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Shadeykins

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Everything posted by Shadeykins

  1. This is the viral symptom that makes you spew spiders from your face, I'm pretty sure. AFAIK it was never removed, only broken like most of Virology's symptoms.
  2. WELL, you better watch out 'cause it's time for the Fludd Leave you kickin' an' screamin' face down in the mud Yeah, you think you're hot kid but you ain't number one When Jedr's on the mic and Fludd's on the gun YEAH! His name is Fludd12 Puttin' trophies on the shelve When the beat is hot Man he'll dig and delve Workin' 'round the clock Bustin' out his glock Keepin' thugs in line, With a swagger in his walk And let's not forget about Jedr He's a real mic shredder On the club signboards? Yo, his name is on the header Take you round the town, Yo, this man is no clown, When it comes to gettin' chicks This suckah's got the crown They be spittin' it hot and rovin' block to block With this dynamic duo your world is gonna ROCK.
  3. "GAROOOOOOOOOOOOOOOOOOOOOOOOON!" I don't see why not. I still don't know what Toilet Water/Fish Water actually does, though.
  4. I'm going to do exactly this, I think. "What is the name of your religion?" "Standard Operating Procedure" "What is the name of your god?" "Chief Nerdlinger TullyBBurnalot" In all honesty, I don't see any issue with adding a book that contains SoP for each department much like the books on hacking and stuff. They would be LOOOOOOOOOOOOOOOONG though. Maybe have them have an index page, that links to text specific to job roles?
  5. Uncontainable persons, be it either by hulk, or other means are pretty much a solid target to use lethal means of containment. Nothing kills me more than to watch security try and fruitlessly taze a manifested ghost running around with a cult sword.
  6. Unless there's two successive promoted heads that both take the same uniform, there should always be a uniform handy in the lockers. Corgi makes sense, but there was a few other gimmick objectives that spiced things up a bit as I recall. As for why some of these should be added back, more variety in objectives is never a bad thing.
  7. The issue with keeping tabs on them is almost entirely because they have two heads of staff.
  8. I was there for that. I took them back in my freezer.
  9. Couldn't help but be surprised that there was a massive balance change to the Chaplain making them immune to all cult talismans that are papered that wasn't noted on the changelog. Hilarity ensued. Could the Changelog please be edited to reflect this change? EDIT: This may instead be a bug report. I've been made aware the Chaplain is immune to such effects whilst actively holding the null rod. After failing to apply, they were tasered (and dropped the rod) at which point I attempted to reapply stunpaper about 2x, one immediately and one about 15 seconds later to no avail.
  10. Steal uniforms Steal corgi meat Etcetera. Some of these were pretty fun. Why'd they get removed?
  11. Added the two. As for Bluespace, there's an ongoing page that requests lore reworks.
  12. Updated to make note of Tully's revisions. Added in request for 32x32 sprite (more a note to self)
  13. Ah. Reviewing the revisions, I see. Looks good so far.
  14. How dare you call my high-efficiency vomit machine redundant! D:
  15. With some tweaking this system could actually make disarm less OP and more reliant on skill rather than chance, as it'd require forethought and reasonably high APM.
  16. So basically make the botany, kitchen and bar completely redundant, is how I'm reading this. No thanks.
  17. Nobody needs a brain borging. You do not under any circumstances (for about the 100th time) borg a dead body that you can't reasonably get confirmation from. Borging an unwilling person (which includes dead bodies, who can't consent) is murder and you deserve to be charged over it. You don't enact a punishment on par with an execution simply because it's easier. For spare limbs, medbay doesn't need robotic parts either, we have humanized monkeys and farwahumans we can use for limbs. Medbay however could use MMI's for keeping brains preserved whilst prepping for surgery to PROPERLY revive a person (not as a borg)
  18. Teleporting onto the bridge requires you to get the teleporter board from telecomms. You still have a chance to be pre-emptively discovered by some jerk in a pod.
  19. Either that, or medbay should be supplied with MMI's. Generally by the time they get anywhere where they can be MMI'd though they're already dead. I'd honestly prefer if brains just never died, but that's just me. The fact that organic brains can perma die can be viewed as an IPC buff though (since posibrains never do).
  20. I can confirm on the taser thing. The Burst Taser fires three disabler shots in rapid succession. I'd rather see new aesthetics than anything else to be honest. Give the mechanic the ability to make different coloured pods if R&D is upgraded.
  21. Yes. Body parts decay way too fast, and by the time you get a brain to medical and get a humanized monkey from genetics to transplant it into it's already gone bad. I had actually assumed MMI's not being capable of preserving brains anymore was a bug. I was putting brains in bodies, chopping heads off, then re-attaching them to circumvent this earlier in order to revive people. ;p
  22. I've been playing for well over a year. Security Pod Pilot was my first unlock, after IPC. Mechanic was my next one after that. I have also probably rolled for nuke-ops well over a hundred times by now, and been on the receiving end as well as the giving end. I am talking about a slough of experiences, probably well over twenty that involved me doing it, firsthand. This isn't even to get into the likely thousands of times nukies have had their nukes stolen or been royally screwed over by someone in a pod. I'm not sure how often you roll nuke-ops, but you seriously DO NOT have the ammo to waste on a pod whatsoever. Having one less magazine is generally the difference between you dying, and you getting a major victory. Most nukies fail explicitly because they run out of ammo, and become easy targets. You do realize that the reason the syndicate shuttle has turrets is entirely because the mechanic/pod pilot would go find the shuttle, and steal the nuke right? There is also no argument about "speeding it up just a little". It's either what it is now, or stupidly fast. There is no in between because as Fox has stated the numbers simply do not handle this way for movement. The speed being what it is now encourages pods to stay closer to station, and lowers the chance of being randomly and pre-emptively discovered as a nukie (and subsequently ruining the entire round) by virtue of the pod not being able to speed around to every single point the nuke-ops ship is in 15 seconds. Also, as a nukie, unless the Captain is an IPC you do not under any circumstances have the spare TC to reasonably invest in an EMP or the space required to tote around an Ion Gun. In fact, since the Ion Gun has a chance to set off explosive implants most nuke-ops avoid the thing like the plague. It's HUGELY situational, it's ENTIRELY harmless to 95% of the crew, and it only fits in an exosuit slot (which you need for a regular gun).
  23. Absolutely not on the eyes. While funny and I understand where it's coming from, it's just going to be spammed to steal the ADV Security HUD all the time.
  24. Which guide are we talking about here? http://nanotrasen.se/wiki/index.php/Guide_to_Chemistry Because it's not this one, and this is the current one. If you're editing a dead page, please link it so it can be marked for removal.
  25. I'm in favour of this. Existing requirements already, or not.
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