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Posts
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Everything posted by Shadeykins
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Refugee is a poor term and really wasn't what I was aiming for, I was thinking more along the lines of better fortune.
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Nono, don't stahp. >:C I'll beat you up if you stahp. Keep back and forthing with ideas and junk. Primarily right now what I want is to work out the "mechanics" section on the wiki, because none of that needs any sort of lore approval and can just go up right away.
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The minichat is probably the worst thing to put anything on, ever. I typically close forum tabs because of the annoying sound it makes whenever something gets posted. Keep it clean with the baseless conjecture as well please, I fail to see what heavy industrialization and smog have to do with IMPERIUL GERMUNY whereas your mockup quite clearly references Stalinist Russia. If we were to draw parallels with real life history it would be more on par with India or China. I'll probably do a mockup more in the realm of formatting, proofing and so on and so forth. You may also want to adjust some population numbers. It may also be an interesting thought to have the core world still remain largely isolationist/unified and have some amount of fractured relations (even to the extent of war) with it's colonies and rather than having the "and they sought a better life with NT" you could twist it to have Vulpkanin from the colony/outer worlds seeking refuge.
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Update - as nobody else seems to be doing anything with Vulp lore so far despite PLENTY of discussion I've taken the liberty of adding in sections to the lore page itself. I will be doing a mockup of Vulp lore eventually which will be posted to my personal wiki editing page for further deliberation and possible approval. Expect this to be fairly slow-paced until I have a good idea worked out. Hurray! I thoroughly encourage a maintainer or someone with concrete knowledge of Vulpkanin mechanics to post all of the caveats regarding Vulpkanin here. At the very least, those things can be added to the wiki page right away.
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Cats. Cats don't start panting until a room is 55C. At 55C, humans start dying quite quickly. But cats? Cats are just like "Wow, it's kind of hot here". Cats have LOTS of fur. Fur != Arctic Climes I think it'd be great to go for a heavy industrial background for Vulpkanin, they could have spread out so recently due to contamination in their core worlds? Severe smog and pollution causing them to branch further out. Again, I think a mildly indoctrinated/militant/unified societal lore behind them would fit well too as the vast majority of Vulp players tend to be rather cliquey. It would give them something different from other races, for sure.
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Changeling ideas to make them not prototype.
Shadeykins replied to mrturkeytoe's topic in Suggestions
I would be massively in favor of changelings being shifted more towards something like The Thing. If you've ever played games where there were gametypes that supported these modes, they were crazy fun and scary because you never knew who to trust. -
Allow Starting Chem Machines to be Upgraded
Shadeykins replied to ProperPants's topic in Suggestions
It is. Upgraded dispensers can produce acetone, phenol and diethylamine. -
Fair enough, I just like ZAS much better and miss depressurization. (DAMN YOU SPACE WIND).
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I wonder if it's possible to gather a pressure average. LINDA air alarms are dumb because they only take a reading at the vent, and not of the average in the room (hence why using refill on an air alarm produces odd results). I wonder if it'd be possible to only use tile by tile atmosphere outside of the station defined blueprinty type areas, and average the pressure everywhere else in order to save on permutations... You'd get something slightly reminiscent of ZAS in station, and LINDA outside - space winds wouldn't really occur unless there was a breach, either (As rooms would depressurize across the board, equally).
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Look at the gifs. That's exactly what this new algorithm prevents.
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I decided to remove organs as they were unbalanced and mostly just full of empty processes that didn't do anything anyways. Quite a lot of organs are pretty minimal and don't do much, and without looking directly at the code most people are just going to assume there's a lot of extra bunk code that goes into organs themselves. Unless you already have the onhand knowledge that for some reason there's an empty folder called "organs", you're going to assume we're talking about the not-so-empty folder that deals with organs. You also said in a comment... " What about the chems that heal organ damage? They don't hurt anything by still existing." I caught this literally twenty minutes after posting, and everything in the comments/statement you made pointed towards this PR being the full removal of organs >:C
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No. Bombs are used in such a way in many circumstances that you want to breach walls with them. If I place a bomb next to a reinforced wall, I am not trying to blow up all the tiles around it - I'm trying to blow through the reinforced wall. "Oh no the HoP desk has been bombed!!!!" "don't worry guise lol just the maint closet exploded" "oh no nukies bombed the armoury!!" "lol don't worry guise they just blew up some tiles in space lol"
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And then the NT Rep does... What now, exactly? Strongly against, most of Command can't even get it together when you need to swipe for something.
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Then please, please dear god specify that in the PR.
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I have made another thread in regards to this just now. This is ludicrous bullshit and is why PR's need to either not happen, or get linked directly on the forums.
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https://github.com/ParadiseSS13/Paradise/pull/3181 No. I am thoroughly, thoroughly against this. This is why PR's should be posted with links directly on the forums, not on Github. This is an intense mechanical game change that has gotten no consultation whatsoever and is being pushed.
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Remove the Incinerator/Assembly Line for Workshops
Shadeykins replied to LiquidNightfury's topic in Suggestions
The incinerator exists as a room for traitors to do things in. That's what it's always been. -
I'm from the land of cowboys, oil spills and conservatism. Also known as Micro-Texas (Alberta). help
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Oh! I know you. Hi.
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Replace the CE's RCD with the advanced RCD and RCD changes
Shadeykins replied to isaac's topic in Suggestions
I disagree. Rounds are only two hours long, convenience building should be allowed to some extent. That's what an RCD is for. -
As the blueshield already gets a tazer, the tazer aspect of the revolver is a bit moot. I'm still heavily in favour of the Blueshield having something ballistic or something clear that sets them apart. Even with the laser revolver, they basically have the same combat capability as the Head of Personnel. I think they need something that's not a laser. Why not ditch the revolver and go for something like an officer's sidearm? A pistol that shoots rubbers for instance, 8 bullets per magazine that deals ten damage. This actually lowers the effective damage down to 80 (from 90), and still makes them stand out. It's a karma role, and people have spent well-earned karma on it. It's also someone who's sent from Central Command, and therefore should well - have something that makes them stand out? The NT Rep has their cane, the Blueshield has (or had) their revolver. While there is the argument that the Blueshield was never meant to have it, it was well-suited, they had it for over a year and it worked - it still worked. A serious alternative that isn't just "pewpew lazer" needs to be put in, one that is honestly on-par with what the Blueshield had not too long ago.
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This, and due to the tendency of players to form highly cliquey social circles with the Vulpkanin species (You can see this all over the place) you might even toss in some isolationist homeworld policies, that were only recently changes thus the sudden appearance of the Vulp in the NT Worplace.
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They don't need southern blinds. Just eastern ones.
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I definitely heard about a round the other day where the Vox traders (as they came in peacefully rather than attempting a raid) were allowed onto the bridge to speak with the Captain. They didn't even bring weapons as an act of goodwill. The Captain (or someone) let in a security team that then wiped out the Vox. When I had a Vox trader round last week we had completely nonviolent objectives and successfully traded for everything. I, as the Quill, wanted to hang out on the Cyberiad and let the round run it's course, maybe get into some mischief with the crew and such, but every single other Vox wanted to split so I didn't argue. On rounds that end early when the antag is dealt with I feel bad because most of the crew is hard at work mining or doing R&D or something equally time-consuming and I'd prefer to let them enjoy the fruits of their labor, you know? I had the same thing with my wiznerd round the other day. I went in peaceful, did some trading, made a deal with the Captain, and was going to hang out in Science and use the staff of change on people who really wanted to be turned into something else. Unfortunately it didn't work out that way, but oh well. What had occurred this round was a comdom Captain came and left without saying anything, the HoP was busy faxing asspics, the RD wasn't responding to comms and the HoS was fed up with it all. Then a new (equally comdom) Captain came on, and all the Vox were on the bridge. Myself, SHIP and the HoS were all there, as the Vox all pulled out their weapons to the ready and had reloadable cartridges in the other hand. Instead of standing there waiting to clearly get wrecked by Vox, I popped a flashbang and we arrested them all before shipping them back to their skipjack.
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"Time for your reward, bby." Bahahahahaha