Coldflame
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Everything posted by Coldflame
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make Aranaus aable to be Sic'd on mobs by its master.
Coldflame replied to Ace_McLazer's topic in Suggestions
I may be wrong but I think he's already not poisonous. -
IS there a reason to put fliptonium in the implants other than it being funny the first time you see it?
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R&D access for Robotics and vice versa (Never mind)
Coldflame replied to ProperPants's topic in Suggestions
this just makes robotics scientists with less access -
Give Greys the Empathetic Thought power alongside telepathy
Coldflame replied to Scrat's topic in Suggestions
It's not hugely uncommon for geneticists to empty people's accounts using empathy. -
So, I've read through the current human lore page, and come to the conclusion it'll pretty much need a rewrite. As it stands, the current page on humans is the skell page rewritten to reflect humans (in sections, still talking about skrell). It's bloated with biological information that's written from the standpoint of someone who doesn't know about humans, and the given lore contradicts what we hear about humans elsewhere. Given that humans represent the majority of players and tie in strongly to the lore, I don't think I Should go about completely rewriting the page alone and expecting everyone to agree with my interpretation, I'll make a thread in the next couple days regarding drafting a better page for humans.
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I've been meaning to contribute to the lore, but I've not gotten around to it. This is as good an excuse as any to make a start. I've made a few minor changes to http://nanotrasen.se/wiki/index.php/Humans , and I'll begin writing a draft of the page that makes some more drastic changes and expands upon humans. If anyone wants to see my work on it, it'll be reflected here till it's done and there's consensus that it should be included: http://nanotrasen.se/wiki/index.php/User:Coldflame
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[logo] [br] [large]NSS Cyberiad- [job]'s desk [/large] [name] here, -[sign]
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"oh man I got both sets of documents and I've caught most of the anta-" "gg"
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That's not a bad thing, given the amount they have and their free pass to kill anyone they want. That said, hypnotize is useless outside of very specific circumstances, so I'd support a change to it.
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Make humans better at not getting shitfaced.
Coldflame replied to FlattestGuitar's topic in Suggestions
I agree, but I think alcohol's on the strong side in general. Being able to drink a glass of beer without getting wasted would make the bar more enjoyable. -
Should unclonable species' NO_SCAN be enforced?
Coldflame replied to Crazylemon's topic in Suggestions
'Shoud unclonable species be clonable?' is what I'm gathering from this thread. The species are not supposed to be cloned- changing this is outside the scope of a change to cloning. I'm not familiar with the specifics of playing slime, but Vox have several advantages as a race, with the only significant downside being the lack of cloning.Regardless, this is something that should be discussed with regards to the species and their balance, not with regards to the functioning of cloners. That said, the races already are regularly cloned using the monkey 'technique' so it's questionable how severe the implications actually are here. -
Play russian roulette with a syndicate revolver
Coldflame replied to Cupcakes_n_Hacksaws's topic in Suggestions
I'm pretty sure the NT revolver has a 'spin barrel' verb, but I'm not sure about the syndicate one. -
Should chemistry machinery be unviewable by ghosts?
Coldflame replied to Crazylemon's topic in Suggestions
If players are are allowed to know it, all players should be allowed to know it The mindset of "But dicks can use it to do x!" confuses me. Should we remove toolboxes so baldies can't hit people with them? Chem mixes weren't secret to begin with, either, so I'm not sure what this solves. -
My personal interpretation, which I use when deciding what code the situation calls for, falls into this Green- No threat Blue - Threat Red- Direct threat. Given that blue doesn't fire automatically anymore, rewording it to: Attention! Security level elevated to blue. There is indication or evidence of a possible threat to the station, however there is currently no active threat to the crew. Security staff may have weapons visible and random searches are permitted. might work better. As well as that, rewording red to: Attention! Code Red! There is an immediate and serious active threat to the crew and the station Security may have weapons unholstered at all times. Random searches are allowed and advised. would make the line clearer
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Non-secret antags ending the round upon death? No thanks!
Coldflame replied to Keroman's topic in Suggestions
I'd imagine that ending the round would reliably get chosen if it were a vote, but if I were to assume otherwise, it still creates an issue. Making some extremely broad assumptions for the sake of argument, if 40% of players die, every dead player votes to end the round, and every live player votes to continue, 25-30 players will be out of the game for 2 hours. -
Non-secret antags ending the round upon death? No thanks!
Coldflame replied to Keroman's topic in Suggestions
I'm personally against this- There's already a gamemode for Extended, called Extended. Wizards, blob, and malf can all rack up a very large bodycount and damage the station quite heavily before dying; If rounds didn't end after murderbone antags died, there could be upwards of 20 people who have to sit out the next 1.5-2 hours. during which next-to-nothing will happen since there are no antags. -
Should illegal implants be hidden from body scanners?
Coldflame replied to Crazylemon's topic in Suggestions
Implants being detected by scanners have never been raised as an issue, ever. Fixing problems which aren't there to create more problems is pointless. -
make clothing vendors have infinite capacity.
Coldflame replied to johannhawk's topic in Suggestions
Anything's better than a system that relies on an exploit (?) or a non-logical method to function properly. Either fixing the exploit or making the machine unlimited would work better than the current system. -
because antags have fun and varied combat mechanics, right? it's a problem with the way combat works, not tasers.
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ranged stuns that aren't tasers: -Thrown Banana peels/Water/Lube; available to everyone on station, stuns for longer than a taser. thrown peel is next-to-impossible to avoid unlike a taser -Syringe gun; available to science and med, can be acquried by anyone on station, can be loaded with stun chems far more potent than a taser -Stunpaper; available to cult, mutes and stuns for longer than a taser, ignoring all obstructions, can be used instantly -Glare/Hypnotise/Freeze Air; available to vampires, thralls, and shadowlings, stuns target for several seconds. can be used whilst handcuffed -Changeling Screechs; available to changelings several, all with general and situational uses, can impact several targets, can be used whilst handcuffed -Magic Missile; available to wizards, easily the most powerful stun in the game; stuns everyone onscreen but you instantly for several seconds -Dart gun; available to traitors, can be loaded with stun chems anti-taser tools: -Coffee/Cigarettes; available to everyone, significantly reduced stun time -Meth; available to chemists and scientists, makes landing a hit with a taser significantly harder and reduces stun times -Various other stun chems; available to chemists and scientist -Adrenal implant; available to traitors, instantly stops stun and renders you stun immune for serveral seconds -Rejuv; available to vampires, instantly removes stuns -Shadowwalk; available to shadowlings, enables them to instantly escape a situation where they are stunned -Adrenaline overlad; available to changelings, instantly removes a stun -Eshield; available to traitors, blocks tasers along with all lethal weapons afforded to security and I'm sure I missed a hell of a lot more
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These proposed holding cells have a maximum capacity of two people. I do like the timers and the windows to detective's office, but I'm still afraid that people may set the timers and still forget, effectively brigging the guy for 10 minutes with no evidence presented. SoP is SoP, but who is going to ensure (and not forget) that it is FOR PROCESSING, not an actual prison cell? That's my point- this design doesn't facilitate use for imprisoning larger groups, which is the only use the current hold cell sees.
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I thought we had something, Nakhi.... I think it's more of a need for new features. Everyone wants a new thing to pew pew with from time to time. The taser is better than the stun shells and they're for shotties, not revolvers. The basic idea is not getting blood spilled and shooting only in self defence as the D. Yeah, I was referring to stun shells that'd load into a revolver, making the detective's revolver more or less a taser. The detective doesn't need a lethal option, the blueshield (arguably) does.
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Perhaps as an alternative to the nerf, the detective could be armed with stun shells (not sure if those are currently a thing in para code though), with BS keeping rubbers? The detective could still get rubber from cargo but they'd either need authorisation or to go behind sec's back. As I understand it, the issue people are mostly complaining about is the detective, with the blueshield in the crossfire of the nerf.
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I like the look of the new area but I'm not sure it's in-line with the use of the holding cell. Usually it's not used to keep people waiting to be processed (they're left waiting in processing for better or worse) The holding cell usually sees use during riots/revolutions when there are simply too many people being arrested to deal with.
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Here's a few I'd like to see: Battery- Unauthorized physical contact or force resulting in no harm to the victim; generally only to be enforced in cases of excessive force that doesn't qualify for an assault charge. (following someone around in disarm intent, tabling people for no reason, generally being a dick whilst staying shy of an assault charge. Excessive slipping falls under this.) Disruption of Order- To intentionally attempt to interfere with the efforts of command staff or security to maintain an orderly work environment; the act of antagonizing authority figures for being authority figures. Trying to convince security you're an antag to get arrested and complain, interfering with sec without falling under A&A, spending the entire round calling shitcurity and trying to rally people against sec for no reason, defying the head of your department because you don't want to follow orders all fall under this. (sort of falls under inciting a riot but it's impossible to actually brig someone under that with the way it's worded.) Harassment- To single out a specific crew member, and repeatedly, intentionally, and maliciously attempt to inconvenience them, even if within the confines of the law otherwise. Following someone around for a halfhour doing everything in your power to stop them having fun or doing their job doesn't improve the game for either of the people involved, but it's one of the things that sits just outside the jurisdiction of space law so sec can't step in. Repeated Disruption- Having been brigged on at least two earlier occasions for similar crimes, the suspect fails to make any effort to improve their behavior to be in-line with space law. (being a shitter and getting arrested three times for breaking into places and stealing things should get you put in perma or in a cell for a long time.) kidnapping falls under assault