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Everything posted by Dinarzad
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Only thing I've ever wanted changed EMP-wise for IPCs Is to make it work the sameway as Plant-B-Gone works for Diona. That is. EMP the first: Hard-crit, laying unconscious on the ground silently/internally going "god pls why" EMP the second: u ded. very ded. Effectively the same thing, since IPCs cannot get out of hard-crit without outside aid, given they don't regen. But feels nicer as a player then just the immediate ghosting. That. Or. Making the EMP flashlight at least have an indictor to everyone else that they just fucking murdered you, cuz atm it is just the no brainer "EZ PZ" any time your Assassination is an IPC. But not both though, cuz then it'd devalue EMP as a murder tool too much, and IPCs need the hard counter. 's just not an interesting death just 'I klik mai lite at u n u die'
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I recall at least one wizard round being discovered right away because of super mind powers, it was still a bit much. It'd be nice if they could have a greater range since it's the only upside for greys right now. Old Telepathy was Z-level based. so if the Wizard had JUST poofed to station and a Grey was using Telepathy just at that point, it may have been the wizard showed up on his list, but I wouldn't know, that was not a personal experience of mine.
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I agree fully. A drastically weaker telekinesis would be cool, even if it's just like. Pulling small items directly into your hand from afar. Imagine a Grey Surgeon with that, that'd be legit. A lot of it was kinda hurt when Telepathy was changed to be on-screen only. Before you could telepathically speak to anyone on the Z-level. While this may or may not be "2 gud" to have for free, it did fit in with Grey lore and in a way it WAS their racial language, they talk to each other via telepathy, they don't really HAVE a language in the sense of Vulpkanin or IPC. They definately feel like a more 'psionic' race, but I don't fully know how we could express that without making them crazy OP
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^ Time to move on and work on other races like the Grey or Plasmamen an stuff.
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It's a neat idea, to be sure. But it's also been suggested multiple times, not just here but on several server bases, and it has never been implemented into any of them, even on more Lore intensive ones like Baystation. It would require such a huge scale of coding, an INCREDIBLY huge scale of coding that I don't think any coders presently would have the time or energy to put into, even if the desire were there.
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Prevent people from killing themselves on light bulbsV2
Dinarzad replied to Hero_Swe's topic in Suggestions
Alternatively, put in those grates that are generally suppose to be around lights in the first place. At least for security; it's annoying as hell when unruly prisoners just keep touching their light bulbs in order to get attention/kill themselves. And when you attempt to move them into solitary confinement, HEY ANOTHER LIGHT BULB! Granted, you could argue that if prisoners wanted to kill themselves anyways, there's a suicide verb. So hey, there's that. I really like this idea for the Brig cell lightbulbs, because, let's be real here, Brig Cells are where 90% of this happens and it's usually a way for people to commit suicide, without using the suicide verb or ghosting to circumvent the downsides those commands usually have entailed. -
Except it adds literally nothing to gameplay. Not even nothing, it adds negative gameplay. Iunno about you, but I have touched lightbulbs before and changed them almost immediately after power was turned off and they don't fucking burn my hand as if I decided to shove my fingers into an electrical socket. If you REALLY wanna keep it as a method of brig suicide (Not... sure why.), just make it so clicking on an empty light socket puts your fingers into it an electrocutes you. It's not about "please baby proof this because I dun wanna be ded :<" It's "This is a retarded mechanic that benefits no one, no one cares about and is utter useless to existence, so let's remove it."
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Oh. Also worth noting: By default, in Goon Genetics, the Hulk mutation is not permanent. It lasts a short time before wearing off, it takes some special fuckery to change it's duration. So it'd also solve a sizable portion of "Genetics gets hulk, fucks off for rest of round" nonsense.
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How does their system work? http://wiki.ss13.co/Guide_to_Genetics It may be a TL;DR, but I encourage a full read of the guide, because Goon genetics is VERY different. You don't have DNA injectors by default for one. And DNA Injectors once researched, cost materials to even produce, so they don't just poop them out infinitely, meaning to spread mutations out via simple injectors, Geneticists have to continue doing work to accrue resources to make those injectors, etc. Otherwise you gotta go the long way an splice it manually. Also, everyone has randomized potential mutations innately, and these don't effect your Genetic Stability at all to have activated. (This is both positive and negative mutations) The only time stability comes into play is when using injectors to give powers not already latent in their genetic code. If Stability gets too low, bad things can happen. Such as randomly gibbing yourself. Negative mutations like obeisty and blindness and the sort, typically make your genes more stable, while beneficial ones typically make them less stable. So you can only have so many powers without also giving a few negatives to balance out. The guide will explain a fuckload better then me, so don't take my word on shit.
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^ This. I whole-heartedly agree Genetics needs some limitations, but for the love of God, please. PLEASE Do not give the RNG job RNG restrictions on how much they can RNG their RNG before the RNG kills/harms them due to RNG. A chance to randomly mutate some other gene wouldn't really solve the problem, it would just be a gigantic kick to the dick in terms of enjoyability.
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It's worth noting on other servers, the Tesla is not an infinite power source either. If the PA is turned off the Lightning ball -will- slowly dissipate into non-existance. Compared to ours that never decreases in size ever. Even if you turn it off, it will forever exist. So it seems to me, personally that one step of the solution would be to make the Tesla much weaker initially but have a build up time more or less. Then if the engine is sabotaged, it's more impactful because it'll take several minutes to get the engine back up to full output, which would make power sinks all that much more effective, because now your Tesla engine isn't gonna just fart out stupid amounts of voltage to fully charge things again. And Singularity has no build up time (Aside getting to stage 3), but it's flaw is that it can get loose and devour the entire station. It's not an easy fix to all Engineering problems ever, but it's a stepping stone imo.
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^ I don't need Thermal vision to play them. They are tiny, adorable floofs and that's all I fuckin need.
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Two words, gentlemen, just two words. Air Alarms. Or, more detail-y and less reference-y: Air Alarm repair, since it involves the dicking of wires that can and will electrocute you. Not that people ever e-mag an Air Alarm or whatever, but that would be the presumed reason, same as Engies get them because it is required in APC repair.
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I want these in my life and I will pay you in theoretical Karma.
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^ Dis here. That's a big factor and it's really dumb. You effectively only use 5 units per spray with a 3 tile range. That's 50 sprays from a single, full spray bottle, so basically 50 "Bullets" in your "Gun". Compare this to an ACTUAL Energy Gun (Which does have much longer range.) That means, against most people that are not Security, who have disablers and tasers an E-guns an the like, you not only have chemical fuckery advantage, but ranged advantage. 3 tiles doesn't seem like much, and in most cases it is not. But for Chemistry related shenanigans, any range is a BIG deal, because of just how scarily potent Death-Mixes can be. Hell, they're so potent that more then one person has made a "One-hit kill" mix that can off someone in like... 5-10 seconds, from a single application, usually via syringe gun. Add into that your traitor only toxins and sweet baby jesus it gets silly fast. There's a damned solid reason why Science Traitors are at such a HUGE advantage compared to being a traitor in any other department, given there's a free access Chem lab -right- there. And nobody is going to question a chemical researcher making a death mix of chemicals because... well.. that's.. what they do? That's the entire point of it, to experiment with chemical mixes and see what it does.
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Death cult, with necromancy themes. Fits the several ghost/spoopy runes Cults already have and 'Constructs' can be sort of like specialized undead. Wraiths being... actual wraiths, etc. As for the notion of having several different cult types, that would be super cool. It wouldn't be "Nar-sie" all the time, and gives some variation to the kind of spook you get from it, some cuilts being more sinister and quiet types, with some being a little loud and proud about it. Even if it just comes down to sprite changes, it gives it a fresh feel at least.
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I feel like the handheld labeler exists ONLY to label pill bottles - it can't label beakers or buckets. And Virus dishes. Trust me Hand labeller is your best friend in Virology if you are trying to be organized. (This is all beside the point but still.)
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Goddamn Snakes on this Goddamn Spacestation
Dinarzad replied to LiquidNightfury's topic in Suggestions
Because some people leap to the assumption and mental image of fetishes. Do a google search. Personally IDC, but that's what some people snap to on being told "I want to make playable snake dudes/dudettes" -
Goddamn Snakes on this Goddamn Spacestation
Dinarzad replied to LiquidNightfury's topic in Suggestions
I'm always game to have more races/customization options, provided they're of quality and avoid issues similar to the ones presently being held by things like plasma people and Kidan. I'd personally prefer more non-animalistic races, but that's more because we have a decent set already and I think there's room to go more "Out there" with alien species. That said, I'm not AGAINST them, I'd just prefer others, and I feel a snake race would be neat. -
You are indeed correct. Sleepers have Styptic Powder synthesizing in them by default, and when used do NOT cause toxin damage. The toxin damage is only when when ingested via pill form (And maybe syringes.) The sleeper doesn't incite the side effects because if it did, it would be functionally useless as the most important chemicals it has on round start would be actively killing your patient instead of healing them. So just imagine it's like... puffing out styptic solution over the wounds, iunno.
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I think the primary intent is more the Faxes then the other 'Toys' such as BSA or Deaf Squids. That faxes are answered more consistently, and admins don't have to split their attention 'tween admining, playing and Faxes. BSA's could feasibly be a thing with admin approval only, Death Squads though, absolutely never. That should absolutely be Admin only, no exceptions. As for ERTs, to best my knowledge, the way they are now, takes an admin to declare what kind of ERT is sent and if no input is given it defaults to code amber ERT Squad. so I'm not wholly sure if a DO would be able to send an ERT, if so, it would likely remain AMBER type alerts, unless an admin can intervene to go higher ones. Maybe RED alert squads at max, GAMMA should probably remain an admin specific type of squad. I personally approve of it, if only cuz I enjoy the notion of people being able to legitimately RP as Cent Comm, BUT. Yeah, we'd have to be very clear and definitive with what these players can and cannot do without admin approval if we end up going through with the notion. And white-list or no, the role would have to have very heavy scrutiny to how the players respond and act as said officers, like just shy of admins themselves.
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The ultimate Kidan Overhaul - Making those bugs actually fun
Dinarzad replied to Travelling Merchant's topic in Suggestions
I've been nothing but patient. Long posts do not equal a "Hissy fit" but if that's how you're going to just throw it all aside and devolve into being rude on top of it, when I've been nothing of the sort in return, then yeah we're done here, you're not gonna be budged no matter what, so further debate on it is just wasting what free time I have. I agree with Fox on this one. -
Alt+tab and youtube videos? BUT That said, I mean I don't see a problem with some kinda treadmill thing to give prisoners more things to do. Maybe some kinda means of working off their cell timer? Sort of like an alternative to the Labor camp that's on the main station? Sort of a Community Service-ish thing I guess.
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The ultimate Kidan Overhaul - Making those bugs actually fun
Dinarzad replied to Travelling Merchant's topic in Suggestions
Stop focusing on Medical, because it is the least effect by the eyewear flaw As I keep saying. But it still IMPACTS the job, in a pointless fashion as it does not balance the STATS. NOTHING is worth that loss of an item slot, unless it's something overpowered because I won't even SEE that brute resist or grab speed unless I am fighting a lot. Which I am not GOING to be as almost every job on the station, short of Sec or Blueshield or I am an Antagonist and thus am trying to murder people. Do you see what I am saying? The benefits are invisible and don;t effect me or positively effect my playing experience, compared to the massive negative effects I feel from the DOWNSIDE. As for dragging around Beepsky, that is a massive waste of resources, and in terms of be in communication, Late joins happen. People are going to join late with no idea as to any crimes having gone down, in a perfect world Sec would talk to each other al lthe time, but they frequently DON'T. That's why Sec huds can even view Wanted statuses. I am not SAYING the brute resist and improved Grappling are bad ideas, I am saying None of it matters until the Glasses flaw is repalced by one that is actually balanced. That flaw is both enormous and not ACTUALLY Balancing anything stat wise. Greys get access to Telepathy and in return they take more brute damage. Vulps/Tarj are resistant to colder temperatures, but end up taking more burn damage. Vox Cannot breathe oxygen, Plasma people need suits on all the time. These things all effect the BALANCE of the race, they are pros and cons to the playstyles. They DON'T restrict jobs. There's a reason you see more plasma people then Kidan, despite plasmas being 100 karma compared to 30 for Kidan and it's because you can play a plasmabro in the JOB that you want to do, because they can do those jobs without arbitrary mechanical restrictions imposed onto them. The CLOSEST comparison is IPCs and EMP vulnerability, and all that limits them is in engineering, to not doing engine maintenance, similar to Kidan. Diona are not an Antag powergame race for one very strong reason. Speed. They cannot run, so they also cannot dodge, they can't catch up to anyone. If a diona tries to murder you, you just.... run away and leave him in the dust. If Sec goes after a Diona, they can't dodge or partake in the normal click-war that happens. They tank. They regen the hits. Kidan are NOT slow, so they CAN Dodge, AND have Combat buffs. If you cannot play them as a normal crew, to do the jobs you feel like playing, then the only reason you have to play a Kidan is FOR those buffs. Which is going to lead to powergaming, that's the entire min-max mindset behind it. Diona don't make bad miners, I've played a diona miner. You're basically immortal, I tanked a goliath and won. You're just not a FAST Miner. Kidan make terrible miners because they can't see anything, you have no mesons to even see the ores. You just mine and hope for the best. Engine maintenance is not a thing with the Tesla, true. For now. To my understanding a lot of people don't LIKE how braindead the Tesla is or engineering as a whole is, and it's entirely possible it'll be refactored to be more involved in set up or maintenance to give Engineers more to do. And if that day comes ( And it is admittedly an 'if') Then that's a another department you lock Kidan out of. Alternate playstyles are great. I agree fully, asking them just humans in bug outfits is NOT what I am asking for, and I am not sure how that conclusion keeps coming up. Even IPCs can use eyewear, it's why IPCs are so popular, they play very differently and have so many unique features, but their downsides don't kick them out of entire departments. You can still be an IPC miner or a sec officer. Their flaw is such that it don't IMPAIR their job selection or performance. It is just an ever present threat/feature they have to play around. If you want Kidan to be more varied, like how we have IPCs, then the Glasses flaw has GOT to go, or has to have a LOT of special shit to work around it, and at that point you risk it becoming overpowered. It doesn't add flavor to the race it just makes it annoying, it's not worth KEEPING. TL;DR MK. II-ish: The downside to Kidan is huge. And it negatively impacts play experience. IPC flaws, don't negatively effect your play experience, you're just very fragile to taking hits and vulnerable to an EMP, which is not all that common in everyday station life, it's more common from Antags. The UPSIDES to IPCs make them feel unique and fun, and are a few genuine switch ups in playstyle. There's POSITIVE impacts that are fun or interesting just by default, no matter where you call home that particular round. For Kidan, that's not the case right now. You have this massive negative experience by not being able to play the jobs you want or having your performance of said job impaired arbitrarily or having to go through this jumping of hoops that nobody else has to go through, for no tangible positive experience. Because all the upsides to Kidan so far, are based around a concept they can't really partake in without being 2 very specific things. ACTUAL TL;DR: IPCs get to play what and where they want with an interesting twist, without having an objectively harder time at almost any job as anyone else. Kidan are objectively going to have a harder time then anyone else at several jobs, because they aren't able to use a very key piece of equipment. -
The ultimate Kidan Overhaul - Making those bugs actually fun
Dinarzad replied to Travelling Merchant's topic in Suggestions
But who gets use out of those abilities? People who see a lot of combat, right? That narrows it down to Security Department and Antagonists. Without HUD glasses, you have very little reason to play Kidan Security, unless you REALLY Like the race enough to put up with a total lack of eyewear and substituting them with implants that take a while to get researched, and then convincing a surgeon to augment you out. If you joined at Roundstart, that's a solid 30 minutes of sitting around being Deadweight to an already overburdened department, because you are taking a job slot, that someone who could actually do the job, could be taking. So the only people left, are people who don't need those huds at ALL, are Antags. It's breeding the perfect Antag Powergamer race. Large damage resistance, inability to be pushed (Disarm intent is best intent), Can upgrade to killing grabs fast, which is a silent killing method and all at the cost of not being able to wear glasses they don't need anyway, and having to eat a bit more often. Why are we balancing AROUND the shittiest part of playing a Kidan, instead of removing the shittiest part of playing a Kidan and finding a better substitute that doesn't have an end result of pointlessly locking out jobs or making them difficult for the sake of ... fuck knows what, cuz it doesn't really impact BALANCE that much, it JUST makes certain jobs hard to impossible. EDIT: Also Bear in mind, Science now kind of relies on Mining to do things again. So no active miners = GG NO RE on that implant front. Being RELIANT on RnD to even do your basic job, is not good and DAMN SURE is not a reliable or justifiable 'solution' to the problem.