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Shadeykins

Retired Admins
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Everything posted by Shadeykins

  1. 1023 kPa (as jetpacks are roughly equal to a yellow tank) lasts you about an hour and a half of breathing, but when combined with extensive use in space it gives you maybe about 20 minutes of jetpack + oxygen combined. If you get stuck on the station in a protracted engagement exceeding 30 minutes, using the jetpack as your internals is usually a choice that ends up killing or severely hampering you. I suppose this comes down to preference of loadout ultimately, though. The #1 mistake people make is putting it there, which is why I suggested to disallow it.
  2. Miscreants is a whole 'nother suggestion entirely, which I believe (IIRC) was brought up by Purpose2.
  3. Yes, for every nukie ever who wants to run out of internals 20 minutes in. Jetpacks consume a massive amount of O2 when they're actively being used, which makes using them as an internals source a crapshoot even when fully tanked.
  4. Anticept isn't the suggestion author. This isn't extra slots, it's a reduction of the objectives in certain slots for preference enabled players.
  5. No, they've been discussing replacing a certain number of antag slots with antags who only have theft objectives.
  6. These buckets are the devil's work, I say. But yes, buckets shouldn't be able to go on your head when full and lidded.
  7. This is better suited to the miscreants suggestion, then. Sidetags or what-not, whatever you'd like to call them.
  8. Never seen a nukie carry anything but a gun in their exosuit slot. Every single nukie I've seen either leaves the jetpack on their back the whole go, or puts it in their bag. This isn't a nerf, because if you're putting it in an exosuit slot you're already missing a slot where guns, oxygen, and what-not can go. Before you point it out, using the jetpack for internals is a bad idea because you run out in even a moderately protracted engagement. Even beginner teams I've run with use the yellow oxygen tank in their bag for internals, and the jetpack only for jetpacking. I'm only advocating this for nukie jetpacks, because station jetpacks are too damn clunky to fit in a bag really, anyways.
  9. This will also give people something else to spend karma on, which is nice.
  10. 1) Bodies leave a trail, and killing people is a sloppy, messy affair even if you're well-equipped. It also takes a lot more time to kill someone and stow a body than it does to steal an item. But yes, you do have a point here - it is more about a style of play. 2) Lings and traitors still get found out, because there's a trail of bodies in their wake. I should also mention that antags are the main driver for the operations of an entire department (that department being medbay). More theft objectives means medbay is going to become a snoozefest. 3) I agree, antag objectives are very limited. 4) If you want to change behaviour, provide incentives or methods to mitigate said behaviour. Removing easy-pickings theft objectives is a good start. 5) The people who take pacifist objectives are the people who typically don't want to engage in any combat whatsoever. I think you're confusing two groups of players - players who don't want PvP whatsoever and want to see pacifistic objectives, and players who don't mind PvP but end up with theft objectives, finish them in 5 minutes, and then offer assistance to other traitors. I think the idea slated toward less violent objectives is better suited for a "miscreant" system. I think Purpose has brought it up a few times.
  11. Alternatively, a good solution may be to make it so jetpacks don't fit on any other slot than your back. Most people mistakenly put them in an exosuit slot, which they really shouldn't fit into.
  12. Removing the auto-summon ERT mechanic was contentious in its own right because it unduly burdens administrators who honestly don't have time to even check faxes 9 times out of 10. This is just going to add a heinous amount of salt/spite against admins, because they'll be expected to know the exact layout/situation aboard the station at all times and constantly be ready with a judgement call on whether or not an ERT is required. If you've spent any amount of time in deadchat, you already know how terrible it gets when an ERT is needed and command members themselves aren't swiping. This you can write-off to some extent because ghosts can see if heads are even capable/actively doing something. Admins? Not so much, nobody can see the aghosts and nobody (except other admins) know if the admins are busy or not. This just incentivizes deadchat to start frothing at the mouth every time a fair number of people are dead, because they'll be wondering why the admin (who probably has better things to do) doesn't know exactly what's going on and why there isn't an ERT yet. You need only look at the salt that gets generated toward the admins when people feel a Deathsquad is needed and it doesn't get called. This isn't even to touch on the tremendous amount of hand-holding this leads to, by stripping Command of making important judgement calls and setting a precedent for administrators to constantly baby the heads of command and make the hard decisions for them. No, no, no, and no. tl;dr? The suggestion to strip ERT swipes out adds absolutely nothing to the server and just detracts from an established mechanic that already works perfectly fine. It also piles on more responsibilities to overburdened administrators, who have much better things to focus their attention on (such as administration).
  13. It already isn't. All ERT swipe requests are manually approved by an admin, who decides on the code-level of the ERT and whether or not to send it at all.
  14. IIRC that sound is public domain. Quite a lot are, but you need to be absolutely sure they're licensed for free use to avoid getting in trouble. Doubtful we would, but it's always best to err on the side of caution - people have been taken to court for illegal use of a garbage Garry's Script mod (clockwork).
  15. Like a cheaper version of carp that still lets you use projectiles? It sounds neat.
  16. Code Alpha sounds like a great way to encourage validhunting, and scenarios like this only occur during terror spiders, xenos, etc anyways which makes it redundant. EET goes directly counter to established game lore. If there's an emergency situation so severe that an ERT arrives, there is to be no evacuation. This is not only in SoP, but it's also supported by the mechanical implementation of the 7-10 directive and quarantine laws. SCT is basically just a flavourless version of highlander. I don't see why we would want to encourage Paradise to become goon-lite. I would much rather have options on ERTs be presented so you could request SPECIFIC types of ERT's, thereby providing concrete restrictions on ERT role choices. Engineering ERT? 0 security slots, 1 medical slot. Medical ERT? 0 engineering slots, 1 security slot. Security ERT? Maximum of 1 medic, and 1 engineering and these roles can only be chosen once there's already 3 security role ERT members.
  17. Might help diversify some of the less picked options! As someone who always goes for the surplus crate, I like it.
  18. Sounds like a great idea to me!
  19. Actually since we have a Patreon and pull a respectable playerbase, and because BYOND features ads on the loading screen, we can get in major trouble for using copyrighted assets. Due to BYOND ads and Patreon, Paradise is considered a taxable and commercial enterprise in most legal jurisdictions. We're also open source which means we would be illegally distributing copyright materials and effectively committing acts of digital piracy. So no, not "so what". It's "let's damn well make sure we only use assets that have licensing to allow us to do so".
  20. 1) People don't deliberately leave a trail if they can help it. 2) The Chaplain still has to kill a guy who may scream out for help, and this implicitly involves two people. 3) Lockers don't scream, and the issue is people are advocating for *just* theft objectives. 4) Theft objectives are boring 90% of the time. They always have been, they always will be. 5) Yes, stealing other antag objectives is genuinely shitty to do if you don't need them yourself. The crux of this issue is most theft objectives are "steal a jetpack" or "steal this innocuous item nobody really cares about". I wouldn't mind this suggestion so much if theft objectives were genuinely interesting, but they aren't. This is why for the longest time I've been advocating for bringing back some of the gimmick objectives, if only to introduce more variety.
  21. References are not copy paste. You're literally advocating for taking copyrighted assets and inserting them into the game, which is a big no-no. PayDay also has legitimately nothing to do with a science fiction setting, which is where SS13 draws 99% of its references from.
  22. These are people who are asking for certain antag objectives explicitly so they never have to kill anyone. That's why the people ganged on to your suggestion and cited "less violent" and "pacifist". Even if you relegate 3 slots out of 10, that's potentially 3 antags who aren't going to do anything interesting for the duration of the round because they're being controlled by players who don't want to kill/hurt another player's character, likely to avoid OOC discomfort rather than for concrete IC reasons. The only person I know of for sure that doesn't PvP for IC reasons is Dumbdumn who's character is explicitly a pacifist and never physically hurts anyone, ever. I've seen these sorts of arguments pop up in almost any (even low) roleplay settings that include an aspect for PvP. There is always a crowd of people who never want anything to do with it and feel like it somehow detracts from the environment (when it actually enhances it most of the time). This honestly just detracts from the essence of the game--SS13 is meant to be something incredibly deadly and roguelike, that has been and is the appeal for most people playing it.
  23. * Remove or drastically reduce the occurrence of Orange Juice, Salt, and Sugar as cures for viruses. * Overhaul the possible reagents that a viral cure requires and weight it toward full-fledged chems (no base reagents). * Introduce certain potentially harmful chemicals as cures such as Haloperidol, Aranesp, Sterilizine, Unstable Mutagen, Plasma, Uranium, and Sulfonal. 1) This will serve to make viruses more serious (by removing easy cures). 2) This will give chemistry some later-game things to do (as they usually have nothing left to do at the 30-40 minute mark). 3) This will hopefully make virologists more accountable, virology traitoring more viable, and have medical respond faster to viral outbreaks.
  24. If memory serves telebatons got nerfed once before in the past, I recall them at one point not being able to reliably stunlock people. Honestly if we could just go back to that, that'd be enough - the whole damage shpeel is just going to get a whole shwack of Heads needlessly brigged for battery because they didn't realize their baton does damage now.
  25. AFAIK, this is a deliberate implementation made to slow down the usage of cameras in order to discourage people actively monitoring them 24/7. I might be wrong, but I'm pretty sure this has been brought up and shot down a few times for "needlessly buffing security and penalizing antags".
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