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Everything posted by davidchan
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What he's saying is that anyway to make it easily identifiable who has a weapon would be instantly recognizable even if they did nothing to draw attention to themselves. Botanist with a weapon permit? Hello shitsec excuse to random search and find an emag or that his ID itself can be changed. As for the SecHud icon, manually adding access doesn't change the icon, so if someone just pushed all the buttons they would otherwise get around that.
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I believe you are referring to the X-Ray upgrade? That requires engineers to place an analyzer inside of each and every camera that would benefit from this? Borgs and drones can't do the upgrade because Analyzers can't be picked up with magnetic grippers and the engiborg analyzer is bugged that it never regenerates if placed inside a camera.
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As much as I'd like to see a lore-friendly tier system or hierarchy of how the species interact with Humans at the top and Tajaran and Vox at the bottom, it's probably never going to happen do to how the server staff views any form of xenophobia.
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I've played on servers with sign language before. It's interesting but does bring up some balance issues. Sign language is basically a coded emote. Anyone who can see you and knows sign language can understand what you say, regardless if you were just flashbanged or one or both of you are sitting in the vacuum of space where words can't transfer. Ultimate use of it was 1] It gave engineers the ability to talk while on EVA and 2] It was possible to power game the AI since sign language emotes could not be picked up by the AI through cameras and intercoms. It also brings up the coding nightmare of how do we handle sign language if you aren't fully able to use your hands? What if a hand is broken or missing? Handcuffed? Straight Jacket? What if you're stunned or grappled? Buckled to a bed or chair? Do objects you are holding interfere with what you can say? What if you are using both hands to hold an object, like a fire axe or gibonite chunk?
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Wait wait what? I just went thru the SoP in wiki back and forth and nothing about a PDA. Only thing related to that is ALWAYS let them keep their headset unless they abuse it (spamming, cursing etc.) (Headset thing ye can never forget... remove someones headset to check for keys, mentorhelp get bwoinked "HALPS! WARDENS TOOK MINE HEADSETZ, GIB HIMS NAW!) http://nanotrasen.se/wiki/index.php/Leg ... _Procedure If the SoP consolidation process was supposed to make SoP easier to read and know for all jobs, it definitely failed cause it's still all over the place. Given that Brig cells are supposed to be more like a drunk tank than actual prison cells [no toilet or amenities, just a bed] there's no reason to strip them at all save for items that MAY be used in an escape attempt by uncooperative prisoners. Back on topic, shoes as weapons are just a terrible idea. Anything that can be used to assist in a breakout will be taken away. The point on the PDA still stands, because everytime I've been arrested, traitor, antag or otherwise, everything but my uniform, headset and shoes have been taken away and locked up. SoP or not, if that's standard treatment for brigging a person who got in a fight with an uncooperative co-worker, it's little wonder people get mad and fuck up their cells.
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A recent security overhaul that's often overlooked, despite it being the same one that allows guns drawn in blue at all times. Cause SoP makes sense /s
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Sprite request: Syntharettes, cigarettes for synthetics
davidchan replied to LittleBigKid2000's topic in Graphics Section
+1 moar IPC snowflakery. -Beta In all seriousness I'd be down for some more IPC themed items that could be used by the crew. Maybe the 'cigs' are filled with tiny nanobots or is just a friggen capacitor discharging into their circuits to give them a bit of a high, humans/organics using them might take a little bit of toxins damage or get a non-damaging zap depending upon which one we go with. Or we can be total assholes and have them smoke the car pop-out lighters -
This wouldn't solve anything. Security already metagames away your PDA, if shoes become weapons they'll metagame them away too or make orange shoes unable to do damage and make you wear those.
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We don't talk about QTE6
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Queue the genecist making a metric ton of disability/monkey SEs and running up and down the hall pelting them at people. It'll be like changesting all over again.
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Frankly if I've made every attempt I can and used my first talisman charge to commune with the cult to give them my identity and word, and I get absolutely nothing in return I just give up. The mask in the last round I played did absolutely nothing to help our cause either. Didn't share words, shattered lights every chance they had, making it stupidly obvious who was a cultist when everywhere they walked happened to be dark while places like medical were pristine. I ended up getting caught because while working with a borg to fix a power problem the mask dropped a talisman. Despite my repeated warnings NOT to spawn anything near me. The amount of players who refuse to cooperate or take advice from other players is just obscene.
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Being able to buy useful things would be nice. But this would mean jobs that don't generate/start with excess cash would need to charge for services, making the bartender or chef some serious assholes if they wanted something in particular. Then again, being able to pay an Assistant to run to Cargo and fetch me some tools/metal/what ever as a Roboticist would actually be really nice. Another question that would be brought up: What about the AI and Borgs? If money becomes a thing, would a Malf AI be able to freeze someone's assets? Would someone getting borged still have access to their account, would it disappear or would the AI or their previous head of staff gain it?
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Thank god. I've never once seen a mask be useful and of all the times I've been outed as a cultist it's almost always the dumb idiot overloading lights around me and spawning talismans at my feet. Tome communication would be nice, /tg/ removed the commune rune and just made it a feature of the tome, holding it in your hand and chanting for a few seconds lets you send messages across the cult, so it's not like you can sit in the bar and stealthily chat like you're a changeling. A lot of cults lately that I've seen have lately are not working together what so ever, to a point that very few, if anyone is sharing words and people are getting caught for attacking non-cultist at a point when they can't even make a convert rune.
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TBH, A ghetto way to get ammonia would be awesome, both for prisoners/greytides who want to get high, as well as Janitors who want space cleaner when the Chemist is too busy making meth... er medicine. Maybe adding a mushroom or some kind of fungus that can be squished into ammonia and scooped up with a bucket like gibs or ash? Perma-garden is fine by me, heck I'd be willing to push for a courtyard for regular prisoners that are serving times greater than 20 or 30 minutes. I rarely get put into perma, but it's one of the most boring things you can be forced to do when playing chess or repeatedly giving each other swirlies is about the only thing you can do, it's not surprising to me when people ghost or suicide in perma, and if it items can be used to escape, even better. Perma is not meant to be inescapable by design, if security truly wants to remove a person from the round they should execute them. Soap already spawns in perma as is and it's rare [successfully] used by a prisoner to escape.
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Limiting their reproduction is like limiting how many people a changling can absorb. As it stands, swarmers are extremely weak when they start off, and because they always spawn at the gate its very easy for them to be spotted before they can even move. ANY form of nerf suggested in this thread would need to be offset by giving swarmers the ability to unweld vents, otherwise they'll just be like old blob and so weak an assistant with a toolbox will wipe them out before they get anywhere
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Give pipe dispensers the ability to dispense multiple pipes
davidchan replied to Citinited's topic in Suggestions
Iirc the git team wants the RPD but our pipes are a bit behind tg (less manifolds and devices, not every pipe has a counterpart. -
Less players less swarmers, and it really only takes 4-5 people to button down the entire station, less if an engie borg is doing it. Last I checked Swarmers can't unweld vents either so welding off high priority rooms like RnD or Cargo means the swarmers can't sneak in either.
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Id be on fence about the RnD server. I think its a dick move and don't really go near it less I'm desperate for metal. On the one hand, lore wise it makes sense to eat it. Its full of tasty matter and behind a locked door. On the other hand, its kinda like power and atmos equipment that the masters might hardcode it to be inedible, they may want what ever research and datums is on it. A comprimise might be to have a black box. Its inedible and copies data from the server (or even need to manually be backed up.) Insert a disk, download the highest research level and walk it back to the RND console for upload. Would make it harder to just shutdown science but an antag intent on preventing weapon production could hold it.
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Honestly swarmers are one of the more balanced [side-]antags there is. The only thing they really need is to made to be follow their laws a bit more [Aggressively chasing down crew when they should be farming more of the station]. Really the only times I've seen swarmers win is when they manage to take over science and cargo so as to remove the biggest threats to them. The only problems with swarmers is people who will powergame them and actively try to cripple the stations ability to fight them rather than following their laws. They are made to be a pest, making them more noticeable would fine, or even having their consumption leave tell-tale signs of their presence like unique floor tiles or damaged/destroyed machinery from their feeding frenzy. Killing swarmers is very easy, a single buckshot shell will one hit them, and any competent engineering crew can isolate them. If the crew works together and hunts them in groups of 2-4 people, their disablers are useless. [Teamwork on a multiplayer game, shocking I know.] tl;dr -1 don't need a nerf.
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As much as I like the idea of alternate punishments that don't involve pacing in a 3x3 cell, this wouldn't fix much. The kind of officers who will brig you for the full time for trying to break a window are arresting you just to brig you. If a citation or ticket was standard for minor crimes they'd ignore them, and if was optional they always pick the brig sentence.
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IIRC Drills and Saws are small items, they don't fit in a box but they fit into a backpack just fine. Scalpel, Hemostats, Retractor, Bone Setter, Bone Glue and Cautery should all be tiny items, they fit in a pocket or box no problem which is something only tiny items qualify for if I'm not mistaken.
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A detect presence ability maybe? Can focus for five to ten seconds to ping somone. Can attempt to locate someone on the crew manifest, giving them a cardinal direction and approx distance. Basically saying if they are withing 15 tiles, 16 to 30 or over 30 tiles away. If they are on a different z level it just fails. Special considerations would be needed for changlings, wizards and non crew. Silicons and others would need to be invisible to this power. Maybe needing to attune to their surroundings for 20 to 30 seconds to update their list of entities, not something they could just spam for early wizard or ops detection. Otherwise an Xcom like synergy ability that can buff an ally could be kinda cool. Would make grayyops kinda funny too.
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There is a pretty good reason tg sleepers start with dex, bicard, kelo and morphine.
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Kind of my point, the default cells will last an entire round as is Medical would NOT notice these chargers disappearing in a typical secret round. Either everyone is dead or only a few stragglers. Except most people will ragequit when they die, or ghost and respawn if they aren't immediately found or die in a moderately high traffic place. That defib timer is far beyond the patience of the typical ss13 player, as someone who used to main MD/CMO it's astoundingly common to try and clone defib a person who's TOD was within the last 10 minutes and their ckey is already offline. Surgery isn't exactly hard, and damaged bones are pretty rare now days when it comes to defibbing patience. They either die of exposure, or all the damage is concentrated to one part. Any attack that has the power to break multiple bones is just as likely to gib a person as it is to break them. Cloning may be simple, but it's time consuming. Even with T4 parts (which there is no garuntee you'll ever see) It takes about 4 minutes to fully clone a person. There are sekrit methods to increase this (shorting the APC so the cloner spits them out for immediate cryo) but it takes time and resources. It's always faster to defib than it is to clone, and defibbing doesn't have a tiered system with clone damage, brain damage or random defects. Defibbing SHOULD induce organ/internal damage to prevent overuse, but as it stands a single doctor can defib and quickly heal multiple people by juggling them in cryo.
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Pretty hard to get Ether as a bartender, Sci/RnD usually forgets you exists or won't give you a chem dispenser, Chemists no longer have a reason to trade with the bartender since goofchem since 99% of chems can now be made without leaving MedChem, so your only hope is that Cargo or Botany do their jobs and don't ask questions why you need non-traditional bartending items o make your drinks. You have to drink a lot of Neurotoxin for it to be deadly, which isn't possible unless you are knowingly drinking it straight, or the bartender standing over you force feeding you, at which case it'd just be easier to drag you into maint and beat you to death at that point.