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Everything posted by davidchan
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If my previous suggestion to turn Raiders into side antags would go through, then something like this would be a perfect replacement for the Heist round.
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make Aranaus aable to be Sic'd on mobs by its master.
davidchan replied to Ace_McLazer's topic in Suggestions
I can't remember if he's poisonous or just has a stupidly high damage attack, I know plenty of HoS's who died to him because they thought he was just another giant spider. -
make Aranaus aable to be Sic'd on mobs by its master.
davidchan replied to Ace_McLazer's topic in Suggestions
The only way I can think to do it would be to somehow give it SecHUD and attack people who are wanted. Either that or somehow code it so that Aranaus will defend the HoS if he's in line of sight. If HoS is attacked in a place Aran can see, Aran runs up and starts biting. Aran should be anchored to HoS while in this mode, never getting more than 5-6 tiles away before rushing back, and the HoS can do a help intent pet to Aran to clear the hostilities, if the attack against him was accidental or a misunderstanding. Maybe a Disarm intent push on Aran would have Aran follow HoS around like a beepksy being summoned? I'd say change his poison from lethal to something that deals stamina damage so 4-5 bites and the target is incapped on the ground with minor brute damage (Basically the same nerf that was done tot he revolver.) -
Do cloner tubes need to be directly adjecent? I could have sworn I've seen the actual cloner being a tile or two away on tgcode, but maybe I'm remembering wrong. Edit: After today's idiots in medical I kind of want oxygen tanks to be pushed down into the glass, remove the grills and north windows and replace with medbay access windoors.
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I'm kinda curious how difficult it would be to move the cloner and computer into the middle of the room (up 2 tiles) and move the door they are infront of down to the bottom, if Science was in the mood to upgrade they'd have space and area for up to three more cloning tubes (really wish cloning started with 2 tubes by defualt but hey) Not sure how many tubes can be hooked to one machine, or the radius, but it'd be neat if cloning was actually set up for multiple tubes Edit: I can't get dreammaker to work, so MSPaint is is. Something like that, would be neat IMO, would have to move the table in genetics up one, but it would give room for expansion, and remove that damn wall that sticks next to the freezer
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R&D access for Robotics and vice versa (Never mind)
davidchan replied to ProperPants's topic in Suggestions
If you can find someone who can be bothered to get them. Otherwise it takes 15 minutes or just doesn't happen. Abandon thread and screw me. I guess my problem is with the players and not the game. Protolathe is super easy to get as a Robotics. There is a board in tech storage, and an autolathe board to boot, west of Custodial Closet/Janitor office. Grab 2 small beakers from RnD, 1 micro and a console screen and disassemble one fabricator, use those matter bins and you have everything you need to construct your own protolathe. Pester RnD nerds to do their job and print a port chem dispenser and you're basically self sufficient so long as mining is doing their part. Robotics becomes my fort of autism when I can be bothered to play the role, it just gets too boring waiting for other people to work. If nobody is doing that, just go to the HoP/Captain and ask for Toxins access so you can do RnD. -
Species should be very discernable at a glance, Skrell and Humans would look mostly alike in full suits/helmets, and slimes to a lesser extent, plasmamen are supposed to wear bulky suits (why the hell are ops anything but human?)
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I'd say that /tg/ has more robust players, but as a whole their playerbase is about as robust as your typical SS13 player, but nothing special. They just allow murderboning and lethal force a lot more than we do here, so most antags have stronger options, i.e. the guardian spirit which exists to murder and promote powergaming. (IIRC Revant gets emp to shock doors and drain e-guns since security carries them around regularly.) Really, I just want Revs gone/disabled. If we have to keep them they should fall in line with the rules: Revenants do none of this, and their sole purpose is to kill crew so they can absorb lifeforce from corpses. Nothing about interacting with them is entertaining, they generally lurk around medbay looking for crit victims or people they can quickly dispatch and make a nuisance of themselves without giving anything back. At least swarmers can be a fun challenge to fight.
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Tesla is safer than SM but has better power than Singulo. IMO it needs a huge nerf in power production in order to be on the level. Course, I'd rather just have my SM core back or hydroelectric generator.
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Why do they even have EMP? It's bad enough lings have it (and they abuse the shit out of that too), but a ghost? It should be some poltergeist throwing stuff around the room or causing specific equipment to malfunctiont, not electrical storms like it's a undead Pikachu with a hatred for space stations.
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As a cult summonable/minion they could be redone to work. 2 or 3 Revenants who feed off souls and raise dead crew as zombies would be an okay mode, their abilities need a pass to fit this, but it could work.
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A huge mistake, they either need to be retooled as a main antag or redone to a non-fatal side antag who can hamper without being completey derailing a round for players.
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Borers are a lot like Vox Raiders in that they make terrible main antags but are halfway decent side antags like Revenants, they can't carry a round but they sure make interesting when they get involved. I was host to a borer at round start once as RnD SciNerd. Things went peachy for the first 15 minutes or so until he decided to lay eggs right in full view of the RD, causing a panic as a SecBorg was called in to arrest me, the Borer relinquished control and pumped me full of meth, giving me the chance to robust the shit out of the RD, Flash the borg and book it to maintenance and around to the library where the borer could eject and hide in the vents. Get dragged to security and then back to medical for a full body scan (and treatment for my new medical addiction), apparently the borer was following me through the vents and taunting the borg (borgs can always hear borers talk if they are in line of sight, fun fact) as I kept screaming for more meth to make the shakes go away (doctor said I was at 40% brain damage or something anyways), eventually medical patched me up and security decided that because I had a borer I wasn't responsible for my actions and released me. Borer almost instantly reinfected me and had me top off RnD before heading down to xenobio to fill a locker full of spawn as well as trying managing to help capture two more scientists for hosts when a few borers decided to wake up. Fun round, haven't seen borers since.
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As someone who used to stock the fridge before we had chem satchels or even goofchem, I definitely made use of pill bottles and would ensure that every doctor had a brute/burn, toxin and stabilizers bottles, specially for the Paramedic. Can't say I see a reason for this suggestion though, as the satchel does exactly what he wants and there is no reason to use pill bottles unless you intend for yourself or others to walk around with small pharmacies of medication. ChemSatch holds over 50 pills and patches, bottles only get 14.
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Psst, if you click a pill bottle and drag it to the fridge while adjcenet to said fridge, it deposits the pills inside of the fridge.
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I think the point is that Medical has room elsewhere that these items could be moved to give chemistry some breathing room, even if it means expanding Medical bay by a few tiles and reorganizing maint a bit. There are two blank spots in Medical that could easily be used for the purpose of a storage room of equal size that we already have near chemistry. Acute Exam rooms could be moved down lower if Medical staff don't want to walk all the way down to grab them.
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Add a case of pill bottles to the Science Chem Lab
davidchan replied to Cupcakes_n_Hacksaws's topic in Suggestions
Why not just add pill bottles to Autolathes? -
this legit hurts my brain to look at but i'll probably do this in a few days, i haven't been doing my job of porting cute things lately Change the blue caps to orange, maybe? Assuming the issue is with color. NT has a hard on for blue. Everything must be blue. Red and red-hues (orange) are Syndicate colors. Though you could argue that the Syndicate are smuggling toys to an NT research base to kill productivity I suppose...
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'Cargo' having its own tab in the Crew Manifest
davidchan replied to Saint Pepsi's topic in Suggestions
+1 If you get your own radio channel, you should be organized into that channel in the Crew Manifest. Supply: QM, CTs and Miners. Service: Bartender, Chef, Botanist, Janitor, Clown, Mime and barber. Civilian: Chaplain, Librarian and Civilian/Assistants. -
Honestly what Chemistry needs is to annex that Medkit storage room (move that stuff elsewhere, like the seldom used 'exam' room opposite of the lobby) and spread the gear out a little bit. Adding a second medi fridge inside of Chemistry between the two chemists could possible fulfill this request, 'Hazardous Materials Storage' or something akin to that where non-medicine reagents could be placed when not in use.
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Basic Security, Engineering, Science would be a good thing, how exactly to give access to civilian areas would be touchy. Alternatively, I'd suggest giving the Paramedic a special tool that they can use on a door to request access. It could either be a direct request thing, where targeting a door would send a notification to the Head of Staff in charge of that area via their PDA. They would have 30 seconds to approve or deny the access request, or if it times out the request would be forwarded to the Captain who would receive an additional 30 seconds to approve or deny. If approved (or a full 60 seconds passed and no input from Head of Staff or Captain) the door would be set to emergency access for 60 seconds, and logged in the device. Denial would simply return a denial message with an optional statement as to why from the Captain/Command member who rejected it. Emagging this device would allow it to set any door to emergency access bypassing the request and recording of what doors where opened and when. Alternatively, a token system could be used where the device has 10 charges by default and every door that is opened with costs a token, and records a timestamp of what door was opened when. Command members could swipe their ID and add a number of tokens to the device upon request, each Command member's tokens only able to affect their specific area, while the Captain assigned tokens would allow any door to be opened. Emagging this version would simply not need tokens or record what doors were tampered with. In either case, emagging the device would change the interface of it and make it someone obvious it had been illegally tampered with. If possible to code it, instead of a device it could simply be a specialized ROM card or PDA, like how the Clown and Mime can send viruses.
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Should chemistry machinery be unviewable by ghosts?
davidchan replied to Crazylemon's topic in Suggestions
Jesus christ the people supporting this suggestion are just reeking of elitism and snobbery. Everything is on the wiki, if you're making meds who gives a damn, if you're making hellmixes as a non-antag... first off WHY?! If it gives them ideas so what, everyone plays the same game and what comes around goes around. 'BUT TEH GRIFFERS' Is echo'd through this thread a number of times. You honestly think someone intent on greifing is going to take 2+ hours out of their time to watch someone work chem in hopes of learning how to bomb that very same server next round? Griefers are impatient and want to cause as much trouble with the least amount effort, the fact that we almost never see hellmixing griefing outside of the escape shuttle FFAs is just proof of that, we know exactly how strong and server breaking these mixes are but none of the griefers are willing to spend the 45-60 minutes or more to make them even if just one grenade could wipe medbay from the map and literally crash the server as it overloads. If someone wants to observe me making medicine, poisons or any other fuckery I'm doing at a chem dispenser to kill time, let em. I've happily given out fully upgraded dispensers to the Bar, Botany and even Janitors before and have never seen them used to do anything worse than make a neurotoxin (the drink, not the actual toxin) or space lube grenade. This is an open source server where new players should be encouraged to learn any aspect of the game they show interest. Stop attempting to hoard knowledge so you can stroke your own ego with how good your personal hellmix is compared to new guy who barely managed to make a H2O+K grenade -
Should chemistry machinery be unviewable by ghosts?
davidchan replied to Crazylemon's topic in Suggestions
-1 We aren't goon, this isn't sekrit chem, if someone wants to observe a player and learn how they do things, that should be an option, especially for a new player. -
Not our Wiki but it's the same info kPa just pressure. I.E. how tightly the gas is packed in the canister (1 Atmosphere = 101kPa, this is standard room pressure) The small, blue Emergency Oxygen tanks have volume 3. Standard crew starts with these in their internals box. The yellow Extended Emergency Oxygen tanks have volume 6. Everyone in Engineering and Shaft Miners start with these in their Internals box. The yellow Double Extended Emergency Oxygen tanks have a volume of 12. Captain has one of these if I'm not mistake, ERT also get these. Vox also receive one of these, albeit filled with N2 rather than O2. The big, blue or red Oxygen Tanks and orange Plasma Tanks have volume 70. A standard back mounted Oxygen tank will last you an entire shift without every going below half, where a fully pressurized blue pocket tank set to 16kPa will last you about 30 minutes.
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I'm honestly convinced the real reason for the brig doc to begin with was to give security and command at least one loyalty implanted Doctor at round start, thus ineligible to be a traitor, revolutionary or any other form of antag. He can be trusted so long as his Loyalty implant is still functioning (viewable through SecHUDs) A bit unnecessary if you ask me, but Security and the people that get dragged into the Brig are the mostly likely to need medical attention so it does even out in the RP vs Game Mechanics section, but I've never had a round as Brig Doc where I did more than apply brute patches to officers.