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Everything posted by davidchan
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This sounds even worse to be honest. As long as they can only squeeze through doors naked, they'd put themselves at a disadvantage to use it. The ai and borgs can bolt a foor remotely, they can't seal vent. I'm also not sure that vent crawling leaves forensic evidence, but slime residue on a door would be an obvious sign. Bolted or welded doors would keep them out. The metagame potential for ventcrawling is ridiculous. Aside from it being stupidly easy to get into atmos and tinker with the pumps to keed the pressure right, there is no way to track a person in the pipes, slime people are just going to hang out in the pies and harass people, validhunt by watching anyone suspicous and if your kill target is a slime good luck finding them if they are idling in the bar vents where you can't find them, it'll lead to traitors intentionally fucking up atmos to drive out slimes or kill many people not on their objectives. With door squeezing, none of this an issue. No people randomly breaking into atmos so they can have a free peeping maze, no infinite evasion of sec and antag, the ai can better track people, and drones, swarmers, xenos and anyother ventcrawling mob/antag isn't getting premptively screwed because departments are welding their vents round start to keep out annoying or shitter slimes
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I can understand the desire for tasers dealing minor burns and potential heart attacks, but it's just such a bad idea in practice. If the heart attack isn't instantly lethal, sec has no means to check for internal heart damage aside from oxyloss caused by it, and even if they don't assume you're faking it, security doesn't give a shit what your injuries are many a times I've been brigged/perma'd or found people in the brig/perma with broken bones, skulls, internal organ damage and other potentially fatal injuries. Security doesn't care, hell they prefer it if you're in soft crit because then you can't move and cause problems and they'll let you bleed out slowly before throwing your corpse out the door once your time is up. Security barely thinks twice as it is when spamming a taser to take out one person, think of how many times you've been hit by a stray electrode when someone it yakity saxing past you. Now imagine if that annoying stun had a potentially lethal side to it, and how much salt it's going to generate as the sec players will insist it was a valid if regrettable kill because you were in the way (despite standing perfectly still before they even showed up.)
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Should definitely bring it back. Destruction of the station should always be considered a crew loss, regardless of whether the crew initiated the destruction or not. It's their job to protect against blobs. That being said, blob objectives need to be expand. Last I saw blob only needed 250 tiles or so of coverage to win. While this can take a while for a single blob to cover, by comparision the 15x15 screen full of blobs is 225 tiles already, meaning the blob is HARDLY in control of the station, various max caps bombs do more damage to the station than a blob will over the course of a typical blob victory round, station integrity should at least have to fall to 60% before blob can be declared the victor.
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Friendly reminder that the atmos syndicate item is literally a jumpsuit that let's you vent crawl. Definitely against any changes that devalue traitor items or make them redundant. Slimes should just have their karma cost reduced. At best the ability to squeeze through unbolted doors t-1000 style. Giving slimes the ability to vent crawl will make them sec proof. Let's not forget the nightmare that was dreadweaver giving themself vent crawl to tide.
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These rooms were already square before he remodeled them. You're seriously gonna complain now?
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I'm calling BS on Detective being removed from the antag list on /tg/ because it didn't work. It got removed because Security players on tg can't fucking handle the thought that someone with access to their precious brig might not be trustable. Hell the guy who wrote up the PR, which had only slightly more support than it had resitsance against it, is notorious for nearly ever single one of his PRs being based around buffing security.
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If it can be coded to make them low priority for antag status id be all for it (science getting similar treatment) Corrupt and crooked cops are a thing, lots of sec regulars already have antagonistic attitudes and will gladly shit all over you given the slightest justification or excuse. All that said, sec is missing out on some amusing custom objectives that could be given out. Imagine if members of sec were given the objective to baton x amount of people, typically of a specific job or race. Hell imagine if once every 10-20 rounds the entire sec department was given a quota of things to do, such as end the round with 5+ assisstants in perma, and the IAA and Magistrate would need to be vigilant to find this activity and work with the cap to prevent it.
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If I had a suggestion on what to do with the current control room, drone fabricator and construction area... it'd be to get rid of it. Extend the lobby by a tile or two and put all the status monitors there, and turn everything else between the lobby and janitor's closet into maintenance. Utility storage, spare equipment, things that might be associated with engineering but don't require any level of security. If you wanted to build backstory, make it like an abondoned engineering section that would have served as life support while the station was being built. In my personal opinion, I'd love to see the Clown's Office moved to maintenance. The construction room would be perfect. My idea here is that the clown basically becomes Milton from Officespace. Nobody really knows why he's here, he gets paid because of a glitch in pay roll. Lacking a proper office, the Clown takes over a utility closet (like the ones around maint with the Air Mix pressure canisters) and turns it into his cave, Clown gets a bed and his usual equipment spawns, but the door is public access and because the clown is a packrat/scavenger/stowaway on the station his office has a number of random item spawns like typical maint loot. The clown office in maint was always something I liked about goon, because it helps cement the idea that the clown was never really intended to be on the station, but he manages to make himself at home despite everyone else's attempts to chase him off.
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Atmos as of late feels like an engineer with less access, but that's a different argument. As for construction room.. yeah it's super niche right now and too cramped to be any reliable autism fort for engineers, the assembly line across the hall is more often used, and gives the truly anal engineers an excuse to illegally block off hallways with engineering only access doors to keep greyshirts and security out. I definitely prefer this room to the old one with the giant table that blocked half the room. It's like Primary tool storage vs the locker room, both function as storage for nifty stuff, tool storage is utility while locker room has a lot of wasted space for fluff. If I had one nitpick/complaint it's the borg charger. I've never licked it crammed behind the disposal chute, I know it's been there for ever, but personally I'd move the charger down to the other end of the room near the door to the engine and SMESes, and just put the garbage can in the corner like it should be.
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I like this. Atmos doesn't feel so left out AND they can actually approach the CE office without hacking or breaking down windows. wonder if something can be done about that damn 'construction' room that used to be the old grav generator, seems like it would make a better, less claustrophobic atmos office that could support 2+ techs in a crisis. Generally everything north of the Drone fab could use a pass over to make it more streamlined and functional.
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After 5-15 minutes other people's heads start looking like coffee cups and percolators, allowing you to drink their blood to momentarily sate your addiction. :^) Honk.
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That being said swapping out the crappy stun+ revolver for something that makes the Blueshield more melee oriented would be pretty cool. Never really liked the taser revolver since it dramatically reduces your effectiveness against anyone with an eshield or esword.
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-1. Krav magov gloves are nifty and all but having two sets on the station is too much. Didn't even really want the warden to have a pair, given they are basically a traitor level item.
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Porting /tg/ peacekeeper borgs would be rather amusing. They don't do a whole lot except annoy people and give security all access via law 2, but being a hugbot they'd be fun in an RP setting (compared to /tg/ that is} Removing the sec borg. No. tg removed the borg. Nothing changed. They removed Default borg batons, nothing really changed. AI has been removed before and silicons have gotten numerous tweaks and nerfs because they are the easiest target for dunked people to salt against, because they have specific antag uses and rarely mix with other antags, where nerfing actual means for the crew to valid hunt would similarly reduce an antag's own ability to use that against the crew. A few bad players, who didn't even make up the majority, were abusing the module without following the rules of role. The admins didn't care to crack down on them partiially because all AI lawsets outside of Robocop have enough room for interpritation and lots of Captains and HoSs were making free form laws to encourage valid hunting. This goes right into /tg/'s thought process in that any antag status is freedom to kill and murder, but the crew is equally free to deal with antags that have been exposed. AI/Secborg teams were just much faster and more coordinated, so people got tired of being dunked and removed them rather than learning to play the game better and not recklessly go on murder sprees. tl;dr secborg did nothing wrong. When played properly and not used as an excuse to valid hunt it's a balanced and often underpowered role that excells at supporting security rather than replacing it like other modules can suppliment their own departments. Crack down on players who valid hunt and report them for toxic and bad silicon behavior, not remove the entire role because a few bad apples.
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Rename the kitchen to Honk Kings (honkings. And a play on burger king. GET IT?!)
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https://github.com/ParadiseSS13/Paradise/pull/4641 Not my PR or Idea, but I think it's definitely worth bringing it to the forums, as not everyone visits the hub and a change of this sort would radically alter the game for lots of people. I'm personally for the idea, though I do wonder if a loyalty implant may be a step too far, RD has a lot of power at their finger tips just from the wide access their job gives them, without much responsibility at in terms of whats expected from an RD in a usual game round. Thoughts?
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Huh I thought it was standard procedure for toxins to 'renovate' and remove one side of the shuttle so everyone can board at once.
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Pets got watered down about the time Robotics got a carbon-copy Ian that has a red visor and shoots sparks, the Captain got an annoying little fox and Security got a murder spider that will attack crew if it gets bashed once by a space carp. By that argument we should just remove any pet that isn't Ian.
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Honestly I'm not a huge fan of tablecrafting for cooking. It makes some sense, and is easier to tell what the recipes are at a glance. But it also removes the RnD upgrades from the kitchen since 90% of your final ingredients aren't cooked in the microwave but rather assembled on a table. It'd also remove the grill and oven unless who ever ported the system would willing to go through and change a bunch of recipes. Maybe adding a final step to a lot of recipes with the tablecraft making an 'uncooked' or 'grill ready' item that would need one last heating from the appropriate appliance would be good.
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I'm going to say no. I don't regularly play either of these roles but some people do. And while some rounds (mainly cult) the Chaplain gets a bit more action than usual, its an RP role that's meant to be approachable by anyone. The psychiatrist on the other hand is usually an interaction pushed upon someone who is displaying insatiability; A suicidal patient or criminal, a Security officer or Head of Staff lashing out violently to criticisms, or in some cases if a Doctor or medical staff who snap during the stress of a round. There are the rare individuals who request a session with a psychiatrist, but these are typically metafriends to begin with who spend lots of time together anyways. I really don't like any idea of merging roles, especially RP roles, that function independently anyways. I've always felt that the Chaplain should get basic security access so they can approach and speak with brigged or perma-brigged prisoners, but aside from that the role doesn't need that many changes as it's still a viable traitor role if you're good at RPing and can usual the general chaos to your advantage.
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a LANDED space carp with a custom 'sideways' sprite that flops around like a fish out of water. Legal shouldn't have a dog. It should have snake.
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Let's not turn into the llama drama that is aurora. They have an entire subforum for this crap and it's regularly blasted on the /r/ss13 threads. Don't air the laundry publicly , take your complaints of another player directly to the player or the admins. If you feel other players would have insight or additional info on someone's toxic behavior or more examples of bad shit, put their name in the message or get the story from them and forward it to the admins for consideration. Just don't fucking wash our dirty laundry in public, nobody wants to see the treadmarks on the unmentionables, especially nobody who has the servers best interest in mind.
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Make upgrading the EXPERIMENTOR actually good
davidchan replied to ProperPants's topic in Suggestions
imho The best way to fix the EXPIR would be to redesign it to make it something like a crafting system. Removing the RNG dice roll and replacing it with a combination system. 2 or more items can be placed in the EXPIR and attempted to combine. In order to prevent the RnD list method of just following a step-by-step process, we could make multiple tables of what each item combo combines to make and the server would roll/assign each combination a result, similar to how genetics SE slots are assigned round start. Thus, one round combining a Phazon targetting board with a syndi crossbow /might/ yield something like a combat shotgun or high end science research item, the following round the reaction might summon a space bear or other unusual event. It would still be a risk reward system with a lot of trial and error, but it would be a bit more interesting than the time sink we have now. -
Real life Weapons Research Labs can actually create and test weapons before getting the military or law enforcement involved in decided whether or not it's viable and acceptable for service. Back on topic, if we were going to impliment this, it should only apply when a "weapon" is being held, to include syringe guns and somatarays. Security would get a heads up when someone is waliking around with a gun, but also generate a lot of false positives like beepsky does so they'd need to examine and check first. (And make unwarrented arrests and excessive force count as assault if officers are tasing people carrying weapon like objects )
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+1 though I don't know how many coders would be up to scrubbing the git looking for anything an everything to rebuild certain machines. That being said, being able to make Drink Vendors [both Soda and Booze] as Science would be amazing. Last I checked you can't really move or rebuild those things.