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Everything posted by davidchan
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They are free on the outpost, and hence why I label them, building nanopaste yourself requires use of robotics parts or mining drills to get to materials 4, which is basically tossing 2-4 sheets of metal in the trash.
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Unbound/BestRP had it, they run off of baycode last I checked, I vividly remember running around as a bright red IPC on their server when I played.
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Syringe guns aren't the fastest or even most efficient way. Micro manipulator, Analyzer, Capacitor, Hi-Cap Cell, Nanopaste (x3), Pico Manip (Or Super Matterbin), Stop to upgrade the lathe and circuit printer (3 Picos and 3 Supers) Health Analyzer, Flamethrower, PACMAN Board (x2), Reagent Scanner, MMI, High Power Microlaser, Super Cell, Super PAC board, MrsPAC board, Adv Reagent Scanner, Bluespace Crystal or Wormhole Generator, Telepad or Telestation board, Teleporter hub, Phaisc Scanner or Ultra High Power Microlaser, Floral Board (from Research Outpost) or Femto Manip or Super Matter bin. Sync. Maxed. With the exception of 4 of these items (PACMANs, Nanopaste, Wormhole/Bluespace cyrstal, Xenofloral board) all of these can be found or made in RnD. It's not that hard of job, but it never seems to get done, despite the fact that it can easily be completed before 12:30. Back on topic, the only thing I'm worried about with Robotics not having access is low pop rounds, or it some how getting screwed up in the code so Robotics can't access their own Robotics RnD console, and thus unable to sync their machines or print circuits. Though, giving Robotics or the RD an option on their own machines to force sync all machines to the network would be a rather convient feature, as lots of science teams seem unaware that Syncing is required for maxing out research.
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There is a pretty good reason the /tg/station expirimentor is where our science shuttle is, its far enough away from everything else that even it explodes or sets the air on fire it's not going to destroy anyone else's job.
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This is pretty stupid in my opinion. Blob should have to take over >75% of the station, at a bare minimum taking over 50% of the station should be required, since just natural expansion after bursting can give instant victory on low pop rounds. I'd rather see blob resource increase with every x people in the round over having a requirment to take over less of the station, as fewer people mean there is more ground to cover to try and find the damn thing to begin with, giving it an even greater advantage.
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When all else fails go ghetto. Apply fire extinguisher until brain pops out.
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Organ damage is a thing, albiet uncommon. Brute damage can break bones, which can damage organs in that body area if the victim keeps moving without securing the damage. I.e. getting your skull fractured will do damage if you walk around some, inflicting brain and/or eye damage, usually both. Broken ribs will usually rupture lungs or do some heart damage, pelvis fractures can cause kidney and liver damage. In some cases this can also cause internal bleeding but that is mostly reserved for projectile damage like bullets or thrown objects that get embedded. Standing in a vacuum with no air can also rupture your lungs if you take enough oxy damage. Drinking too much booze or getting poisoned or irradiated will do toxin damage and screw up your liver, left untreated this can spread to other organs. Stabbing someone in the eyes with small obkects like a screwdriver or scalpel can cause eye damage and thus blindness, excessive flash usage would also do minor eye burns, as does unprotected welder usage.
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I prefer ZAS because it at least made Atmosia relevant. Now, by the time atmos is aware of a problem, it's either too late to deal with it or just not deadly enough for the crew to care. Plus I miss the days of traitor engineers flipping on their magboots and over pressurizing unoccupied areas of the ship and opening the door anytime security ran at them only to get buffeted back into a wall.
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That April Fools Cardborg Mech needs to be a thing. Was basically this but fully constructable by cargo.
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At this point I feel the maintainers/staff should have a discussion of it and if it really adds anything to the game, or if it should be put a to a community vote. Given that Suicide and Ghost verb function identically (remove you from the round, make you uncloneable but make you elligible for other roles such as drone, posibrain or ERT) I don't know that it will really fix anything, but it still is something that doesn't need to exist given we have other mechanics that do the same thing in a better context.
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Thermal vision might be overdoing it, since you'd see people through walls then. PDA lights as black squares would be a dead give away, at the very least the tiles should be heavily greyed out or hard to see in/through.
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Is this possible? Because, doing this to hatched shadowlings would be pretty cool too (and show the shadowling WHERE he is gonna take damage)
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Carp hunting in a pod can be incredibly annoying. The pod can only move in cardinal directions, and can only shoot in such directions as well (must be facing that way.) Moving while firing means the lasers will hit you 99.99% of the time. And this eats your battery pretty damn good too. Carp can move diagonally and 'swim' faster than a person will float through space, their new dodging makes little to no sense, as these are supposed to be stupid spess fish who are dodging LASERS. But they mindless charge into a guy wielding a fire axe. Less carp is definitely a good thing, make them roam in pods if you have to, but having 50+ carp around the station at once is definitely not helping with the lag issues.
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Intellicard AI's and pAI's: Hardsuit edition!
davidchan replied to Spacemanspark's topic in Suggestions
Hey! Who turned out the lights? -
Suicide verb is pretty damn stupid and quite often abused. For one, its so damn fast and almost unpreventable, unless you have an instant stun they are going to kill themself. Making it possible to suicide while cuffed was also a mistake. A cuffed person can't even shoulder slam an agressor, let along wrist slam or grab people, yet able to gouge their eyes out or bite their hand off? Both of these things are immursion breaking to me, personally, and we already have suicide in the game through other means, be it shooting yourself in the mouth to beating your own head in, I seem to recall stamps also give a humorous death if you use them. Ultimately the worst part about the suicide verb is how nonchalantly a player can kill themselves, completey overcoming natural survival insticts that id personally consider an rp violation/rule violation. Be it the CE who suicided after I culted him to the various antags who will self terminate upon being caught, the only antags that should be allowed to suicide are those with explosive implants or extreme brainwashing, and suciding as a team antag only hurts your team regardless of the chances of your escape.
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Unfortunately I'm too lazy to go full vox mode when I bartend as Rawktie. Though, if I did the bar would probably be mistaken for a garbage dump.
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Plz and thank you.
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PDA or candle level light would be fine, The tile they are in and the adjacent tiles, if that. Seems like a cool idea, and gives the bartender a funny way to help the crew out if lights are getting smashed. I'm curious, however, how this would effect shadowlings.
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Sec pod has this problem, you'll run into your own lasers if you keep moving while firing. Nothing quite like getting wrecked by a megacarp because you block your own shots. Back on topic, segway speed is a finicky subject. The faster they go the more vulernable to crashing they should be. Segways that are slighty faster than jackbooted sec but slower than regular uninhibited crew could reasonably be resitant to water and banana slips (but not space lube and equivelants). Segways fast as crew should be vuleranble to all types of slippage, and segways faster than crew should crash/eject the driver to prone if they run into crew or other impassable objects like water tanks, closed lockers and doors they don't have access to. Siren on the segway would be cool, bonus points if emagging the segway makes the siren honk instead
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**Whistles nonchalantly**
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tg has segways too they are finnicky little shits. Not quite broken but very underused given how easy it is to lose your shit. I wouldn't mind cargo trains back in, I'd love to get tg's Janicart back (with the RnD upgrade to give it a floor scrubber so you basically get to be a janiborg.) ATVs don't make a lot of sense on space station, though if a coder could fix them up for away missions, that'd be neat (and give the Mechanic something to build other than pods)
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like the idea but sadly there is no place to put a part near those locations, but the point is i would like the ability to eat and drink again it was part of my characters persona. and no else truly played as one besides me and i felt like this really effected me the most for just the ability to relax and enjoy myself at the bar when im done doing machanices work and takeing the most unbearable amount of time to get from place to place. Actually wouldn't be that hard at all, a bit of map shuffling but mappers can shunt things in one direction or another. moving the kitchen over to where Hydro is, moving Hydro up above (and scooting the solar array to the side) would give room for a park of sorts between the bar and kitchen. Hydroponicist could just walk through the park to get up to their own workplace, with dirt patches in the park to grow things they might want but don't have space for in hydro proper. The important thing to remember about mapping is that just because something is in a certain spot now, doesn't mean it HAS to be there. We change the map alot and have shuffled things around before, so long as the connections (disposals, atmos piping and wires) are done right, we can reconfigure the map how ever it needs to be to best facilitate the station both mechanically and aesthetically to promote RP and people just doing their jobs.
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6-8 Months ago I might have agreed with you. I felt antags should generally do what they want to complete their objectives, as long as they honestly say their destructive or violent actions directly lead to progress in their objective. (Killing someone for their access okay, killing witnesses to preserve your identity okay, killing the bartender or librarian for lulz not okay, ect...) Specifically, I had an objective to kill a Security Officer (Sergey) and escape alive. I set up my Singulo Beacon in northern tunnels above the libarary/near the old bar, ran engineering and hacked my way into the PA room and set it to 2. As I was leaving I got an admin PM telling me to fix the PA or get an antag ban. I was kinda mad because I didn't get my TCs back for my beacon, and had risk being discovered even more by fixing the PA. Ended up having to try an kill Sergey by C4ing, which didn't work as expected and just made his arm blow off. Fast forward a couple months and I start playing on /tg/. For those that don't play on /tg/, antags can murder who ever they want. Non-antags are even allowed to kill people if they can justify it, the clown constantly slipping you and stealing your shit, for example, or you are just a racist person (Lizardpeople are the only non-human playable race, and not protected under AI laws or space law.) Quite often, you'll see a person going on a killing spree killing anyone they see with one of the many over powered tg coderbus things, like guardian spirits. As a miner I got gunned down by a tator scientists after I was brining in my second load of materials, I thought it suspicious that she wouldn't give me better gear my first time in, but was intent on just breaking open RnD and getting what I needed if they were going to be dicks about it. Arrive to find most of science dead and a person in a redsuit murdering everyone with an smg. Her objectives? Steal magboots. Not CE magboots, just regular magboots that RnD can print off like candy when a miner is active. She bombed escape and murdered most of the crew, including everyone that somehow made it to the shuttle after her bombing spree, she literally was a sole survivor despite having one of the easiest non-violent objectives to accomplish, nobody even asks fucking questions to a scientist wearing magboots. The only way to remove rule 6 would be to seperate objectives into violent and non-violent objectives and make custom TC menus for each. And that would be too much snowflake code and defeat the purpose of the objectives and antag system. If you really want to go on a killing spree as an antag, be sloppy and let security expose you, but don't complain when 20 valid hunting greytiders robust your ass and steal all your shit and space your mutilated corpse. I'm not in anyway favoring something that would limit or make things harder for antags, especially non-traitor/non-changling antags, but removing rule 6 is just going to mean a lot more massacres and a lot more people complaining in deadchat because they were gunned down for being nearby. I for one am happy that bar and medical bombings are practically non-existant now, and would fucking adore it if the cloner was moved farther into medical so it was harder to bomb and take out by antags intent on preventing people from being cloned the asshole way.
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This just reminds me of the time I had a Borer in my head and kept saying 'Shut up, Nail.' around security who were clueless.