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Everything posted by FlattestGuitar
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UHHHHH.... please no? My thoughts: Lore cannot dictate behaviour in any way. We can't force Vulpkanin to be "cliquey" and we definitely shouldn't encourage that. Can we not make them dog people? As silly as that sounds, their looks should be everthing they have in common with actual dogs. Saying an ethnicity of Vulpkanin "pride themselves on their pedigrees and breed" is taking the gimmick WAY too far. I don't even know what's happening here with the vulpkanin IPCs... make it go away. (????????) Why would something like this be mentioned on our beloved PG-13 wiki? I don't think that's how space genetics work anyway, soooo, yeah.... Don't take it personally - I really dislike the whole thing. Also, we already have a lore here waiting for approval, which Neca said is somehow progressing.
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Making medchem depend on the same round progression that RnD depends on actually sounds like a good idea. Low-tier and high-tier chems to make at the beginning and towards the end of a round would be great. I'd completely support this, but we'd need to change A LOT of recipes to account for mining materials.
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Welcome to the forums, person!
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I'll say what I said earlier: it will be impossible to balance combat if their speed is buffed. A gremlin with a stunprod will have a massive advantage 100% of the time, regardless of how fragile he is. Also, I'm not sure about the code capabilities of buffing speed by small increments. I've been told it has to be done in fairly large ones, but I don't know why.
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Calomel purges 5u of every reagent you have in your system per cycle. Pentetic purges 4u. How about nerfing pentetic in this manner and making calomel deal no damage? Salglu doesn't really depend on RNG. The amount of checks will just make the end result be very close to the average. The average being 10u of salglu healing around 40 brute and 40 burn damage. That's a lot.
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So, as people probably know, the current chemistry system has a massive amount of redundant and hard to make chems that don't really get used by sensible chemists. Here are some changes I proposed on a different thread, but it didn't seem to pick up much traction. Let's discuss those, shall we? Saline-Glucose Solution - make it slightly weaker at brute damage healing, add swanky Saline bags to the bloodbag crates Calomel - remove completely - I don't even know why this exists with pentetic in the picture. Just nuke it. It kinda sounds like "camel" and this upsets me Potassium Iodide - make it heal toxin damage effectively while not purging any chemicals. Makes it possible for it to work in pills/mixes Salicylic Acid - make the recipe easier, it actually heals brute damage, make it work in conjunction with the new saline. MIXING PILLS Salbutamol - make the recipe easier, using it instead of perf NEVER happens Diphenhydramine - make recipe easier, make it remove stutter, why not. Atropine - make it more powerful, really sucks that it locks people down at -25%. If you overshoot you'll have a terribly hard time healing your patient before the med runs out. Epinephrine - make recipe easier to contest the new atropine Oculine - leave it be. cheap alternative to mitocholide Mitocholide - make the recipe HARDER, late-game chem alongside strange reagent for maximum chemistry tryhardness, possibly exotic ingredientsRezadone - make the recipe easier, would be a good alternative to cryo with a well-stocked fridge
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+1 to all, finally we could have some diversity.
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FlattestGuitar replied to Mrs Dobbins's topic in Civilian's Days
30 incredibly suggestive depictions of correctly utilizing a headphone jack in a small, leather-bound booklet signed by Sir David Attenborough. -
Prevent people from killing themselves on light bulbsV2
FlattestGuitar replied to Hero_Swe's topic in Suggestions
Here's a PR I made, feel free to go there and shout at each other about the subject. I believe such a cathartic experience will make us a stronger community as a whole. -
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FlattestGuitar replied to Mrs Dobbins's topic in Civilian's Days
27 lusty Drask -
IT'S OUT OF CONTEXT IT DOESN'T MEAN ANYTHING I'LL GO GET THE VIKING BOAT PLEASE DON'T LEAK ANY MORE
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Prevent people from killing themselves on light bulbsV2
FlattestGuitar replied to Hero_Swe's topic in Suggestions
This is an annoying feature that does not make the gameplay more interesting in any way other than making you regret misclicking a lightbulb. It makes no sense in terms of realism, were we ever to use realism as a benchmark for anything. I support its removal, it doesn't add anything to the game. -
The basic idea here is you don't get a viking burial because you're a clone and your old body is being cheaply sold in shady alleyways in some run-down neighborhood of a large mining colony as dog meat or added to the surprise stew the local homeless cook every Saturday using a shot of fermented potato juice and salty rust scraped off a mining drone.
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I would like to note that I will not be in charge of hauling/reviving/cloning/stir-frying Rynnt's corpse and I am not the person to ask for proper treatment. Also, please don't leak the conversation, I'll do anything.
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Story is now optimally snowflakey and I give it a fair rating of nine snowflakes out of ten, with a nice sticker to signify its position at the top of my rating chart. This also means the frienship can be resumed and Rynnt's corpse (were it to still be dead in space) can be retrieved for cloning/revival/questionably gruesome culinary practices/all three. Dude, you need to learn how to use paragraphs. That block of text hurts my brain.
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FlattestGuitar replied to Mrs Dobbins's topic in Civilian's Days
24 desperate attempts at keeping a dying thread alive. -
Might want to cross out radium, as we've moved to disease1. Now there's a ton of chems a virologist could request in order to cure something. Not sure how to put it so that it makes sense, but I guess a chemist should use their best judgment.
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That would actually make a lot of sense, considering it's now possible to have all HUDs at once. I'd code it if I knew how.
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Alright, so I made this simple PR that makes sleepers inject up to 10u of saline-glucose into whoever is inside them. The functionality was already in the code, but it was never used. Here's the link, you can check out the PR itself #4210. The saline-glucose allows the sleepers to slowly treat burns without the use of omnizine as well as accelerate blood regeneration. I believe it will further discourage the use of cryo as a "fix everything" magic machine and will make a doctor have more options when treating a patient. The saline isn't injected like other meds, you can't just spam someone with 80u in an upgraded sleeper. Do you think it's a good idea? Why? Why not?
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I really think the noise/thermal/whatever vision is extremely powerful and is not offset at all by the race's cons. It would probably be the biggest racial feature in the game so far and I'm pretty sure it would be very hard to balance other features around it. I say get rid of the vision buff and nerf, make them a bit more durable than 50% and let the fluffy cuteness take care of the rest.
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I have to say, it seems to me like the pros and cons are a tad too extreme. Good balancing isn't about buffing one area hard and nerfing another into oblivion The thermals are way more powerful then people think. They're a perfect way to spy on evildoers in maintenance and would make security much more powerful at roundstart. I think they'd have to go. The welding overlay seems like a terrible nuisance and it would probably drive most resomi players to madness. I'm pretty sure being cute as hell is enough of a buff to make people play them, believe me.
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Better sprites for security armour and helmets.
FlattestGuitar replied to Farya's topic in Suggestions
Straps. A lot of straps. And pockets. Make it seem more like a military chest carrier rather than just a black pear-shaped toolbox magnet. -
Welcome! Have fun in here!
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FlattestGuitar replied to Mrs Dobbins's topic in Civilian's Days
18 necroposts necroposted. -
That round was hilarious. Thanks for the drink, Sparkelicious.