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Shadeykins

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Everything posted by Shadeykins

  1. Seems like a pretty straightforward QOL for changelings.
  2. You can make new tanks from metal. While technically true, I think you're misunderstanding what tanks we're talking about here. We're talking about holding tanks, not canisters. These are made of a considerable amount of plasteel (30 sheets), with reinforced floors. The cost of making an atmos holding tank is... 50 Metal Rods for the basic floor to be laid down (25 tiles x 2) (25 Metal Sheets), 25 Floor Tiles (25/4 = 6.25, round up to 7) (7 Metal Sheets), 20 Metal Rods for 9 Reinforced Floors (10 Metal Sheets), 30 Metal for the outer wall girders (32 Metal Sheets) 30 Plasteel to reinforce those outer wall girders. (30 Plasteel) 8 Sheets of Reinforced Plasma Glass (4 metal, 8 Plasma Glass) 32 Metal Rods for the outer layering that goes on top (16 Metal Sheets). That's 94 Metal Sheets, 8 Plasma Glass, and 30 Plasteel. x2, since we want an oxygen and nitrogen holding tank. 188 Metal Sheets, 16 Plasma Glass, 60 Plasteel. On the best of days, it will take you over half the shift to get all those materials and construct the holding tanks. On most shifts, you won't even get that much plasteel. Have them empty, but don't remove them - by removing them you're making the habitability of the station dependent on the notoriously unreliable Shaft Miners.
  3. Because that would allow plasmapersons to stack protections for various classes of armour? I could be the HoS, have all those armour values on my jumpsuit, and then throw on an atmospherics/engineering hardsuit and effectively become a walking tank who's fire/radiation/tesla immune on top of being unable to be syringe gunned - or I could throw on an ablative, or bulletproof on top of it.. Or a riot suit.
  4. I disagree, here. Killing monkeys is already against space law, how often do you see security honestly bother with that? There's little harm done in adding this, especially since it's such a specific thing. Most people don't even know any of Space Law whatsoever, so I doubt they would leverage this as an opportunity to cause trouble. At the very least we should add some anti-union corporate posters.
  5. Just make it turn the person into a gold statue then, ala saxxy style.
  6. You're all overlooking a cheap and readily accessible item that's available at close-to-basic RnD levels. It is called a welding mask. As for the sec suit, medisuit, etc. Disagree, firmly. You should not always count as wearing a security hardsuit and have a leg up on your peers from the get-go, especially considering there's only three of these (Whereas there's 10 people in a fully staffed brig). All the plasmasuits start with 100 bio, as is. We should extend tesla protection to the engineering suits, and fireproofiness to the atmos ones but I'm not keen on anything other than that.
  7. Ablative's only use was during Malf. Seeing as Malf has been removed and merged with traitors, it's fleeting usefulness is entirely gone. Maybe if it reflected shots more often, and had a helmet then yes - it would be see use again.
  8. I'd be strongly in favour of this, because it's in NT's best interests to prevent the formation of unions through any means possible. It adds some nice flavour in a way that doesn't impede the round. For reference here, this suggestion is exceedingly "nice". Almost every company/corporation has a policy that they will fire you on the spot if you even sneeze the word union.
  9. As someone who works atmos a fair amount, I'm all for this. Keep (so they can still be used) but empty out the oxygen and nitrogen tanks. It's not ZAS, but it at least makes the job useful again under LINDA.
  10. This is an unintended nerf to plasmamen when the tesla was first introduced, as they can never have safety from it. I'd be in support of adding the pertinent checks/tags to the engineering plasmaman suits so that they're teslaproof.
  11. A 5 unit welder can still weld doors, vents, lockers, walls, and deal damage. IPC's don't even have to worry about suffocation damage, ever. Their racial buff is that they literally don't require epi-pens. This would just be an additional buff to them.
  12. Only problem I can see with asteroid is there's almost 0 maintenance.
  13. Haha, I'd like to keep maintenance as maintenance but it was fun building this with you guys.
  14. So basically a copy of each form that starts in the relevant office at roundstart? I like it, it may actually see photocopiers get some use other than butt pictures.
  15. Every single chemist I've had to treat for accidentally poisoning themselves (and there's been a lot) has had brain damage. The adv scanner has always picked up and detected on brain damage, and I've subsequently always fed affected persons mannitol. Maybe they've all beaten their heads against the airlock, prior to me getting to them. Either way, advocating for a change to internals box content (a major balance change) based off of one seldom used chem is bunk. I'll just repeat my other points, since I got thoroughly quotemined. * Cyanide more commonly affects chemists who are making it as a precursor to pentetic acid, without wearing their masks. * By the time you realize you have been shot up with cyanide, you won't be able to get your autoinjector. * IPC's can't be shot up with cyanide, anyways. 'Positive, adj.: Mistaken at the top of one's voice.' - Ambrose Bierce. Apologies, but I see few alternatives when someone is willfully equating the autoinjector (a situationally useful tool, that only prolongs death without medical treatment) with a welding torch (a refillable weapon, and useful tool that can be used in a multitude of tasks), and as stated above every cyanide poisoning case I've treated (99% of which are chemists not wearing gas masks) has also had brain damage. Apparently these two things are not connected (or maybe brain damage has something to do with people then choosing to huff cyanide), but you can see how I drew the conclusion.
  16. I believe that's a nightstick, actually. A different kind of beating device altogether. edit: also holy hell NTSAM how do you have 2x as many posts as me aaaah
  17. Against. If you want to be a robot or something similar, play as an IPC. The existing systems already support you being cybered up to the nines as is, and we shouldn't be shamelessly annihilating the differences between species by making them all one big amalgamation of each other. Bad enough that there are IPC's who now look, and act completely human. The tradeoff for cybernetic limbs is not damage reduction for reference. You get to deal with malfunctions, and higher decap rates in exchange for ease of repair - welders and cable coil are more readily available than chems, trauma kits, or patches.
  18. As long as we don't bring back customs!
  19. The number of times you have been shot up with cyanide is somewhere between 0, and 0. The amount of times I've heard of and seen cyanide ever being used is once, it was used to poison a drink. * Cyanide more commonly affects chemists who are making it as a precursor to pentetic acid, without wearing their masks. * Cyanide will kill you from BRAIN DAMAGE, not suffocation. * By the time you realize you have been shot up with cyanide, you won't be able to get your autoinjector. * IPC's can't be shot up with cyanide, anyways. It's perfectly fine, as it is. This idea has been shot down more than a few times in the past, because it simply doesn't require changing.
  20. Once again, seeing as you can't even get donator fluff (pay money) to start out with a tool of any sort this isn't going to happen. It's been shot down multiple times. People get an epi-pen, which is only useful when they're in crit. Epi-pens are pretty much only ever used by *other people* using them on you as well, since if you're in crit chances are you can't get to your autoinjector anyways. Giving IPC's a welder than can just heal them willy-nilly (and is also refuel-able, handy!) is not even remotely close to the same thing. A welder can weld down walls, close doors, seal firelocks, blow up welder tanks, weld vents, ETC. An epinephrine injector can't do any of those things. Vox who lose their nitrogen tanks can also now get a new nitrogen tank at medbay, or get one from EVA like they always have been able to do. Epinephrine injectors are also invaluable for every single species, except IPC's. Them not having access to most reagents is a balancing feature, and one of their prominent trade-offs.
  21. Stunprod can be avoided by not standing next to the suspicious person who says "Hey, come over here", or not being alone in maintenance. It also doesn't mute you, which just lets you scream your location out. You're ignoring the many downsides of the weapon to claim it's unbalanced, when it isn't. Neuro-toxin can be loaded in syringe guns, becoming literally unavoidable unless you have a hardsuit. Almost 0 people have helmets. Slips are very hard to avoid if you're not expecting them. Stunprods aren't even remotely abused in their current implementation. The appeal of the game is that it's difficult, and has a high skill ceiling. I do not see why we need to bubblewrap everything because someone got robusted a few times by a stunprod. Want to know what's even better than a stunprod? A syringe gun loaded with perfluorine, pancuronium, and sulfonal. It mutes, stuns, and knocks the person unconcious. All things you can get from medbay within ten seconds and some tools without anyone legitimately caring. If we're going by the metric of "it's too easy to get", we should just remove all the tool vendors on station, have no tools spawn in maintenance, and lock everything up behind a command-access door filled with turrets. I mean hell, you can remotely detonate welder tanks with just the things you find in primary tool storage. Just blow one up in a hallway, and drag the decapitated guy in the general direction of medbay before turning off to maintenance. Not only is he most certainly dead from accumulated organ damage your dragging just caused, he's deaf, and didn't call your name over comms because he thought you were helping him.
  22. Well, congratulations on pointing out all the other easy-to-get stuns freely available to everyone. I suppose that makes your entire point about stunprods moot, since you're also going to need to nerf neuro-toxin, slips, punching, and alcohol bottles.
  23. It's literally the ONLY stun you get as non-sec, unless you're a Shadowling or Vampire (and vamp stuns SUCK). Most traitor stuns are one off, which leaves you completely helpless if literally anyone (and oh boy does it happen) comes to try and assist your target. 90% of cult players don't understand how runes work, so the cult stun shouldn't even be brought up. Stunprods have been in the game since forever, they have never been changed. This is because they work perfectly fine in their current implementation. They're a stock weapon. Stunprods don't even mute you, making them an incredibly high-risk weapon.
  24. Perfluodecalin would be admittedly better. I was just thinking in the context of the old chem for oxygen damage (Dexalin) being toxic, and the new chems never being snowflaked to be as well. Nitrogen pills would also be a neat option.
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