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Coldflame

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Everything posted by Coldflame

  1. There's a 'note' verb humanoids have for the same purpose that obsoletes the PDA app for obvious reasons.
  2. perhaps a 'copper coin' that doesn't function with the vendors? or replacing 1 credit notes with a coin?
  3. play a human female in medbay and act like an anime character
  4. Coldflame

    Id Shredder

    what happens if every ID with ID computer access gets shredded?
  5. as far as security goes: riot shotguns are loaded with tranq darts by default. contrary to what the name implies, they don't stun, and are loaded with haloperidol, making them effective against stimulants. an interesting idea, but far too situational to ever see use. stun batons have removable batteries, which can be handled with a screwdriver. this enables you to potentially reload a baton in the field or replace the battery with a higher-tier one from science. seclights are surprisingly robust, being only marginally less harmful than a stunbaton. likewise, tasers are also surprisingly potent melee weapons. generally, both of these are overshadowed by the baton. on the topic of batons, a baton can be used on a shield to make an intimidating noise. handcuffs can be used on orange (and only orange) shoes to make leg-cuffs. these force a person to remain in walk intent. trying to wash a live stunbaton makes you electrocute yourself. the DNA and fingerprint strings in security/medical records can actually be altered, potentially allowing for elaborate frame jobs or erasure of evidence. the captain is, similairly to the chaplain, innately immune to being converted by cultists, even if their implant is removed. i have no idea of the reasoning behind this. during rev, both heads and revheads are considered dead if off z-level. this can allow for potentially non-lethal resolutions to the gamemode. targeting the mouth and clicking someone in help intent with a ranged weapon will perform an 'execution'. This takes a long time to prepare, but deals 5x the damage of the weapon to the target. most weapons do not deal enough damage for this to actually be lethal to a healthy victim. a few not-useless-but-fairly-obscure mechanics: tracking implants can be used to teleport directly onto the target as one would a beacon. this makes re-capture quite easy. riot armour has a very long strip delay and protects almost all of your inventory slots. combined with a flare in your pocket, this confers immunity to shadowling conversion. chemical implants can be activated by the person implanted in them, not only remotely. this allows the construction of ghetto adrenal implants. flashbangs, being grenades, can be combined with the soon-to-be-removed explosive lances. this makes a ranged stun weapon that is effective even against people otherwise immune to them. roundstart members of security heal when consuming donuts. donuts are also not considered junk food, meaning they're a fine substitute for healthy eating (in ss13). clicking a magazine-based weapon with a magazine will perform a tactical reload, swapping the existing mag for the new one in a single click. this ditches the old mag. weapons with multi-stage reloads such as the SAW cannot do this. the combat knife can be sharpened with a whetstone as other knives, making it arguably the best non-stun melee weapon to the crew. prison jumpsuits cannot have their suit sensors disabled. (not too obscure anymore) tape rolls can be used to completely silence footwear. this is most notable for disabling the distinctive noise of jackboots.
  6. It was axed because it was exclusive to a karma race.
  7. ipcs are already emancipated and equal to the rest of the crew both icly and oocly
  8. removing the survivability spells and perhaps the mass cc spells, then making ragin the main gamemode seems like a decent idea
  9. I generally disagree with reducing the lethality EMPs have to IPCs, but a side-antag like revenant being able to kill a player dead from a cloaked state is pretty unreasonable. I can agree with this sentiment.
  10. >25% hit chance
  11. shitty hitreg
  12. it blocks ballistics on an rng chance (see "Be Lucky") and no thrown weapon achieves much bar lances
  13. as far as I'm aware the counters are: -be lucky -use slips (unless they took basic steps to counter that) -use flashbang (unless they took basic steps to counter that) -use the hilariously overpowered explosive lance -use the hilariously overpowered space lube correct me if i missed any
  14. title, someone with a desword and flashbang protection is basically invincible unless you powergame with lances inb4 'salty', being unhappy something overpowered killed you doesn't make it not overpowered
  15. currently not attempted murder: -spacing somebody if they return to the station fairly quickly -attempting to poison someone if they don't consume the poison and/or action the poison -discharging a gun at someone several times and missing/not hitting enough to crit
  16. make the attempted murder crime attempting to murder someone
  17. i was unaware clubs were a thing
  18. emagged drones are literally free, prenerf they were disproportionately strong to an insane degree
  19. give people a second elective language and add the ability to interpret racial languages as language options
  20. there's nothing engaging about the antags openly being the dominant force on the station and doing exactly as they please with no fear of reprisal, there's a difference between a interesting story where the station is in genuine risk of falling apart and the crew being completely defenceless. sec are heavily discouraged from using all the tools at their disposal to succeed but also have the odds stacked against them to an absurd degree, any round on highpop is going to play out in the same uninteresting way yeah and 2 of the 4 officers are going to be total garbo, recruiting sec from the crew isn't a great proposition when there's a 1:6 chance you're recruiting a literal antag and a chance beyond that you're just going to worsen the situation by creating a loot pinata. the massive buff to syndicate comms and the price staying at 2tc makes it absurdly easy for traitors to collaborate, which quite frankly isn't constructive to the round when the deck is already stacked heavily against the crew; changelings literally get the ability innately.
  21. having 10 traitors and 4 members of security is retarded
  22. unless the pool was unreasonably large all of the objectives would end up being done over and over
  23. I'd like pAIs to be able to access their owner's radio channel, perhaps with an encryption key. As someone who likes using pAIs as an actual PA, it's quite a big gab in their ability set.
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