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Everything posted by Keroman
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Would it be possible to move the medkits to the NanoMed+ vendor machines? I know that deconstructing and reconstructing the vendors restocks the machine so that may be too OP of a solution until the restock issue is fixed. I have yet to see anyone use that method to refill the NanoMed+ machines but I'm willing to bet that if you could get infinite medkits from one that it would become a problem.
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As someone who's never played as a borer and only just had his first "borer buddy" yesterday I have a question. Do borers have objectives to complete or are they more or less just out to survive? I know some people play borers with the goal to infest as many people as possible, others use their hosts to try to kill as many people as possible, and still others simply kill the person they've infested with drug overdoses.
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MrFinnT you can check your objectives by looking in the IC tab and clicking "Notes".
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Err.. the chemistry satchels function exactly the way you want, Shadey. They pick up all pills on a tile and then, with the satchel in your active hand, left-clicking on the smartfridge empties them into the fridge. I don't know who's using pill bottles to move pills from the chemmasters to the fridge but that's really just an unnecessarily difficult way of doing it.
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A team of 10 skeleton golems, all with orders to jape the crew to death, nyeh heh heh! Nobody's gonna have a bad time!
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I'm 100% with you on that one Shadey, I was just stating what I'd seen in-game.
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I think it's more often the case that the person gets picked as a traitor at the start of the round and just decides they don't feel like pursuing their objectives. This might be because they got a particularly difficult objective (I'm a Cargo Tech and I have to kill the HoS!?) or they're just not feeling antag-ish that round. While I haven't really seen round-end antag lists that show 0 items purchased very often I swear that when it does happen it's usually someone who's well-known around the server and should know exactly what they're doing and how to achieve their objectives without too much fuss.
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Security hailers which play "Y'ALL GON' MAKE ME LOSE MY MIND, UP IN HERE, UP IN HERE. Y'ALL GON' MAKE ME GO ALL OUT, UP IN HERE, UP IN HERE."
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I didn't realize that RNG mechanics were a no-no. Fair enough. I think what I was going for was more of a way to fix the boring repetition of "Take item>put it in the DA>Click console>Deconstruct item>Are you sure? Yup>Take next item>Repeat." If you have to actually keep track of your research levels then go through a pile of items to find the one that bumps your research levels up the the most that adds a little more challenge to the process. I do like the idea that any given item can only be scanned once but, as Tully said with regards to my original post, all that will do is force players to tweak the existing list a little bit. I'd prefer an option that doesn't really allow a list to be used - one that requires a little bit of guesswork and a little extra time, but can still allow for at least a little bit of luck. The Exotic Materials thread needs more love, too, because I think that's going to be another route to go: http://nanotrasen.se/forum/viewtopic.ph ... +materials
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Hell naw, we need to add a function that allows the janicart to go in reverse, but instead of that beeping noise that trucks have it needs to yell, "MOVE YA ASS, BITCH, MOVE YA ASS, BITCH, MOVE YA ASS, BITCH." Yeah, I'm pretty sure this is a joke request.
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My vote is to remove the middle glass table (put the science goggles that are there in the Chemistry wardrobe closet), shift the disposal unit over to that newly-opened space, and put the fridge where the disposal is now. Having one table to store beakers that are currently holding chemicals and waiting for mixing is nice, but I suppose if you just want to remove all the tables the floor works just as well. Cue a ton of Chemists who are used to having a table there splashing chems all over the floor by mistake because the table's gone.
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Every time the janitor hops on the janicart it needs to say, "My name's Buck and I'm here to... party," a-la the TV-edit of Kill Bill Vol. 1.
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The chemistry gear is less important to the Chemists than the surgery gear is for the Surgeons. More than half the Chemists I've seen don't make use of pill bottles, and for those that do they generally get all the important meds made and in the fridge before they start making pills for individual crewmembers. The only thing they should be grabbing at round start is the chemistry satchel and really they should just be starting with one in their backpack (like how miners start with a mining satchel in their backpack). The wardrobe is non-essential and just takes up space. I really think all the wardrobes for chemists and doctors should be moved to the staff break room. There's space for them in the southwest corner of the room, by the APC.
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Yeah, and I'd be in favor of moving some of the stuff in the equipment room down into secondary medbay storage (syringe guns, anyone?) Aside from that most of the important stuff is crammed into the two lockable closets. I don't see why, if some stuff was shuffled around a bit, there wouldn't be room for a single Chemist's closet with pill bottle boxes, chemist satchels, and chemist clothing.
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Some of the lockers in the medkit storage room could be moved to the medbay equipment room (the one just aft of the medbay lobby desk.) Hell, some of the lockers, especially the wardrobe lockers, could be moved to the staff break room as they're more or less non-essential items. Why not move the medkits to the medbay equipment room, too? Everyone who has access to the where they are at round start would also have access to the equipment room anyways. That would free up room for Chemistry to expand a little, but it would crowd up the equipment room more for sure.
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Should chemistry machinery be unviewable by ghosts?
Keroman replied to Crazylemon's topic in Suggestions
It's important that everybody understands that something that is fun for one player is not necessarily going to be fun for another player. You know what's not fun for me? Blowing myself up early in the round because I mixed a chemical grenade wrong. Now I'm out of the game for 15-20 minutes getting fixed up/cloned, or possibly out for the entire round because something major happened and there's no time or resources to spend on bringing back the stupid scientist who can't mix chems right. Next round I know better so I try a different recipe and go boom again. Next round I know better so I try yet a different recipe and go boom again. Repeat ad nauseam. If someone knows this stuff and is willing to share it with me so I can avoid round after tedious round of tweaking and refining that I personally do not feel is either fun or a good use of my in-game time then I'm absolutely going to ask for help. That doesn't mean I'm going to run around griefing people with these fancy new formulas that someone showed me, but it does mean that when I finally turn on all the secret antags in my game preferences I might actually stand a chance and make it interesting for the other players trying to hunt me down. Hell, if I'm being completely honest about this whole topic it's that I mostly want to know about some of these cool tricks so I have a better chance at becoming a Mentor someday down the line. -
This really was just a quick-and-dirty idea that popped into my head earlier today. I do want to hear what people think about it, good or bad, and any alternative ideas are more than welcome.
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It was mentioned in another thread that R&D is more or less just following a list of items as quickly as possible. While it's nice to get to the max research levels and start cranking out the cool stuff it really can make Science a powerhouse compared to every other department. My proposal is to take the items that are used to increase research levels and have the game randomize what research levels they have at the start of a round. Here's an example of a current (fictional) item vs. how it might look with my proposed change. Current Object: Flux Capacitor Research Levels: 4 Engineering, 2 Bluespace Proposed Object: Flux Capacitor Research Levels: 2-4 Engineering, 1-2 Bluespace At the start of the shift the game decides which level of tech that item gives so one shift you could end up with a Flux Capacitor that gives 2 Engineering and 1 Bluespace while on another shift you have a Flux Capacitor that gives 4 Engineering and 2 Bluespace. Now because RNG is a thing you can absolutely expect to have rounds where a majority of the stuff you can shove into the Destructive Analyzer rolls on the low end of research levels. To make sure that R&D is capable of being completed every shift there should be at least one item for each research category that gives the maximum level for that category. These items should be available from the protolathe once a certain research level requirement is met, but they should be COSTLY in terms of materials to discourage players from getting to the minimum required level and then spamming the max-level objects in the DA. Thoughts?
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Should chemistry machinery be unviewable by ghosts?
Keroman replied to Crazylemon's topic in Suggestions
I think we all agree there needs to be some middle ground between forcing a player to figure out everything on their own and handholding every step of the way. That's not the topic of this thread but if someone wants to start a discussion about that in a separate thread I'll be only too glad to participate. With regards to Crazylemon's original post I feel I've made myself clear. Observing players and how they interact with the game is an absolutely valid method of learning which, combined with the wiki and help from Mentors in-game, can lead to a better, more informed player-base. Players who are prevented from using methods of learning are more apt to cause problems out of sheer ignorance. -
Boots and hats and boots and hats and boots and hats and boots and hats. Nice shading! I'm definitely interested in seeing more of your art.
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Should chemistry machinery be unviewable by ghosts?
Keroman replied to Crazylemon's topic in Suggestions
I discovered this just two days ago when I went to open a door with the wrong hand selected which just so happened to be holding a screwdriver because I was helping fix up an IPC friend. I was super confused when I switched hands and couldn't open the door, then realized what happened and had to cut through the wall again. -
Should chemistry machinery be unviewable by ghosts?
Keroman replied to Crazylemon's topic in Suggestions
It may be rare but it absolutely does happen. I would very much rather leave new players the option of discovering stuff by watching rather than jumping into Chemistry and mixing water and potassium in a beaker because they don't know any better and they didn't check the "pyrotechnics" section of the Chemistry guide because they're trying to make medicine, not bombs. It really feels like there are so few people who play who are just not willing to take the time with new players to show them even the basics. I get that Mentors are there to answer ahelps but in-character I see too many new players get ignored while asking questions in "say" or over the common radio channel. But reading through a wiki and then using that info in-game is somehow a better option? I get that with that statement you're more referring to people who get killed, see a bunch of stuff as a ghost, then try to use that info in-game when they're revived. I just don't think it applies to learning about jobs while observing. I don't get what the deal is with "muh super sekrit mixes" but then again I'm not the kind of person who likes to hoard knowledge. Hell, if anything I'm excited to show people new stuff that I've figured out and share how to make it because then everyone gets to use it and have fun. I would argue that a new player whose options for learning are limited would be more likely to damage the station and/or injure innocent bystanders through ignorance than someone who knows just the right mix for a lethal syringe that will silence, stun, and poison their target as an antag. -
Should chemistry machinery be unviewable by ghosts?
Keroman replied to Crazylemon's topic in Suggestions
I would argue that observing as a ghost is one method for new players to be able to figure out game mechanics. Secret recipes be damned, if you're going to make your super-special one-hit-kill spray-bottle flamethrower you better be prepared for someone to figure it out and use it on you sooner or later. -
Should unclonable species' NO_SCAN be enforced?
Keroman replied to Crazylemon's topic in Suggestions
It's tricky enough to bring them back as-is, especially when you have medbay staff who don't know about the brain transfer/clone new body method. If we're talking about having the cloner scan the brain and recreate the body based off the brain's DNA then there's no reason they shouldn't be cloneable just like any other species (although for Vox there might need to be an extra step where the brain is surgically moved from the old body to the new one because cortical stack implant, yayaya.) Slightly off-topic but one thing that bothers me when a character ends up in the body of a different species (even via Wiznerds mindswapping) they automatically understand and can speak the language of that species. Is there some way to force the game to check their original language settings and prevent those settings from changing when moving to another body? It really is a minor gripe, I know, and to make matters even more difficult the lore for Vox-pidgin states it's impossible to speak for non-Vox species, so maybe any Vox transferred into a different species' body can only understand it but not speak it? I dunno. Sorry for going off-topic like that. -
I won't lie, the entire final 10 minutes of that round made me feel incredibly robust. If Jade and Joachim had both targeted me during the fight at the escape pods I likely would have died. Since Joachim decided to go after my friends and left Jade to deal with me I actually stood a chance with disarming her and grabbing her egun. I wish I could say I kept it on disable because that allows me more shots but I wasn't even really thinking about that, I just picked it up and started shooting at Joachim. If it'd been on kill I likely would not have had the shots to take Jade down afterwards. There were just so many things that went just right for me that round.