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Venuska1117

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Everything posted by Venuska1117

  1. so how do you want it to do instead of gibbing? swallow whole? they are too small to eat whole, they just torn apart pray and eat it. and they DONT REPRODUCE so i dont know if its an issue or not, if you want they can just instead of gibbing whole body to organs and body parts, it just straight rip off limbs from living person and eat them.
  2. I like when there would be more different events with monster type of enemis so.... This is my idea, "Skulk" i borrowed idea from Natural Selection 2, this are species what appear in groups from "crack" and specify in group hunt and ambush , they are very quick and have strong attack, they have armor on their blade like legs and back what make them somewhat resistant to close combat damage but they can be easy take down with enough bullets, lasers and fire, they will not die instantly from fire but take good damage, because of their armor overheating their flesh, their blood is green and they cannot reproduce they just appear from cracks. When Skulks hunt, they first gibbs their pray, after pray got gibbed they eat organs what splattered around, the more gibbs they eat, the stronger they become, they get evolve point every X amount of gibbs they eat, the evolution points can be spend: Shade: [1 Evolution point] Piercing Vision: Give ability to see enemies trough walls [1 Evolution point] Chameleon: You become hard to see when standing still, you will be more visible when moving around (its more easy to spot) and visible when you attack, after attacking you need wait 5 seconds for chameleon to work. [1 Evolution point] Infection Spit: When person got hit by it, they get green glow around body what make them be seen trough walls (only glow is seen, not person), and marked person take more bitting damage for first 3 seconds, after that bitting damage is normal, the marking glow from spit will be on person for 30 seconds. Crag: [1 Evolution point] Reinforced Armor: give skulk more armor, so it can tank more damage before flesh be damaged (armor absorb more damage than flesh) [1 Evolution point] Regeneration: Slowly regenerate your damaged flesh when not in combat, it take 6 seconds not in combat to start regeneration, get hit for it to stop. [1 Evolution point] Leap: Ability to jump forward and tackle enemy to knock them down. Shift: [1 Evolution point] Crush: Bitting armored person will damage them more (armor penetration) [1 Evolution point] Celerity: Increase movement speed and acceleration [1 Evolution point] Blood Thirsty: Bitting enemies will give some health back Valuable information what was not given above: - There can be only one active skill in each category (Shade, Crag, Shift), they can unlock skills with points and change between them, but they will change to egg like form for 6 seconds to adapt skill they choose, they are harmless in this form and can be easy killed. - They can crawl trough vents. - Skulk are like dogs, not very high and long - Every time they get evolution point, the more they need to eat to get evolution point, and they can unlock whole tree but have one skill active in each categoty. - Skulk start with 1 Evolution point - Skulk have night vision, they see better in darkness - Skulk need 9 evolution point to unlock whole tree (they start with 1 so they need 8) - Gibbing pray will take 10-15 seconds - Skulks belong to "Kharaa", so in manifest it will be "Kharaa" and under it "Skulk (number)" or just "Skulk" - They make no noise when they "walk", and make noise when "running" P.S. i made 2 sprites of it, and it look like shit, so i hope someone with better pixel art skill can make it look better, and have like darker colors, so it blend better with darkness of maintences.
  3. @Sadhorizon Then, we can use this closed list from hypospray on this module to make it same as hypospray, i didn't intend to it have "All" chemicals, just "All" listed ones, my bad.
  4. Title of Event: Unitverse Reality Disorder The Idea: I got this event idea, when i saw event suggestions, with some didnt "make trough", and this event is specially created to place in it ANY type of event what is not good with lore (like skeleton gang event suggestion, it can be used in this event, because in this event, when SM explode everything stop make sense). Oryginally i got this inspiration from people blowing up SM and don't have concequences of it other than radiation and big hole in station, now it bring risk, and antagonist who did it is not safe from concequences. How to trigger: "Universe Reality Disorder" (URD in short) event is only triggered when SM crystal explode. Process of event: SM explosion will create "Universe Reality Disorder" event, this event can trigger 1 of 3 different "power" levels of URD event. Small Explanation of "Power" levels: After SM explode, you have levels of events, and they have different % to occur depending how many players are on server and its split to 3 levels of power "Low", "Medium", "High". The Risk levels: Low Risk URD - There can be given all small risk events like: players look is randomly changed, animals become randomly big or small or other small events what don't make strong changes on station or too much chaos just 'strange' moments. Medium Risk URD - On this level it can become more serious, you can add any event here like (the above said) skeleton gang event, random person become atagonist and antagonist can become normal person, in most cases it create chaos. High Risk URD - My favorite level of risk, because it can create whole new scenerios and touch whole station in most cases, it can create absurd event like 50% people become clowns and 50% other people mimes, and they got objective to fight with each other, and "superior" (mime or clown) and when lets say, all clowns die, round end, this is only one of my event suggestion, you can give here any other big scale event what can "change" gameplay even dumb ones like all "flesh" races become IPC's and IPC's become in flesh, creativity depend on person. Events caused by URD don't need to be negative, they can be funny, strange and even possitive ones. The Chances any%: 30< | When less than 30 players, URD chances: Low:75% | Medium:20% | High:5% 30-50 | URD chances: Low: 65% | Medium: 25% | High: 10% 50-70 | URD chances: Low: 50% | Medium: 35% | High: 15% 70-100+ | URD chances: Low: 33% | Medium: 33% | High: 33% other: there can be different automatic anoucement depending on "power" of URD Actually i don't know how to calculate % so this one can look bad, just make is scale depending on players, but mainly it need me 33% in all 3 levels (even chances to occur) when high population This event is just to be "root" for other events what can't be realized in other way because of "lore" if you have any ideas how i should define levels in better way, give me comment about it, i will try write back. WARNING! THIS EVENT CAN BE ONLY TRIGGERED WHEN STARTING SM (BIG ONE) GET EXPLODED, ONE TRANSPORTED FROM CARGO DON'T COUNT!
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  5. Howdy, i like SCP universe (created one map for gmod) so i have idea "how" to implement this event to ss13 and how it would work, but it would require a lot of work and coding to do. If its okay, i can write list how it would work and how implement it by my understanding (i don't know coding, so i don't know how it work in ss13)
  6. Well i wrote "all chemicals from list" and list can be created depending on person, so "harmfull" chemicals can be removed, but don't normal hypospray can accept all chemicals?
  7. Name: Advanced Medical Hypospray (AMH) Desc: AMH is medium sized tool what can fit into satchel, tool can be aquired at RnD with 2 upgrades and can't store chemicals without upgrades: AMH Standard Chemicals - Installing this upgrade will consume all 100% capicity for AMH, it will have standard set of 3 chemicals used very often to treat patients: Charcoal, Saline-Glucose and Epinephrine. AMH Selective Chemicals - Installing this upgrade will consume 30% capicity for AMH, it will allow player to choose before installing with chemical (one type) can be stored in AMH (like menu choice where you have written all chemicals), of course this upgrade will need higher RnD research and mineral cost. Notes: - After installing AMH upgrades, player can change chemicals by clicking on AMH (similar how medic cyborgs choose chemicals to inject). - Players need fill AMH with chemicals they choosed. - Upgrades can be removed from AMH with crowbar (similar to PKA). Where Idea come from: I got this idea after playing few times as medic, and i really liked that hypospray can inject any chemicals quickly, but i like to hold 30units of each key fluid (glucose, ephi and charcoal) in 3 different hyposprays, so i tough one time: "What if there was hypospray what can contain 3 different chemicals in one spray" so i make reskin of basic medical hypospray, and want to ask to make it reality. Edit: I read all 3 comments (at time of editing it) and i thank you for showing me that i explained this wrong way, so i now will try explain it a little better and change upgrades from capicity suggestion to different. You can write comments if you think i still need change it more. Filling chemicals animation: -> -> ->
  8. I wanted to suggest this system, because it would add some events in future and make janitor job more interesting, let me explain: When janitor normally mop floor, it leave "slippery" floor what you can't make dry, people most of time bully janitor for that. Using mop would place "water puddle" on floor, press again on water to "remove" slippery liquid, floor is dry and you did your job. (If you dont remove "water puddle", it will dissapear after some time) It can be used in events for example sewage leak, water drawbacks (like sink, toilet etc.), leak of acid, medicines or other liquids. Of course there will be more ideas in future for this system, if it ever be created. If you ask how hard it is to code, i have no idea.
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