute that participated. The Space Dwarf Event that @Norwest hosted was super fun and he asked for us to drop some suggestions at one point. Before I say anything though, it was super fucking fun and I hope to do it again some time. Some suggestions: Diplomacy should probably be encouraged at first so the dwarves don't just get dogpiled the second the crew discovers them It may be helpful just to condense the area the dwarves start in(I know this might be difficult due to the asteroid being a map template) so that that trying to build stuff is a bit less chaotic and there isn't so much clutter You've probably already thought of this, but having some premade dwarf 'Outfits' would ease the event setup probably. A few stacks of wood would be helpful for building stuff A few dwarven warriors would help with defending the base Please keep: Giving the dwarves bone axes, they're sick. Encouraging heavy drinking and reverence towards the blood god doing awesome events Having the dwarves enslave crewmates, it's better that they have something to do RP wise than to be removed from the round.2 points
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Wasnt @Norwest also responsible for one of the events with the cowboy colony and the pirate crew invading the station? My favourite events come from that beautiful mind, cant wait till we got an round with Norwest, Tourte and MysticLiger on the steering wheel.1 point
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Thanks to Norwest again for the Lavaland Dwarves. We were able to create the Dwarven Fortress "Lavalfell" and spent three hours decking it out. It had a mead hall stocked with food and manly dorfs, it had full atmos setup that refilled by stealing the atmos from lavaland, it had a dormitory, full R&D setup, and a giant ass temple to Armok. The amount of crossover between Dwarf Fortress and SS13 is awesome.1 point
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First Name: Tikkitakkitooki Last Name: (N/A) Gender: Male Orientation: N/A Nicknames/Alias: Tikki Picture(If Available) Age/D.O.B: 22, 23/05/2540 Place Of Birth: Arkship "Beyond this place of wrath and tears, the home of fate and kin" - "Savage-Reign." Species: Vox Blood Type: O- Alignment: Neutral Good Tikkitakkitooki believes kindness goes a long way and being good to others regardless if its lawful or not. meaning Tikki may get into trouble with said law on a rare basis. this also however leaves them vulnerable to manipulation Affiliation: Contracted by Nanotrasen, Kind to all Religious Beliefs: Spiritualist They don't believe in a specific god, but do believe in the concept of the soul 'Childhood': Being a new stack Tikkitakkitooki was uploaded into the stack from some long forgotten stack memory and implanted into their current body, originally designated as a raider. due to the state of the Arkship Tikkitakkitook was assigned to do menial tasks instead like cleaning and preparing nutriment paste for consumption. however when the time came Tikki was then sent on their first (and last) raid... 'Adulthood': Tikkitakkitooki was put on the skipjack named "Fire-Ball" after its one time success of raiding a wizard federation vessel of its magical items. when onboard Tikki got along with his raiding group. however they did find it weird that the vox had a habit of cleaning up oil stains. picking up rubbish. even arranging the trophy collection neatly! however their first raid went incredibly wrong when a Supermatter crystal the crew stolen rolled into a stray welding tank. causing the skipjack to explode. in the blast Tikki was caught in, he was lucky to be thrown into a escape pod albeit suffering a head injury after.. the experience leaving the poor vox traumatized watching his kin turn to dust... Detailed Information Appearance: Tikkitakkitooki stands at a average height of 4'2''. however their body looks rather meek and feminine compared to other vox of their stature. their quills are naturally brown however is dyed light pink. their skin is also the traditional vox grey with hazel coloured eyes. their talons seem to be well looked after like the rest of themselves. their beak also seems to be well looked after as well with no cracks or scarring. Character Voice: They speak rather softly unlike others of his kind.. except in some cases where they screech as loud as a nuclear siren Personality: Kind and social to both kin and others however... They are also somewhat distant. Tikki is also sometimes a wimp.. they can go to medbay severely injured and be fine... but a single papercut may also send them into tears. Medical Record: Survivors Guilt Syndrome - Tikki feels responsible for their skipjacks undoing. often blaming themselves for even the most minor of mistakes. this affects their psyche and leaves them trying to avoid any deeper relations with others. perhaps to avoid more pain Character Biography Background: (To Be Continued) Family: None... as of yet. History: (In Progress) Personal Relationships Romantically Involved | Romantic Interest | Admire | Respected | Close Friend | Good Friend | Friend | Acquaintance | Neutral/Unsure | Dislike | Hate | Despise | Death Wish | Fear Faction Relations Allied | Love | Like | Neutral | Dislike | Hate | Enemy Nanotrasen (Dislike) - "They seem like like your traditional company.. but they dont give me any true reason to hate them." Syndicate (Hate) - "Stop killing people! you monsters!" Other Information1 point
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Tbh I wouldn't mind people being able to use their karma races. Have everyone spawn in as a blank slate human and pop up a special customization window. If you change your race, it'll automatically assign a new name fitting to that race.1 point
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Suggesting about having two Detective job slots by default instead of only one. With the server being on high-pop and usually busy and Detective's gun being less salt mine at least for now, when it comes to lone detective being called into multiple crime scenes at once wasn't quite a good experience. Been playing as Detective for sometimes and I do enjoy to actually do the job as it meant to be such as gathering evidences against the suspects then perform the complete dossiers to present rather than "point-n-click" this and spill the names then hurried up to the next location before the crewmembers get really impatience on your late arrival, be it the Security waiting for you to scan things in the Processing, Engineer waiting to fix the emagged door or Janitor waiting alone in the dark maintenance to clean up the blood runes. Not having enough time to further investigate your old cases and papers nobody really want to read except of you because it's your job. Detective job can also be very lonely at some point, most of times Security do not really have time to dive into Detective's detailed effort on evidences but wanting the suspect's name of the prints you found and move on unless the cases were that "interesting". I think having second Detective (and officially a real Partner) would improve the state of Detective's roleplay nature on any scenarios, having someone whose got the same job and SOP as their. Also it'd make Detective job less unpleasant (or boring) in someway. Having two Detective sharing tasks or working in separated cases. The two debating together or to talk with about the evidences they gathered, two brains to share ideas and solving the cold cases. Or one could even go undercover while another work on uniform and on the desk. However fits their style. Which is fun. So, are there any downsides to think about? Surely, redoing the Detective's office to actually fits for two people instead of one. Honestly, I do not really have bright idea with this. Weather to enlarge the office in the current location or completely relocate and re-create it. This is probably a big problem unless someone already got an idea about this. If so, big change or not, cool. Next up would be having two Detective means another player in Security. Despite the Detective's SOP they still pose as major problematic to certain antagonists. Two Det-curity might not be nice to certain perspectives, but that's IC related as long nothing too awful happens for validing as Detective going against their SOP. Feel free to share your thoughts, things I missed, and feedback.1 point
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I honestly feel like, if there are two detectives, the job could be really fun: if you get a good partner. Sure, you might get a shitty partner that takes everything useful from the locker at shift start and runs off to be a pseudo officer, but just imagining checking out a crime scene with a fellow sleuth who actually gives a damn... that would be some really enjoyable roleplay. I also feel like it might be a good idea to shift Detective to being a Karma role as it's already designed to be a little more roleplay intensive than just Sec Officer "haha unga bunga taze antag", and especially if it would involve having two detectives - it would hopefully prevent the role from being taken by people who don't want to actually play the role, and would hopefully help set a higher standard of roleplay between the two detectives1 point
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The vision I outlined on the PR. Basically it lets newbies practice mechanics in peace, without having any significant impact on the round. Also, the official name for it is Syndicate Space Base (SSB). While I did make that up... its also what I called it in the code, so if you invent another name for it it'll get confusing. There are many issues with moving syndi jail there: Someone with a tracking implant could be abducted, allowing a whole army of sec to use the teleporter to teleport to their location and invade the base. Prisoners could be killed, maimed, etc, which was not intended by @Mochito happen when syndi contractors were added. If the base was destroyed, there'd be nothing stopping 'captured' prisoners from escaping instantly. Even worse if the base is spaced.... captured prisoners would be returned dead. If we went this road (and I'm skeptical of it, frankly) then we'd have to only allow researchers to TALK to the prisoners.... and relay whatever info they give to other traitors over comms in exchange for a reduced 'abduction' timer.1 point
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I think this is cool, but just not feasible. The established purpose of the SRO is to allow players to play around with certain game mechanics in an environment that doesn't punish failure harshly(and for the most part w/o consequence). Implementing this change would give people more reason to invade this space ruin(which is supposed to be secret) and otherwise ruin the initial purpose of it. There wouldn't be a great deal of measurable RP value out of this anyway. People who are contract kidnapped are in jail for a small amount of time, and players who would take up these mob spawner slots just to participate in watching/interrogating the prisoners would likely find that people don't get kidnapped often enough for this to be fun and would likely cryo/kill themselves. This just takes up slots for people who wants to learn toxins/tegs/botany/etc.1 point