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davidchan

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Everything posted by davidchan

  1. http://www.newsweek.com/robots-sent-fuk ... ied-435332
  2. davidchan

    no

    QM and Warden are kinda in the same boat. They run their own mini-department, have a shocking amount of crap to do and work to oversee, yet everyone brushes them off when they make a valid complaint against other members of the crew. IIRC QM used to get a pet Lizard, though a monkey or farwa wouldn't be a miss. Could give the Warden his own little pug too.
  3. Crap I thought we already had this. Maint Drones and Engiborgs should both have a magboot effect, just like the secborg has a riotshield effect.
  4. CMO/RD should have Veto power over the HoS, not the other way around. HoS has way to much damn authority (and access) to begin with. If CMO refuses HoS's demands to implant his security crew with implants, only the Captain should be able to overrule it, not the HoS.
  5. @Tastyfish What if for the sake of irony (and lulz) the Clown shuttle is changed so it's crashed into a Tranquilite wall?
  6. 1) Night Vision goggles aren't unique to RnD, some locations have them by default, such as Tcomm and the Derelict, and I'm quite certain I found a set while mining. I also only suggested Nightvision goggles, not Huds or department specific gear. Several other items exist that would make decent prizes or gimmicky toys to be handed out. Plus if they can be acquired without having to pester RnD, all the better, particularly in cases where mining isn't active. 2) The Portal Gun is a gimmick that really doesn't belong in RnD, and gating it behind the Prize Machine would make it even rarer considering it would require an obscene amount of tickets AND research to be accomplished. You can play the arcade machines for over an hour and still not have the 10,000 tickets for a bike, if the PG was even more expensive it'd require several players working together to buy.
  7. @False, while I understand the desire to give science an incentive to be able to upgrade the machine (more station upgrades from RnD will have a +1 from unless they do something really bad.) I think you went the wrong end with the science upgrades. Everything in currently the machine should be unlocked by default, with a higher price. Science upgrades should bring the prices down based upon tier of parts inside of them. I'm also a bit disappointed there isn't some tie to actual research levels. Once RnD is done (and sync'd) to a certain point, gimmick items should be purchasable from the prize vendor. Nightvision goggles for example would be something pretty cool that could be bought with tickets. Magboots, pAIs or even something like the Janitor's Mop as a gag gift. Plastic Teleshields could be entertaining too (don't actually block melee attacks, but block hugs!) Really, the Bluespace Wormhole Device (Portal Gun) should be removed from the protolathe and added to the prize machine as the Ultimate Grand Prize for people to try and earn after RnD did it's job.
  8. +1 No idea why science is needed for this. Should be reversed, science able to fix the machine to lower the price/increase prize redemption rate.
  9. Not actually true. /tg/code has a few instances where a shuttle or ship can change orientation upon launching, keeping everyone in their respective places too. How they do it is beyond me, but Asteroid Station escape shuttle for example docks facing east, yet upon launch the shuttle pivots to face so it docks at centcomm like normal.
  10. As far as Ops go, /tg/ was discussing giving OPs the ability to use the jetpack while it was on their exosuit slot, as they recently added in the ability for certain hardsuits (Blood Red/Op Suit, Engineeing, Atmos) suits to have internal jetpacks that would draw from an O2 canister in the exosuit slot. It was later decided to just give OPs webbing, as most if not all the gear they needed could be carried in a belt and webbing slots.
  11. http://nanotrasen.se/wiki/index.php/Shaft_Miner Doesn't reflect any of the /tg/ updates (ore changes, new equipment, lazarus items) The page also seems to double as a guide and how-to, probably could be split up into several different pages like most other jobs tend to be concerning their equipment.
  12. I'm actually fine with Robotics keeping the terminal, since at times it's useful for them to have it. It just shouldn't be the ONLY terminal in science since only 3 of 9 people can reach it.
  13. The best use for Bananium on /tg/ was bananium floors tiles. Anyone who walked on them would squeak as if wearing clown shoes. Touching (clicking) on a floor tile adjacent to you would honk as if an bike horn. Install them everywhere to drive security crazy, put them infront of Robotics to assert your dominance in not making a honkmech. Tranquility in french is tranquillité, which already sounds like some kind of metal. So thats one option. Inb4 alloy of Clown-ore and Mime-ore to create insanely OP endgame weapons.
  14. I did it for you. Didn't read it though so no idea if you're correct or not siemens_coefficient = 0 means its shock proof, cold and heat protection prevent you from burning yourself by grabbing items that are hot or cold (lightbulbs mostly), aside from the color the only thing that makes Combat Gloves and Captian Gloves different is the strip delay. Edit: Add black gloves just so people could see the differences.
  15. So, currently we have 2 guest pass terminals that I am aware of, yet only one of them is even remotely placed in a good spot. For those not in the know, a Guest Pass Terminal is a small wall(or table) mounted device that lets you do the job the HoP is incapable of; giving temporary, timed access to areas of your choosing. They work by inserting your (the pass issuer) ID into the machine, selecting a duration (up to thirty minutes) and then selecting which access from your ID to copy to the guest pass. Name and reason for pass are optional fields, but useful. The guest pass becomes a mini ID that you give to the person you want to give access to, wearable on the ID slot. Until they expire, they function as a regular ID and grant access anywhere you selected, saving you from having to babysit someone. The problem is that there are only 2 Terminals, One in Medbay Front Desk, and the other in Robotics. In my opinion, terminals should be located in the following areas: 1) All Department shared areas. The Science corridor, Engineering Foyer, Security Hallway/Front Desk and Cargo Office, this would allow granting access to personnel with a reason to be there a breeze, for example the Janitor, or a Paramedic, or an Engineer/Atmos tech doing repair work or other tasks. Issuing them to Security for inspections or response to emergency calls is also a great way to show good will. Cargo Terminal would be most useful for when Carp are breaching the Cargo Bay/Mining Dock, or if a rescue party needs to be sent to the asteroid. Doubles as a temporary ORM access distribute for when an Engineer or Civilian wants to use all that excess metal to make someplace better. 2) All Head of Staff Offices. Similar to above, but more in mind with Department Issues. Heads of Staff should be able to grant access to their own departments at will, /tg/ accomplishes this by giving a reduced version of an ID console to each head of staff (except the HoP) that straight adds access to someone's card, but as a CE being able to give an Atmos tech 30 minutes to help set up the engine/solars without having to dick around in the HoP line would be a godsend, or as a CMO able to temporarily assign someone to genetics or chemistry when they aren't available and you don't want to do it. 3) The Bridge. Same as above but more for the Captain to be able to grant temporary access without needing to leave the bridge for extended periods of time to do so. 4) The Bar/Kitchen. More for services, sometimes it's nice to temp hire a secondary bartender, chef or additional help in Botany and the HoP/Captain is off valid-hunting and doesn't care about the mundane operations of the station. An easy accessible location for all three professions to reach (mostly the Chef and Botanists here) would be ideal. 5) RnD window. This sees about as much, if not more traffic as Robotics window, usually for emergency access to places like XenoBio or Toxins to save a dying scientist or fix leak/breach. QoL change that would go a long way when Heads of Staff aren't doing their job.
  16. I am 110% certain Cap Gloves are shockproof. Any time I see a cap wearing yellow gloves I slap him. Cap Gloves are just combat gloves with a different sprite. If I could be arsed to look into the code I'd link it.
  17. As for the ORM, I wish Cargo had a way to lock it down if a person or department is drawing more than their fair share. RnD shouldn't require more than 50 metal/glass they start with and 15-20 sheets of every other material (Gold, silver, plasma, diamonds and uranium). Usually, RnD will have 100 or more of each because they can, or because it was there. If the Protolathe is upgraded and you still can't shove everything inside of it, it's a sign that you got way too much shit. Robotics is a bit more resource hungry and can burn through 200 sheets of metal in 10 minutes if RnD hasn't been done and upgrades not applied. (To be fair, it's way to common for Robotics to refuse entry to their lab, making it difficult to upgrade their things.) On the flip side, 50 sheets of rare materials and another 50 plasteel and 200+ metal and glass should last them a long time if they aren't building combat mechs (which, under SoP they shouldn't be) Engineering can never get enough metal and glass, that's pretty much a known fact. Repairing escape after a bomb breach can still take 4 full stacks of metal just to replace the floor and walls destroyed, and R-walls only drop half their plasteel when destroyed making any repair or remodel a net loss in materials. If engineers are active while I'm in cargo, I always try to put at least 200 metal, 100 glass and 50 plasteel aside for their use (PDA-ing the CE or an engineer to retrieve it) and if they are ever doing a project I can get behind (such as a Supermatter chamber), I'll try to allocate more resources and plasglass to them as needed. Engineering should have the same rights to ORM as Science. Atmos Techs and Engineers should have access to the machine. And no, I don't play engineering all that much, I'm just tired of having to retrieve materials for an Engineer in my lobby who doesn't have access to the machines. As for locked crates. Gibonite and Fuel tanks are your best friend, and miners are always happy to help get restricted goods for Cargo if there is a kickback.
  18. Yeah fuck you too anyone who agrees with either of those statements. Mining exsists to gather resources for the station. if RnD can't get off their asses long enough to upgrade the ORM (or at the very fucking least flush the parts to disposals so cargo can do it.) , I as a miner am not responsible or required to make sure they get a cut. Engineering needs plasma as well for plasteel and plasglass, 90% of the time to fix crap science blew up. Bartender can also use various precious metals for drinks. Its a luxury, maybe, but the average bartender gives more back to the station than the entirity of science deparmtent does. Chemisty as well can make use of mining hauls to make chems and preserve their machine energy. In short if the ORM was only meant for use by science, it would be located in science
  19. Bring back Custodial ERT when?
  20. Yeah, no fuck giving RD or HoS insults/combat gloves. AI needs SOME way to dissuade or contain crew who may be rogue (or a rogue AI), if half the station gets insuls, particularly two of the greatest threats to a malf AI, then the AI has no way to stop them. Shocking doors is on of the most reliably ways of keeping the HoS at bay if he's got it in mind to laser your core, and bolting doors can at least keep the RD out of his office to lock down your borgs, RD can get the gloves from tech storage but there is at least some competition with many CEs/Engineers grabbing them just to keep robotics or someone else from getting a pair.
  21. Honestly after the last few rounds I played where blobs and other nonsense were happening on the station, and Xrays got handed out (admittedly, to non-sec who shouldn't have been given a weapon to begin with) and 2-4 people died each time being no where near the blob, I'd be quite happy to just see X-Rays go away or be changed to a very limited range (7-10 tiles, basically your LOS if you had Xray sight or a little further.) People just don't fucking think when they use these guns and the collateral damage from xray bolts zapping crew or blowing up fuel tanks halfway across the station is far far worse than what ever the blob did.
  22. Maybe we've updated our code, but the trick to the expirementor was that it would randomly upgrade things on a failure, that is to say, actually upgrading the machine thinking it would work better removes the most powerful function. To my knowledge, 'Discover' and 'Irradiate' are the only two functions that matter, everything else only works to destroy said object or release any random number of horrors. Mutating items upgrades them, often removing a downside of an item or just making them more powerful in general. I haven't had a chance to test and play around, but I'm sure somewhere is a table that has all the possible outcomes and upgradable items. The real problem is the elitism that goes on. People who know how to use the machine to its fullest refuse to help others learn how to do so, and those who tried to trailblaze himself have been met with a number of fatal/terrible consequences that make the machine seem unuseable. It's goonchem all over again.
  23. I pitched the idea about 2 months ago. Thread had some interest and died. Would be happy to more Raiders, as non-violent antags they can fit into round types that are usually pretty boring (Vampire, Traitor, Changling, Borers, ect...) I will say, I don't feel that they should only be a mid-round thing. If the server population is high enough, having the initial spawn, or maybe event spawning in the first few minutes if there are lots of observers, would be a great way to throw off the valid hunters and other metagamers about whats going on when a bunch of Vox start snooping about. Plus having multiple high profile antags running about trying to do their own thing would be hilarious, Raiders and Wizard both moving about the station looking for loot, or maybe the Vox even deciding they want to steal the nuke during an Ops round.
  24. -1 Demons aren't friends to anyone, certainly not the wizard. It's like letting a spider or snake loose in someone's house, you have no more control of where it is or what it's doing than they do. And if you're the one who pissed it off, it's probably gunning for you anyways. SDs are OP intentionally as a double edged sword to the wizard. If the Wizard could see the demon coming, than they'd just jaunt away the moment they got close.
  25. Basically this, there are lots of powers with no valid reason to use outside of combat. Genetics roaming the halls with all their powers active is akin to RnD roaming the halls with stun revolvers and AEGs.
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