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davidchan

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Everything posted by davidchan

  1. To be entirely honest flap crawling is the least worrying of the buffs for me. Yes it gives them additional access beyond their job, but /tg/ has the boxcrawl which allows flap crawling but people don't use it to break into places much since well designed maps have windoors blocking flaps. I.E they can get in and look around but they need to destroy/disassemble a few things so its not insta-access. The speed and sprite worry me. After having to put up with SyndiDrones on /tg/, who are small but not very fast, these seem like a slightly buffed version of those without the free tc's. That said, small and fast makes it a bitch to hit in combat, they can juke and evade for days. They'd need a heavy stun duration to balance things out if they are going to be so hard to hit. Welding vision is a non-issue since Mesons are so easy to get and will show you damn near everything in LoS. Granted this can be coded over/against to only show terrain, it's still one way that they can be fucked with, night vision goggles of any vareity would likely need to have special flags in the code to prevent players from side stepping a debuff entirely. Whether or not they are welding immune is a non-issue. IPCs are immune, they aren't much of a problem, if we want to say this new fluff species don't need welding goggles/eye protection above sunglasses, I'm fine with that. If not, cargo can always make more masks and we have welding shield implants. In short, I am against anything taking away Vox. I mostly agree with Fox in that the species we have shouldn't be removed, albiet some could use a retool or pass over again to diversify the species a bit. To add these things? Eh, as it stands they'd be a 50-100 point Karma race if the other species we have are any indication. They definitely need some of the buffs toned down or have other things modified to balance them out. Giving them unique internals like Vox and Plasmamen would be step one, a race that breathes CO2 might be okay, but we've probably done that to death by now. Inability to dual wield items or reduced inventory sizes do to their small size would be another. (I.E. needing to drag certain large objects rather than carry them, like lockboxes or things too large for a backpack with a possible exceptions for guns) TL:DR do not remove Vox for this. Modify and add them if you must, but stay away from my Voxxis dustlung
  2. Fast, Thermal vision, can bypass flaps... holy shit these things just sound bad. Interesting, but no where near balanced for a player race. Making them antags like Raiders though...
  3. +1 to Vent Crawling Drones. Mailing tags are finicky at best, and not everywhere a drone needs to go has a disposal. Also Vent Crawling is manual now so it would take longer and require a drone to be somewhat knowledgeable about the station layout and piping (which I can bet 99.99% of our player base has no clue of) Having both wouldn't be a bad thing, Disposal mailing would be the automated and convenient method, where vent crawling would allow more accuracy as well as letting drones inspect piping directly for breaches or breaks.
  4. The only difference between styptic and synth is that synth metabolizes instantly. They both require patch/touch to be used, so unless the Styptic in the sleepers is just renamed version of another chem, I don't really see why synthflesh wouldn't work as well. In retrospect I don't think Synth should be in sleepers unless its an tier 4 chem to replace or coincide with Omnizine since a sleeper with (working) synth would generally be able to instantly heal someone back to 0/0 brute/burn damage with no chance of OD
  5. I support this, but I'd rather see Saline-Glucose be the base tier and replace Styptic, given how low of a heal rate Saline has to begin with. Making Styptic/Silver Sulfadiazine a tier 2 or 3 would be fine. Or maybe adding Salicylic Acid and Oxandrolone (the /tg/ counterpart to Salicylic for burns) at tier 2 and Styptic/Silver or even synthflesh at tier 3?
  6. So all of none of the people who regularly and irregularly play Chap. Gotcha.
  7. Stranger Reagent and Lazarus both work, if miners are doing their jobs or Chemist knows what they are doing it's pretty easy to revive as long as you still have the body. Getting holy water is needlessly difficult but aside from that it's definitely not a good idea to give the HoP something like that, and nobody else. All of the heads (except RD, lamarr is special) has a pet that can and often is killed, Ian is the most popular sure but anyone who'se pet is killed would be fighting over the injector, hell I know a few Captains who would steal it incase Renault gets bombed.
  8. I wouldn't mind this really. Well the Magistrate and IAA would be the primary two on this channel, Captain, HoS/Warden and NT Rep should all have access as well to monitor or weigh in discussion. IAA/Magistrates being in Security at all is kinda annoying to begin with, they don't patrol or keep the station safe, their entire job is to interject themselves when they think Space Law isn't being properly enforced, or just a royal pain in the ass any other time.
  9. What no item that allows the dorf to punch a person in the head with a chance to randomly shatter their skull and put them in hardcrit. The number of migrants I've seen kill goblins and elephants with one well time punch to the face is scary, only for these same dorfs to get cut to pieces after months in a danger room and sent out to dedal with a gobbo ambush.
  10. Man I miss the old days of DD. 10u or more could bring a person out of crit and put them in the green. Chemist/Bartender alliance ftw. I wouldn't be opposed to sleep having you metabolize things at a faster rate, such as sleeping off the booze you chugged down in the bar. And/or giving it a bonus to healing meds and reagents, a little bit of ether with your charcoal and you purge that tox damage faster? Making sleep a straight healing method is silly though. It should improve other methods, but by itself should do nothing (I.e. no sleeping after a bar fight and waking up healed without using a single healing item.)
  11. Do we still have the Dwarfism genetic power? This could be an option for people who get the power, dragging themself onto Ian or any other friendly mob will allow them to ride it. Maybe require a collar or leash to use as a reins?
  12. The only reason I can see for species NOT to change is in the off chance that someone finds the cocoon and rips it open before the hatch is completed. Other than that, a big +1 from me for changing/removing species vulnerabilities upon cocooning. Only other way I can think to do it is to have it set the hatched sling to full health upon hatching and automatically extinguish all lights in the area to include putting out fires as it hatches or a moment before.
  13. The brain in the chest was pretty dumb, imo. I know why they did it but it seemed like someone was taking shortest route regardless of the problems. IPCs being able to charge APCs is something I would like, and miss. It could make for some interesting moments when the APC in the room you were working on was running dry (such as robotics) so you run into the hall and sap ~60% of a full charge and dump it back into your own APC. You'd have to be a bit careful to ensure you didn't give too much and set yourself to empty but oh well. IPCs having seizures from low power is... meh. Slow down, slurred or interrupted speech, slowly going blind as they begin to shutdown and slow their energy drain slightly, allowing for IPC players to override certain functions at the risk of running out of power sooner. I think that would be better. Falling prone wouldn't be bad but it doesn't make too much sense to me unless it was a servo locking up prematurely or not moving fast enough as power degrades and they trip. But standing still, an IPC should stay vertical until acted upon by outside forces. Also, do Defibs currently do anything to IPCs? Might be interesting if defibbing an IPC would add some juice to it, at the cost of some Burn and/or Brute damage as the sudden voltage spike could overload some circuits. An IPC low on power with no APC to leech from but a defib could zap himself to stay active a little bit longer, or have someone do it for him, trading a bit of his integrity for continued operations.
  14. It's understandable to think that you can't be cloned, since very few people ever are cloned. That's a problem with the server and community though. The planet has no cloning facilities, let alone buildable ones, and the shuttles take up to 5 minutes to cycle (two minute cooldown after landing, plus about another minute or 2 to travel), in addition to only Sulaco staff and squad leaders having shuttle rights, regularly marines can't launch or call them. If the aliens are active odds are the player was forced into a larva, since it doesn't ask if you want to or check if you are still active, and often times it bypass the role preferences to just give people larva even after xenobans. After all this, it's generally not worth dragging a dead or bursted marine back to get cloned since it can be 5-15 minutes uphill battle just to get them that far, only for them to be uncloneable after logging out or playing as a xeno now.
  15. You sure about that? Because they have rules about decapping or destroying corpses outside the nests, last I checked you were infact cloneable once bursted, provided you were available to re-enter your corpse. Infact, for the longest time you could DEFIB bursted hosts, though they required immediate quickclot and a number of other meds plus internal organ surgery to keep them go, could require 2-5 defibs depending on how many people worked, but I've seen in the field revives of bursted victims and they eventually given a rifle and pushed back into the fight.
  16. I'm kinda curious why we have a vertical atmosia to begin with, horizontal makes more sense and that is a lot of emtpy space, we can keep the 2x2 filler of space tiles between atmosia and tunnels if need be, but expanding atmosia wouldn't be the end of the world. I've debated suggesting that we turn the external tanks into an internal 8 pack to make it a potential bombing target of fun.
  17. Really no reason to have any intent but help active when moving about the station. Unless you're and asshole, you cause traffic jams in corridors and can even interfere with life saving work (the number of patients that have died on me going to medical because of ping ponging about by passerbyers is unacceptable) Accidents happen, but if you walk around with disarm, grab or harm you become a solid object, and I've tackle pushed a few idoits to the floor on the ic issue of "I'm walking here!" or similar things as you basically are shoving people out of your way when not on help intent, so don't be shocked when they shove back.
  18. Spike Ward did the same thing with 5 pacmans in engineering. After promptly telling the crew not to touch any electified grills or hack any doors, a swarm of assistants ran to medbay needing new hands. Heh heh heh.
  19. Actually I think wearing gloves and clothing hides the bruises. I've never been valid hunted cause of random bruises on my hands and arms (though it is very unusual that you can get lots of bruises on your legs and head from cult runes.) Need to test a bit further but examining other cult members i've seen write runes did not half the ton of bruises exposed, but when you examine yourself you seem to bypass most clothing.
  20. They used to do this. As a traitor, it was damn near impossible to actually kill something that could fully regenerate and vent crawl if you knocked them into hardcrit.
  21. No text announcements. The AI has text to speech and can use stationed bounced radios even in an ion storm. Text to sspeech could definitely use an expanded list of words but I've never felt the need for text announcments as the AI. Besides, 80% of text announce are 'SUIT SENSORS!K or the clown using the console after someone stayed logged in.
  22. The ability to switch between blue and green would be nice, but reserving other levels for actual command staff or centcomm (AI can't go to red alert or lift a red alert/gamma/quarentine). The ability to send encoded messages to centcom (or syndicate for traitor/hacked AIs) would also be nice. Can't really think of a reason the AI would need the other functions when they can do similiar thing via their hud/ui
  23. Is Ghetto Surgery broken on purpose? Screw Drivers to fix skulls doesn't work, and this is easily the most common/vital reason to do ghetto surgery in a life saving operation, somebody getting shot in the head after medbay was bombed, fixing up a toolboxing, what ever, bone glue and bone setters can't be printed from the Autolathe (for some odd reason) so not being able to Ghetto these tools is a huge problem. Walking around with a fractured skull or torso will continue to do brute damage when you move or are dragged (except on a roller bed) and can often be lethal. A bug report was issued months ago but is just finally being looked into.
  24. Not all antags are traitors. Circular logic like this is why cults and revolutions can't get rnd weapons. rev's out of the rotation and cult can fit three-hit kill weapon asspull tokens in their pocket Revs were out of rotation due to a bug, same reason MALF was out. One of the many reasons people dislike the mode is because they can't do anything regular crew can, and regular crew can't do much with more and more crap being hidden behind unbreakable objects that require emags. If there is one Antag who SHOULD have weapons, its Revs, and they are by far the most hindered by lockboxes and obnoxious access requirements from two separate departments. Cult swords are good if you can get close, but a stun revolver or LasCannon is far more lethal, at range, and doesn't risk you in stun baton range or getting melee strikes blocked by a shield. Cortial Borers still happen, they have no means to break open lockboxes unless they somehow infect one of the 4 people on the station with access. Vampires would most certainly benefit from something like a stun revolver or decloner if they get exposed. But, it's never an option no matter who does their job because no HoP or Captain is going to just hand out Armory access to someone who asks nicely for it because they'll probably get job banned,unless they are antag and giving out all access. Long story short, Traitors are not he only antag or game mode, stop trying to balance the entire game around them alone without consider how it affects other game modes.
  25. Not all antags are traitors. Circular logic like this is why cults and revolutions can't get rnd weapons.
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