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Everything posted by davidchan
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There really is no way to stop a mining doctor from mining though. Even if he doesn't get a voucher, he can still go into any of the six lockers (3 on the station, 3 in outpost storage) to grab a scanner and pick, harass the HoP or QM for their spare voucher, or just get one of the miners to borrow him equipment in exchange for letting the miner claim the points from the ORM when the Mining Medic turns his stuff in. Paramedic is already suited to the roll of rescue doc, and I'd be quite happy to plus one any request for the paramedic to get better access so they can actually rescue people rather than watch them die through an impassible barrier as the AI will 100% of the time watch someone die of their wounds calling for help rather than open a pathway up for said person to get help.
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Don't know if there is a patch recently but I've had patients with Acute++ infections in mutliple body parts and it took close to 150u of spaceallian via borg to bring them back down to mild. Maybe you mean 25 per limb/organ, but my own expierence (albiet a few months out of date) says otherwise.
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-1 As much as I like the idea, this would be a 4th miner. And that comes with number of problems. Sure, maybe its no in their job description to mine, but what else is a guy going to do on the mining outpost waiting for someone to trigger gibeonite or get beat up by a basilisk and goliath at the same time. They'd need a hardsuit comparable to the mining suit because of wildlife, mining and medical access, and have a weapon to defend themselves in vacuums. It just screams powergaming to me. As a non-antag, you get to hide on arguably the safest place the game, as only a few roles can get their without breaking in, and you get a weapon if someone comes hunting you. Having a cache of medical supplies that nobody else is going to be able to get at helps too. As an antag, you get a spacesuit AND everything you need to get gibonite. Bomb your way into the armory cause you can or make the AI core a smoking crater if you think he's getting in your way, or MALF.
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Synthflesh is my go to medicine because it heals burn and brute, is moderately easy to mass produce if you have a blood source, and its near instant effect and metabolization mean there is no OD chance.Typically leave 5-10u patches on the counter or table in lobby for self-service of minor-moderate injuries and put 25u patches in the fridge. Saline-Glucose Solution (SGS) is... meh. I use it a lot but never as a primary healing medication, that said having 20/20u pills of iron and SGS for blood loss are a huge benefit and any blood monkey you are harvesting from via IV drip should be fed lots and lots of SGS to keep it stable, iron tablets in 20u doses to let them peeter out. Sugar also has a minor chance of turning into nutriment in the body which boosts the blood production slightly, but it's not something you should count on. Charcoal is generally better than Salic in my opinion because it's easier to mass produce AND it doesn't bite back like SA. Just put oil in a beaker and get an igniter from tool storage to spam on the beaker to increase the temp by 5 degrees until it bubbles and becomes ash (or burn all the librarians papers and books for ash.) Similarly, Calomel is better than Salic because it works faster, the toxin damage is a pain but I've always found that more manageable to deal with. Bribe the clown or some assistant to take a beaker/bucket into maint tunnels to gather up space fungus for Spaceacillian production, you will want a lot of it because infections are a god damn nightmare to cure without a medborg, made worse by Spaceacillian not having a fix cure rate but rather 50/50 (or some low chance) of degrading an infection by 1 step (I.E. Acute ++ to Acute +) once every cycle if 10u or more are in the body. More Spaceacllian doesn't cure the infections faster, but just gives you more chances to lower the fever. The sheer amount you need will wipe out the vendors after just a few patients, you NEED to make this if you don't have a mediborg and someone gets an infected organ. Ephedrine is luxury, but one I enjoy. It makes you fast, stun reduction and even help stablize crit patients. Give it paramedic, brig phsyician and security if you want to make friends, give it to a fellow antag (Cult/Sling Thrall and the like) to make them even more robust. The chem is comparable to the stimpacks miners can buy.
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Actually TG abductors have something very similar to this. The Abductor Agent has a tool that when pointed at a person (anyone in their line of sight) it disables their headset but doesn't give any notification to the person of what happened. I don't believe the device has a cooldown so you can quickly 'fire' it at multiple people before shoving it back to your pocket, a traitor uplink version of this could be disguised as a SBR itself maybe? Or some other common item (like the AI detector being a multitool) Making this apply to pAIs on the person would probably be a good thing, though I fear that would require some snowflake code to check every possible inventory space (pockets, bag, boxes in bags, bags in bags of holding, labcoat/hazard vest pockets, ect...) , can't say I've ever been foiled by a pAI but I've seen it happen and it's infuriating because there isn't a counter without completely shutting down comms first, which only 3 roles can reasonably do without raising suspicion (CE, RD and maybe HoP)
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If we went by that ruling, there would be no mis-use of evidence laws as any time a nuke op or traitor gets dunked their gear got looted by security. Beating people who resisted arrest into crit never would never had rules made against it and code green wouldn't even exsist since there isn't a regular security player who gives a shit what code is currently active, if they want to search your bag like a metagaming shit, you'll do it cooperatively or they'll taze and cuff you. Which means all weapons you can see when you examine someone, which in turn means no weapons in your armor at all Going back to this, SOP has been updated to "All threats to the station have passed. All weapons need to be holstered and privacy laws are once again fully enforced." The problem with that, armor =/= holster. A (law enforcement) holster protects the weapon from accidental discharge and prevent others from drawing the weapon to use against the owner). I.E. the clown banana/PDA slipping an officer, stripping their armor/exosuit slot and stealing the taser, compared to having to steal the entire bag or even take the jumpsuit off to get at the holster. Just saying that a specific slot counts as a holster for convenience is the 'we're too lazy to give a shit' route.
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Er, last I checked that room was infact shielded from Radiation, it's where Robotics goes to hide.
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Because I am sick to death of this damn SoP argument about holsters. Create an alternative Holster for security gear and place it in the locker. Security Holster: Attaches to jumpsuit as accessory. Can hold one Security Item (Taser, Stun Baton, Seclite, Flashbang, Flash, Pepperspray or Handcuffs. Possibly Stun Revolver) to allow concealable storage and quick retrieval with the press of a hotkey 'h'. Larger weapons can not be stored in a holster (E-Gun, Laser Rifle, Ion Carbine, ect...), nor can speciality weapons (Detectives Revolver, HoS Gun, Captain's Sidearm), as the holster is designed specifically for standard issue security gear. Coding required: Minimal, duplicate Detective's holster, recode acceptable items list to what a Sec Belt can carry + Taser. Spriting Required: Minimal, can clone Detectives Holster with reskin or ambitious spriter can make something new.\ Effected Roles: Security Officers, Warden, Head of Security, Security Pod Pilot. Placement: Security holsters would be found inside Security Lockers (Security Equipment Room, Warden's Office, Head of Security's Office, Security Pod Pilot's hangar.)
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It costs more to produce, requires plasma, and requires a competent RnD worker to unlock. Hell give it a gold, silver and/or uranium component if your gripe is that it's self-charging. EAGs are self charging and can put anywhere an E-Gun can be.
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I have to agree, the blue shield should have a ballistic weapon, they already get a taser so electrodes and disabler beams are in their arsenal already, the shining aspect of the revolver was that you needed something like a riotshield to block it. eshields did nothing and I've managed to counter two seperate nuke op round by shooting the closest two or three nukes in the leg before dragging the captain and dashing into the nearest crowd of greytides. Giving them a laser weapon just feels wrong, since you'd basically just be a reskin of the head of security combat wise. Blueshield should hinder, not kill, but maiming an acceptionally dangerous foe should be an option, such as a hostile wizard. Removing the taser and revolver for an all in one weapon sounds horrible, as it would be a huge nerf if it only had 6-8 shot capacity, and would be ludicrously over powered if it had double capacity or recharged like the Captains side arm. A Desert Eagle or similar sidearm with rubber orsome similiar less lethal ammo would be preferred as ammo based guns require their shots to count, not simply retreat to the moveable charger station.
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High risk area? what are you making, lethal bombs or life saving medicine? There can be a very thin line between life-saving and lethal. Tis true, some medicines make hilarously lethal poisons if used in large doses, since once OD clicks on it continues to deal OD damage till the chemical is completely gone, not just drops below OD threshold. Ever OD'd someone on Omnizine?
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The only way you could consider the taser to be better than stun shells is if you're going off reload times, which even then that's debatable since you can carry a box or two of stun shells and reload in the field, a taser needs a recharger. Otherwise the two function identically. The Merge has already gone through on the github, Revolver does 5 damage now and deals 60 stamina damage. So giving the BS a revolver that does 15 damage would require the pull to be redacted or giving the BS a new weapon type all together. But I never had a problem with the Detective's Revolver to begin with, .38 ammo was expensive as is, so if Cargo is getting enough materials to give him plenty of ammo, RnD should be getting resources to give him a something better anyways. Goes down with the ERT nerf several months back, 'i ded, plz nerf' to change something that wasn't really the problem anyways and the nerf was so extreme it pushed the thing into utter non-use.
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I just want to state I'd be fine with BS getting his own, unique revolver or weapon, but I'd prefer it stay Less-Lethal. It's not supposed to be a stun gun, he has a taser, but it's not supposed to be a Lethal weapon, it's something he can pop one or two shots off at high-threat hostile to protect a VIP. Making this an Energy weapon removes part of the point of the weapon, allowing Traitors and Ops with E-Swords and E-Shields to deflect the weapon with impunity, where as the Revolver aimed at the arm or leg will likely break a bone, limiting their movement or ability to fully wield their arsenal. Blueshield doesn't kill people, just removes the threat long enough to get his clients to safety, it's security's Job to nullify threats. As for anyone who thinks their Blueshield is some retired spec ops or death squad. Kek, at best you're character would be a wash out (I.E. didn't qualify) ERT member who was given a post on a 'low priority' station as a consolation prize.
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Isn't the literal point of the Blueshield's revovler to combat Nuke Ops? E-swords and E-Shields defect/block tasers, whereas the Revolver is one of three weapons on the entire station Security/Command can use, the others being the shotguns. Revolver more or less is in the Blueshield's hands incase the Ops drop out of now where, such as telepartying the bridge, a fast acting BS could quickly shoot any carrying shields or eswords, grab the captain and book it.
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Under that logic you could justify removing Tajaran, Skrell, and Unathi---afterall, they're just a "reskin" of humans. Skrell maybe, who'se list of traits include one unique language, a minor buff (breathes underwater... the pool) and a somewhat annoying debuff (can't wear helmets.) If any race could have used some TLC before another race was added it was, and still is, the Skrell. Unathi, Tajaran and Diona all have buffs and debuffs unique to their species and are instantly recognizable as their species and all but impossible to confuse for another without a full body suit to disguise them. Even a Skrell is recognizable due to their head tentacles. Vulpakins, on the other hand, are almost straight carbon copies of Tajaran with fluffier tails and pointy(er) ears. Otherwise they have the same buffs and debuffs, body sprites and colorations. At a glance the only way to differentiate these two species is by looking at the tail. Compared to any other species which is able to be recognizable by their unique traits, colorations or shape. I'm not saying to remove the race, I'm just saying they need to be differentiated from the other races and not being a sprite swap of an existing one.
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Don't the Tajaran already have a caste system, or rather did before their civil war? I'm still finding it hard to justify a race that's a reskin of something else.
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You know what would be great? And IPC monitor that would change with your intents. Help intent would make your monitor green with a little smiley on it, disarm would make it blue with a frown or flat face, grab would give an unamused frown or scrowl and harm would be the red angry face.
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Pretty much how I view ERT, but that doesn't stop every single one of them from being a complete comdom who tries to arrest the captain.
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It's important to note that side antags are not 100% guaranteed to spawn. While some rounds should have a higher chance (such as nations or extended-traitor) it shouldn't be exceeding commmon, but something that can be thrown into the mix to keep things interesting from time to time.
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So, Heist is one of the rarest modes we have, down there with meteor and nations (which are generally hated), despite being one of the more entertaining round types and rich with RP opportunities. Why not make Vox Traders spawn in other rounds too? This is not a request to remove Heist as a game mode, or alter it in anyway During Traitor/Changeling/Malf/Cult or even Nuke rounds, a party of 5 Vox bouncing about doing their own thing would add to the chaos a bit, and give the a crew a third party that may unreliably help or hinder them during the round. Plus it would give an interesting new playstyle if the Vox kidnap target might very well be an antag and give Security an alternative to the death sentence, or even give that robust vampire something else to look out for if it becomes know the Vox brought the stakes and are looking to drag him/her home in the coffin. The only issues I can see are Skipjack/Nuke Ops shuttles attempting to occupy the same area, though I believe they have separate landing zones anyways, and how to handle round ends, as side antags they shouldn't be able to trigger a round end by leaving the station (though they could barter with crew for safe passage out if the station is about to be destroyed by nukes/malf)
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+1 to restore it, can't even begin to count the number of times I've been yelled at as a borg when the doors won't open and I have next to no control over it. AI's bolting people from Escape shuttle seems like a non-issue, anytime delta goes down people rush the core anyways, unless they were a traitor AI who hadn't finished their objectives yet it seems kinda dorky, plus this would allow hacked AIs to assist in escape alone objectives if carded.
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You must add a 'dance' script where the box spins spastically.
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I don't think people use the choke because it takes so long to even establish the person can run away/disarm/resist you unless they are very unrobust or already unconscious. Lots of vampires and shadowlings have been foiled by a vox spamming 'say *scream' since that shriek seems to travel farther/attracts the most attention. Course, I've been in Gateway vox parties where we used screams to locate each other when there was no comms.
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Screencaps and logs or didn't happen. I'm genuinely surprised we don't have a pac-man minigame or some other shenigans for the ghosts to play tag or something. Even cult rounds, which should give ghosts a better role in the game, never seem to even scratch the surface of how they can use ghosts to their advantage.
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I'd much rather have the shutters than the biohazard blast doors, allows Chemist to lock down chemistry or shut people up. Unlike RnD which has shutters despite the protolathe being ID locked. Chemistry and general needs an overhaul, too damn small.