fludd12
Retired Admins-
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Everything posted by fludd12
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Oh. Well, that's... ...Honestly a little weird.
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Purpose, I submitted a few suggested changes, hope you like them. Holyass, please try to avoid instantly shutting down people who contribute balance changing ideas to Dionae. People are allowed to suggest changes to races, and not all debuffs need a buff - we are, after all, a roleplay server, no matter what the de-facto situation is at the moment.
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Addiction is based on chance per metabolization of chem. This wouldn't have any effect on addiction, just ease of access. Still, a good change.
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People forget that it used to be this way. You could just take an epi-injector and syringe out the contents. It was basically everyone having sleepypens and instant win injectors. There's a reason it was removed.
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Removing admin the powers to send players to websites by pm
fludd12 replied to Holyass's topic in Suggestions
For context, I did a fake admin PM using global-narrate, and played a bwoink message. Instead of a link to respond, it was a link to a youtube video. To my knowledge, youtube has strict advertising policy to ensure this does not happen, and I never intend to give anyone a virus. I, once again, apologize for the practical joke, but removing an important feature for administrative dealings is a bad idea. With this, how would we link to the wiki, or direct people to server websites, or such. Not to mention, the server already has links to several other websites, even without adminhelp. Take, for example, the donate button, changelog github button, wiki button, and forum button. -
Ooh, stationwide telepathy with restriction based on restrained/incapacitated status sounds nice. It'd also give my cute mute grey characters more of a reason to glare at nerds cuffing them, removing their only source of communication. If I may make another suggestion, change the color, and potentially allow papercode formatting for grey telepathy?
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*that I may try to code on my own but we all know how good that turned out. The past three times. That I gave up. Let's see... Reincarnation Machine - Something like /tg/'s lavaland respawn points, except it's literally just a machine that, when clicked by a ghost, teleports the ghost to the position of the machine and does the same thing as player panel reincarnation. Admin spawn only, but I've wanted an easy way to make an observer bar when long rounds get a high death count, and spawning new bodies for everyone who wants to join gets bothersome at best. Grey Wingdings Option - From what I can tell, the only reason wingdings were removed from Greys was because the Grey players didn't like being understood. I know for a fact, quite a few did, though obviously not a majority. This'll give Greys an option in the character creator to speak wingdings or normally. Finally, I can bring back my adorable wingding child without having to makeSound wingding text on an object under her. Grey Telepathy Change - I might also make Grey telepathy happen in text that is not every-single-action-in-the game-blue. I *sort of* want Grey telepathy to not have HTML restriction like it was about a year ago, but that sounds like it would be very rejected very quickly. And also be hazardous to server thanks to html exploits. Diona Can Kick Nymphs Out - Being a Diona botanist and growing Nymphs can get annoying, since you can pick up an infinite amount, but never drop one of your own free will. This would simply add the 'diona' tab to Dionae, much like Nymphs have it, and put a "Reject Nymph" verb that lets them remove a nymph from themselves, and put it on the ground. Thoughts? If you have any suggestions, keep them relatively easy, because if I do try to actually code this, I have a highly notorious reputation of completely giving up on ss13 coding projects that I start.
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I kind of like the idea, if it were only an admin-spawnable event.
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How do you guys feel about the general direction of Paradise
fludd12 replied to SpaceTimeNow's topic in Suggestions
We've lost almost all of the difficulty to the game. Races which were designed to be un-revivable are now swooped up in 2 minutes, defibbed, and let on their way. If it's too late for a defib, strange reagent. Level 5 biohazard? It's a blob, hunt through maintenance with an X-ray laser gun, go back to pretending to roleplay. Who needs the unstable, potentially hazardous Singularity when instead you can get the literally zero-maintenance Tesla? Actually planning on dealing with a specific race is gone, everything except for IPCs can be killed in just about the same way, unless it's one of the overwhelmingly large population of people who don't care about the air content. Genetics is just praying to the Random Number God for something that makes you unkillable. There's no strategy, no conflict, no insane what-the-hell-is-going-on anymore. See an antagonist? Kill it. Incinerate it in the chapel "just to be safe." Piss on the ashes, go back to being half AFK in the bar. If you didn't manage to kill it, and you die? It's not like you're gonna be dead for long. Either wait a minute to be cloned, or respawn as one of many different get-out-of-deadchat-free cards. Nobody is allowed to make mistakes, roleplay consists of "fit to my standards, or be excluded from the group," and the brig is used maybe once a shift, otherwise antagonists are killed, made into cyborgs, or just incinerated. I'm guilty of essentially everything I said here, and all of this stuff applies to SS13 in general, but we've been descending into an ordered pattern, when the true glamour of SS13 was that everything was chaos and you're just another redshirt spaceman among it, doomed to die unless you're very lucky. -
So, mayyyyybe I've been playing a bit too much goonstation for my own good, but here goes nothing. Basically, how feasible would it be to port a lot of the differences between goonstation and paradise? Goongenetics is AMAZING. Interesting powers AND a reason not to OD on power. Mechanic is cool. Mechanic being able to replicate stuff? Why not - it's basically R&D without the ability to make new things. Mining having cool ores that they can smelt together, Artifacts existing for Science again, freaking stock markets and economy systems, imagine adding even more interesting complexity to the game. Talk about a coding mess, though. I don't think our poor coders could survive it.
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Would it also be possible to remove the note limit on songs, or at least increase it by a lot? With high tempo, moderate-length songs can be a pain to play, having to split into parts.
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Again, not suggesting we necessarily port the things it can make, just the system itself, because our current system is clunky.
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Well, I kinda meant for food recipes to be done in the microwave/oven, still. It's just that, our tablecrafting is rather unfinished, and where it is used, it isn't obvious that it can be used. /tg/'s tablecrafting seems a lot more user-friendly, to me.
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ITT: Irony because fludd usually argues against parity to /tg/ for the sake of parity.
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Tablecrafting is complete, at least. Don't worry about the recipes, just add the system, so people can eventually get around to adding tablecraft recipes. In the same line of thought, the cooking system for /tg/ is more fun in my opinion, though it'd be nice to move recipes around to the oven and such.
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Resleeving honestly sounds like a tedious system, really. Also, enforced CMD has never really worked for this server, and I doubt many people would be willing to go along with it.
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Conveyor Belts. Could finally give plastic a use. Mirrors. Silver to make the frame, and add glass.
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Wow, great work. Be on the lookout for the upcoming changes to cult, though - most of the information will stay the same, but there's gonna be new runes and no mask.
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Those who can avoid the purge eventually reach the upper echelons of the administration. Who once feared the sacrifice to the machine gods, eventually orchestrate it. Such is as demanded by Cjopaze, ancient god of technology and patron of the barbed wheel.
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I think Ammonia can already be found in the Garden. As for giving Perma prisoners their own garden, major +1
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Chains of Light and Litany of Sloth are really the only two I can see as being griefy - Oath of Peace doesn't actually stop you from being able to fight, it just forces you to help intent, which is the intent with which I carry out most of my fights anyway. Even if it did, that particular spell affects the chaplain as well. The main intent of almost all of the spells is to heal and protect, rather than enable solo validhunting.
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Give pipe dispensers the ability to dispense multiple pipes
fludd12 replied to Citinited's topic in Suggestions
the Rapid Piping Device is something that I would love to be ported. -
I mainly tried to keep away from anything that would emphasize validhunting, could you give a situation where these changes would allow for a hunt that currently can't happen?
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I will try, and probably fail.
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I'm trying my hand at giving the Chaplain some form of holy version of cult runes, except with less effectiveness, and less blood sacrifice. This would remove the innate healing power of the bible, as well as the innate holy water creation, making it just a brain damaging weapon, but allowing it to cast spells, much like a cult tome. Here's my ideas (most of which are totally not torn from D&D and pathfinder): Spells Spells are cast using a bible and, occasionally, some form of implement described by the spell. The bible is used like a cult tome, but it retains its current use as a storage medium, as well. If the spell calls for something that's inside of your bible when you activate it, it will automatically be consumed. ☼ means it's a rune-based spell, Φ means it's a touch-based spell (Makes your bible do it on next help intent tap),Θ means it instantly happens without targeting, and Ω means it's a spell that can target anyone in vision range. Level 1 (Available at Round Start) ☼Create Water: Fills any container on the rune with water. Gives 1 stamina damage for every 2 units of water. ☼Bless Water:Transmutes any water on the rune to Holy Water. Takes an amount of time, based on the amount of water being transmuted. ΦMindless Virtue:Heals five points of damage on a person, at the cost of giving them 2 points of brain damage. Level 2 ΘDetect Evil: Reveals any hidden cultist runes in a radius of 3, but flashes the caster's screen as if you used a welder without goggles. ΘVoice of the Gods: Works like a megaphone, but renders the caster mute for five seconds afterward. ☼Sanctify Corpse: Consumes a glowing bread (Flatbread made from dough made with holy water) to reverse corpse decay by one level. ☼Enhance Water: Transmutes any water on the rune to wine. Results in only 2/3 the units, rounded to the nearest whole. ΩSacrificial Oath: Rapidly heals the target, while damaging the caster equally. The effect stops if the caster drops their bible for any reason. (If possible, I want to make this simply make the caster take any damage that the target would, but this is my best bet.) Level 3 ΘHero's Defiance: Gives you 5u of hydrocodone and cola, making the caster essentially immune to pain or passing out for a short while. ΩLitany of Sloth: Sets the target to walk mode. Decreases the caster's temperature to almost damaging levels. ΘOath of Peace: Adds 5u of pure love to everyone in vision range, forcing everyone to help intent, including the caster. ☼Soulsight: Consumes a Camera Obscura to give the ability to see ghosts for 2 seconds times every use left in the camera. Also blinds the caster for the duration, making the ghosts the only thing they can see. Level 4 ΘMartyr's Bargain: Rapidly heals all damage and stops all stuns for 10 seconds. When the effect runs out, the caster instantly take 1.5 times the damage and stun counter. (Again, should work like it stopping you from taking damage, but that could be difficult.) ΩChains of Light: Renders both the caster and a visible target immobile. Wears off after 10 seconds, or if you stop holding your bible in your active hand. Your target is still allowed to use items. ☼Symbol of Healing: Creates a rune that heals whatever walks over it, then disappears. Null Rod The Null Rod will be getting some love, as well. In line with /tg/'s chaplain Holy Weapon selection, there will be multiple options for alternate Null Rods. The Null Rod - The good old Null Rod, an obsidian stick that does a fair amount of damage. Can now fit in a pocket. The Holy Sword - Our current only alternate to the Null Rod, does the same amount of damage, but has an edge, and can't fit in a bag. Blue Staff - Does less damage, but has a chance to block attacks. Does fit in a bag. God Hand - Same amount of damage as the Null Rod, but as fire damage. Nodrop. Clown Dagger - No mechanical changes, looks like a honkrender[?] and honks on attack. (Copied straight from the PR) SORD,,,, - "This thing is so unspeakably shitty you are having a hard time even holding it. " - Dave Strider, Homestuck. What the hell are Levels? I haven't really decided on a way to naturally achieve spell levels. I suppose one way would be through some sort of sacrifice rune, which removes an item of value in order to level you up. Probably some amount of mining ore. Alternatively, you could have it be prayer-mediated, so admins can decide what level the Chaplain gets, because the only additional ability the Chaplain would have at level 1 is to be able to create water. "This change is huge. Nobody'll code it." - Everyone Ever, 2016 I know. I'll try and code it, but there's no way I'll touch everything. This is mostly just something for people to aspire to if they REALLY want to give themselves a coding headache. If you have any other suggestions for changes in this line of thinking, feel free to post them!