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Cupcakes_n_Hacksaws

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Everything posted by Cupcakes_n_Hacksaws

  1. I'd argue otherwise, but okay.
  2. Title. I just thought it'd be nice for wiznerds to be able to see their slaughter demons, while the rest of the crew can't. So that they can potentially talk to it/ask something of it.
  3. I always thought the syndie toolbox was just a fully geared toolbox, nothing else special about it
  4. A toolbox. But not just any toolbox; a robust one. It'd simply be a damn good robusting toolbox that does increased damage, and maybe even make it storable in a bag. I think the assistant needs something new, because their pickpocket gloves are shite and "working as intended"
  5. What about simply increasing the shots each gun can do?
  6. Currently, when an egun/lasergun is depleted, the gun is completely useless until recharged. But what if instead of having to recharge the gun, you can simply eject the current mag and pop in a new one, having to simply recharge the magazine instead of the gun itself. The biggest gameplay change this would illicit is instead of having people hoard laser/eguns so they don't have to recharge as often, they can simply carry one gun, and multiple magazines. The magazines would be classified as a small/tiny item so that it could fit in pockets, exo-suit storage slots, and security belts. This would require some edits to at least laser/eguns so that they have a magazine function. Not sure if magazines would apply to ion guns, laser cannons, etc.
  7. I like it; maybe every tile you crawl you gain even more pain to the point where you can pass out from it. Maybe even add it in for legless characters.
  8. You mean you're going to subdue a hulk and NOT search/demote them?
  9. Sounds like there needs to be more ways of "opening up a shop" instead of an entire job devoted to it. Anything a "trader" can acquire is usually not really relevant to anyone's interests.
  10. Hulk used to knock you to the ground every time you were hit by one; I think it's fine now, considering abusing it opens you up to being legally killed per SOP.
  11. As long as it's not another god damned furry
  12. If they're uncontainable through non-lethal means, pretty sure SOP dictates lethals are allowed; in other words, bash their brains in until they stop fookin' about. Eating your own cuffs is like, the main draw of this power.
  13. Seriously, how often does the average player get a karma? Once every 3 rounds? The typcal round lasts 1 1/2 hours? I don't understand how they're worried about people "running out of things to buy"
  14. Botany, bar, and kitchen are already useless.
  15. I'm saying that if we increase the amount of karma you can give out, the the cost of karma unlockables must increase if we're wanting the investment to be the same and the amount of jobs/species at a (relatively) particular level. That said, this will have a negative impact (just like real life inflation) on the karma "savers"; since all the karma cost have doubled, they've now lost half the "value" of their karma, effectively (we could hypothetically double the amount of karma each player currently has, to compensate though, hypothetically). I see no reason to just NOT increase karma prices... like the guy above me said, it's like you have this idea of a karma economy that needs to be kept stable, when there really isn't. It only unlocks fun things, why do you feel the need to make sure it stays as restricted as it currently is?
  16. There's no context set, there's no reason to be hostile with any of the "nations" other than a desire to robust someone. Sure you get that message at the beginning, but it's seemingly forgotten about when the "totally not NT command anymore" can call/recall the shuttle, and the round ends as if it were extended.
  17. Since this'd be a new addition, I'd imagine it would be easily feasible to just disable its bone healing ability; It shouldn't be a replacement for surgery.
  18. there is 440 karma worth of unlocks currently available, why would you need to increase the cost when the average player probably doesn't even on average get 1 karma every 2 rounds? I like to think I'm a regular here and I've only ever been able to spend 75 in the past 6ish months. It's simple, really...by giving the ability to spend 2 karma per round, as opposed to one, you're effectively doubling the amount of karma in circulation. It doesn't work out to that, exactly, as some people never spend karma, etc---but on the whole, overall, the amount of karma given out is effectively double. This means that the effective time to unlock karma-thing is now halved as it's much easier to get karma...no longer do you have to be the defining standout of a round to earn karma for a round; just second place will do. You seem to be against both lowering the cost of karma purchases AND changing how karma is acquired. Is it safe to say other than additions to the karma shop, it won't change in the forseeable future then?
  19. There was already talk about adding in the medigun to RnD, but there were worries about it being too OP. Would adding in an Odysseus-only version that drains the mech's battery pretty fast be a decent compromise, since it wouldn't be as mobile, and would require charging the mech often
  20. there is 440 karma worth of unlocks currently available, why would you need to increase the cost when the average player probably doesn't even on average get 1 karma every 2 rounds? I like to think I'm a regular here and I've only ever been able to spend 75 in the past 6ish months.
  21. rounds typically last 2 hours, so that essentially means once every 2 hours of actual gametime, you're allowed to karma someone. Unless you forget. But what if you did karma someone? Well that means you can't karma anyone else for the rest of the round, no matter how deserving of it they are. This idea stems from me typically karmaing the first person I see that's doing a pretty good job at whatever it is their role entails, but unfortunately that means I can't bestow karma on anyone else. What if I meet someone else that's even more deserving than the previous? There's nothing I can do about it unfortunately. Would there be any real harm in increasing the amount of karma we can spend per round? Currently (unless I'm mistaken) there is a total of 440 karma worth of purchases available, so if the worry is that people will be able purchase these rewards faster than you'd like, I don't think they'll run out of things to buy any time soon.
  22. They both share the same sprite when equipped, but on the ground they look very different. Why not just simply change the green rectangle on the equipped version of the sprite, to a blue rectangle for the bluespace RPED?
  23. Maybe a laser pointer type item that makes him hostile to mobs its used on
  24. Don't we already do this? I do this >.>
  25. Actually haven't tried it recently, I just assumed that was the case since I've seen legless crew waltzing around without one. Oh well, ignore this then >.>
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