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Showing content with the highest reputation on 07/27/2021 in all areas
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4 points
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Got bored and generated these These are the largest threads we have on this forum. This only includes text content, no images. While some of these may seem small in the grand scheme of things (2.2mb on a 2TB SSD is nothing), you have to realise this is 2.2 megabytes of pure plain text, no images or extra stuff.2 points
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Anatg bodies go to the Morgue with DNR labels, give the evil nerds a chance to revive their buddies. Security that leaves bodybags in execution are not fun.2 points
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Some one get the syringe gun. The elderly are off their meds again.2 points
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Two words. Lava moat. The Captain must be protected.2 points
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This'll be a bit of a long post regarding an idea I had for a new antagonist, so here we go. General Information: They are solo non-conversion antagonist. The amount spawned in the gamemode would be 1 + (num of players / 8) Antagonist mechanics: Knowledge points: This is the equivalent of swarmer points to sorcerers, they have a starting maximum of 100, are obtained through absorbing items and are spent in abilities. Arcane Torch: This is the only ability that sorcerers spawn with, it has no cooldown and it's effect is summoning/unsummoning an ethereal hand that baps items to drain them, and giving the sorcerer X amount of points depending on the item. A specific sorcerer can only absorb one type of item per game, so you cannot absorb a red toolbox twice. Absorbed items are easily recognizable as they are gray, have a special name/description, and are rendered useless. Absorbing an item leaves your fingerprint on it. Here's an example on how absorbing an item looks like: Leveling up: Sorcerers have levels, you start at level 1 and get the ability to level up when you reach your maximum knowledge points (100 for the most part). Leveling up awards the sorcerer with a couple of goodies depending on the level: Every level you level up, you are given a choice between 3 spells, the effect of these spells depend on the effect of the items you absorbed (if you absorb a lot of combat items, you have a higher chance of combat spells, medical items for healing, and so on). Choosing one of these spells grants you the spell. (all of this spell stuff is explained soon). Every two levels you level up (lvl 2, 4, 6...), you are allowed to upgrade one of your spells, the upgrade depends on the spell. Spells: Spells are the sorcerer's abilities, they are gained and upgraded by leveling up, and these are their unique quirks: Not all of your spells are active at once. Each time you level up, you randomly replace your current active spells with 4 random spells from all spells you own. Only active spells can be activated, the rest cannot be seen / used. Spells do not have a cooldown, but they consume knowledge points to activate and charges, each spell has their specific amount of charges, and each time you use a spell, one charge is consumed. Consuming all charges off a spell removes it as an active spell. Here is an example of the active spell mechanic: The one part I have not come up with yet are appropiate objectives, but ideally they'll be revealed to the sorcerer when they level up to a specific level (10, 15?). Posting this to see what the general opinion is, before I continue coding.1 point
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I'm sure you're familiar with the Wizard any% speedrun. Things start quiet, suddenly wizard is called out on comms, and then the end of round results pop up. This can also apply to other antags such as Shadowlings and blobs, where the round can end very quickly and abruptly. This can be annoying for the crew, as it cuts the round short in the middle of things like research, construction, or RP. My idea for a solution is make it so the end round vote for the shuttle is automatically called instead of ending the round immediately. Should the crew wish to continue with the round, they'll be free to do so. If the crew wishes to end early, such as due to station damages or exhaustion after the fight, they have the option to vote for it. This could either be implemented as is, with the standard end round vote being called, followed by the shuttle call if it passes. If more flavor/RP explanation is needed, then automatic announcements could be attached to it giving explanations such as "Command has deemed the damages minimal and not requiring an early end to the shift." Or "Command has decided to end the shift early due to damages to station assets."1 point
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The brigbay isn't really meant at all to be a full treatment centre. It's intentional that they are lacking in many supplies - the kits and sleeper are enough to stabilize people and get them to the real medbay. It's meant for boo-boos and stabilization most of all. It's meant to be more of a medic role than a doctor/surgeon/etc. While you can set it up to do more, that can be said of any role or department. We have no intention of increasing the healing power of the brig phys at all.1 point
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Pretty sure its in execution SoP, one moment will edit this Yea under Legal SoP, but who fucking follows SOP "Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security."1 point
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1 point
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I don't even understand why that's acceptable. A lot of sec players nowadays don't even bother morguing, they keep everyone in execution just in case. It's becoming meta. There is literally never a case to do this, even if medbay has been proven to revive antags that round, because you can simply destroy EoC bodies via the crematorium, which is both more permanent, and actually makes sense ICly. And preventing revival with more than a DNR tag when such a thing isn't even proven yet fits the definition of powergaming like a glove as provided by the advanced rules - "Playing to “win” should not be done with the exclusion of all other considerations". So I really don't want security to get basically an ok to do this in the form of brig doc having morgue trays.1 point
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Hello! Its about time I introduced myself, been lurking the forums without saying much for too long. Anyways, I play Jacob Pearls, your most hated loved Vulpkanin, yes! that guy who screams and pushes people down in maintenance. Well... paradise was my first SS13 Server, been playing around a full year now. Honestly I love to roleplay althought, most of the times I don’t get the chance of doing so, I’ve met some great people here and I hope to meet even more! English is not my main language1 point
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I would also like to add that regardless of what happens I WANT to see that hot potato spell in the game in some way. Can people pass it to each other or does it prevent that after first pass? Just the idea of a bunch of seccies passing each other a primed explosive in a panic is hilarious to me.1 point
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Would probably be better to have the extra starting equipment come in the brig physician's bag rather than have mapping spawns for each map. Also has the advantage of not making it critical to be there round start. Things that are too big to fit in a bag normally maybe should spawn in hand like the similar to doctor's medkit...1 point
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1 point
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Hostile architecture PR. Like those awful anti-homeless spikes but for bridge hobos.1 point
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Some more recent doodles !! Not as many this time cause I've been drawing other things but I like these nonetheless :p1 point
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A use for combat miners? An excuse for assistants to go unga in a controlled way? Love it.1 point
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1 point
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A lot of dead/perma killed/spaced security if its a very close defeat. OF COURSE, COULD ALWAYS MAKE IT SO SHADOWLINGS COULD BREAK MINDSHIELD. . . . Perhaps?1 point
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Add a chance to randomly introduce other antagonists (traitor/ changeling/ vampires) and you'd likely erase most meta issues.1 point
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One problem I can see with this is players "metagaming" the fact that its now an extended round. I think most of sec would cryo, players might start doing silly stuff knowing they wont get mistaken for an antag, etc.1 point
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1 point