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Everything posted by shazbot194
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Blob is severly underpowered for over 100 players.
shazbot194 replied to Ataman's topic in Suggestions
Ya, the mid round Blobs aren't meant to even have a shot at winning really, they are meant to give one ghost something to do for a couple minutes, possibly get some crew members armed a little, and like it has been said, to spice up a round a little. Although I will say the dark matter blobs are a little bit too powerful, *cough cough 1 hitting people cough cough*. -
Ok, I only ask because the one looks with twin curls really looks like P.A.T.C.H., they're even wearing a similar jacket and everything.
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So who's the one with twin curls? Becuase it kinda reminds me of someone...
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My only concern is that they would be a little to underpowered without their space proofing since they have been balanced around that so far, but I haven't really seen the leap so I can't say absolutely. Plus even if they were, we could find otherways to buff them, if its needed of course.
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It would also make it easier to give out lethal weapons to deal with external threats, both to security and civilian's, while keeping it as non-lethal as possible for internal threats.
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Then wouldn't this be the perfect solution since, as far as I can tell, there won't be a red alert module, or armory, but still having all the stigma gamma alert has. Out of context, I really want a red alert armory with tesla coils, AKMs, PPS-43s... There was once a round were a blob ate like a 1/6th the station, mostly the north-east part, and there was this one fucking janitor who would not stop bugging R&D about a mop, needless to say we wouldn't give him one, but he kept bugging us so much, it resulted in a fight, that he was really unprepared for, but he kept coming back for more. We asked if we could space him from the admins, and they gave us the green light, it was glorious justice.
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One way to solve that problem could be to have the station send a message to CC about why they are going to red alert and has to have CC's approval or apathy to change it to red. As well, we could re-write the SoP to cover some of the harder to clarify instances such as the clown slipping the officer, which is already illegal per SoP on red.
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In truth this would make going to red be treated as going to gamma is now, except not need admin approval.
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I honestly would like this for most goggles, some like science would't be too bad to have on all time, but it would be nice to turn night vision off to see if I am in the shadows.
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I do agree, that is an interesting summery of goon mining, but I have to say, I think /TG/ mining is even more mind numbing. The only real fun factor on /TG/ mining is combat. If we were to strip that away, we are left with asteroid clicker, which is even more dull then goon mining. Even if a lot of goon's depth is a gating system, it is something, more then what can be said about /TG/. Not to mention different tools and machines you can get with goon is interesting in of itself. Blowing up asteroids is fun, as is having large machines mine out the ultra dense ore. Yes, there are loot spawns in /TG/, but mining feels like a chore to get to loot spots or to get to combat, not the fun activity itself. Not to mention lavaland which was designed around combat. I do regret using the word port now because it does imply replacing our mining with goon and not doing anything to upgrade it, but this isn't what I meant or what should do. Keeping a lot of what we already have and adding in content from goon could lead to some very interesting scenarios, such as having to choose between using ore in a mining autolathe for equipment upgrades, or the ORM for R&D upgrades and consumables and gear from the vendor. Maybe have a combo system, where miners only use "gems" and points in the autolathe, thus encouraging them to both mine for themselves and for the crew. Using explosive charges with a density system can lead to chooses like to try and break through though small areas of dense rock and ore or use it to break down large areas of weak ore and rock. Even in my original post, I said its more then possible to have multiple mining asteroids, so one could be as hostile as lavaland, and another as safe as east mining is now, with several others between so no-one has to be left out. I really just want to make the mining part of mining fun, not just layer combat onto something boring and say look at that instead of your real job. I don't think porting lavaland would really help much of anything since it is meant to be combat focused, with both the loot table and mining system reflecting that. I again have to ask why is combat such an integral part of mining, instead of mining itself. And like Purpose said, is anyone even working on Lavaland? Because I do think I will start to work on my hybrid system tonight.
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Oh, I had completely forgot about that, my bad, I came in after this all happened so I only know second/third hand, but just because I don't fully know what happened, wasn't the code also released after the leak.
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While the most modern goon code isn't available, we do have the release from 2016 which could help cut back on some the the complete re-writes. And once my latest PR is done, I would be more then happy to start to work on it.
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I think we should revamp viruses, maybe make viruses only infecting some species a thing again, but that is a topic for another time.
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oh nooo, someone killed REYES and drank their blood, I wonder who it could be...
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I personally have been caught with makeshift shotguns and weapons many times and rarely if ever had them confiscated. Even with lethal shells loaded. And I have yet to ever have security take loose security equipment off of me when I do find it.
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So I know a lot of people are hyped up for lavaland, but I have to say, I don't think it fits in with out server. It is very combat focused with a lot of combat focused loot. It also is nearly impossible to get materials back from lavaland due to miners constantly ending up dead. But more importantly, no one is actively working on it. I think the mining system Goon has would be a much better fit to the server. It is both more focused on trying to provide materials for the station, but also encourages the miners to mine more due to them needing materials to improve/make their equipment, not just points, but a need to get a little of everything. We do have the ORM right now and it would present miners with a delema on if they should use the ore they gather to upgrade their own gear or bring it to the ORM to have science make them gear and get points from the OMR. Not to mention Goon mining is overall more interesting then our current mining. You have different materials having different properties, rock densities, hidden gems, and much more that, at least to me, making mining itself fun. Overall, I think having Goon mining would be a better mining for our server. And if you are really missing lavaland and want something like it paradise, we already have a lot of lavaland remade into our own version, but cannot not easily port the rest, so what if we instead made a second, more hostile asteroid/belt of asteroids made to be its own and unique challenge in much the same way as lavaland does, but still have it be unique to paradise.
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I think having the reverse toxins would be interesting, and would finally give a reason to have toxins in the medbay vendors. Funnily enough, poisons like syrin and cyanide would then become massive toxin healers for slime people. I do have to ask if omni would still heal toxin damage or cause it and what about cryo pods?
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I personally think that the makeshift shotgun should just be a class one since even sawn off, its still kinda bad, and the riot would stay a class two, just because it's firepower is still the exact same, although I also think the laws should have leeway in that the HoS and Captian can change what qualifies as a class one, two, and three, for instance, lets say there is a problem on station with concealable shotguns, IE sawn offs, they can change what class they are to better match what is going on station at that time. Since every shift is different and we may not be able to predict if having sawn off riot guns being a class two would be a massive problem or not one at all, or if it flip flops back and forth without any rule changes. I do like the idea that when you have the allowed to carry firearms tag on your ID it would put a small sticker on it. Maybe we could have the weapon permit be an actual print out and when you swipe it on an ID, it applies the permit number to your ID. This way we don't have a lot of variation in paperwork. So, take two. I just finished writing what is above, I had an awesome idea. What if for issuing permits, we had a big computer system that keeps a catalog of guns you will/can find on station. This would make it easier to keep tabs on what weapons are class one, two, three, and DWs and also make it easier to update this records when a weapon changes class due to the HoS and Captian changing it. It would also give out printouts that hold all the permit's info and let you apply a sticker to the corresponding person's ID with the permit number. And as for making those two sawn offs, I don't think the makeshift shotgun should change because it is still very weak, I'm not 100% sure about the riot shotgun since it is quite powerfull but I'm not sure if its a class three lever powerful.
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So with my latest PR, I am trying to add a lot more firearms onto the server, including adding some civilian firearms to cargo. @ZN23X has brought up the point that this can start being legal hell with space law. After a little bit of talking, I think we could change space law a little to help accommodate this. First off, I think we should classify firearms, and other weapons, into four classes, class one, class two, and class three, and destructive weapons. This would help with dealing with people who have small guns and other items not be arrested the same way as if they had something like a full automatic weapons, while providing a tiny amount of leeway into what is classified as what. Class one is weapons that are lethal, but not excessively so. This normally means civilian weapons that would most likely already be overlooked. Firearms such as the double barrel, makeshift shotguns, the civilian pump action, or the 9mm civilian pistol with a short 6 round magazine. Other weapons such as hatchets and sharp knifes carried as weapons could qualify for this. You would be able to get a permit from the HoP or security to carry these, but even as the HoP, you need to inform security that you have given out a weapon license, and for firearms, put the firearm's name on the paperwork. There could even be a clause in the permit to limit what kind of ammo is allowed for shotguns. The HoS can also ban the HoP from giving out permits and the HoP may be held accountable for any crimes committed with firearms they gave out permits for. Class two is for weapons that are deadlier then class one, but can still be considered civilian-esk firearms. These would include upgraded civilian arms with bigger magazines and military style firearms that are in some way limited. In my pull, these would include the 9mm civilian pistol with the full 15 round magazine, the sporting rifle with short magazines, and potentially the enforcer and riot shotgun. Only the Warden, HoS, and Captain can issue these permits. Class three is weapons that are considered military grade firearms. Firearms such as the combat shotgun, the sporting rifle with 30 round magazines, the 9mm civilian pistol with 30 round magazines, suppressed pistols, and other weapons that are deadly enough to take on security or be considered tool of espionage. Other weapons like green chainsaws may also count as class three weapons. You need a permit from either the HoS or Captian to have these and are issued on a per piece scale, for instance, you need one specifically for the suppressor if you want to use it on a class one 9mm civilian pistol and another if you want to also have a sporting rifle with extended magazines. Destructive weapons are weapons that are normally not legal to own under any circumstances. Mostly firearms like an automatic sporting rifle fall into this category. You need a permit from both the HoS and the Captain in order to own these. However, if you do have a destructive weapon permit for a weapon, you may modify the weapon however you wish. Self defense would also need a clause saying that if a person used excessive force was used when defending themselves, they can still be charged with whatever crime corresponds, be it battery, assault, or manslaughter. As for security arming themselves with the new firearms, it should fall into what it was before. Where they need permission to have lethal weapons unless there is a dire need, IE giant spiders. During states of emergency, IE nuke ops, the HoS and Captain can lift the requirements on permits, such that the whole crew can arm up to deal with the threat. So what do you guys think? Would this be an ok system, or should we stick with the current system we already have?
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Well, one idea if they have plasma for blood, whenever they have an excess of blood, they heal from the excess while processing it.
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Disable emags being allowed to emag lockboxes from RND
shazbot194 replied to bigfatbananacyclops's topic in Suggestions
I wouldn't mind a system like this if we could still open it with IDs and emags. -
Disable emags being allowed to emag lockboxes from RND
shazbot194 replied to bigfatbananacyclops's topic in Suggestions
Well right now, with lockerboxes, unless you get an ID from the warden/HoS/Captain or have HoP make you one, you can't get a gun. The only way to open lockerboxes as an antag without a proper ID, is to Emag it open. And besides, Emags are antag and special event only, so this wouldn't so much be nerfing power gaming as much as nerfing science traitors. If you see someone with an Emag who isn't an antag or has a permit of some kind, it might be considered self antaging if they are opening lockerboxes. As for the HoP being able to make IDs to open them, yes, they can, but they can also be banned for it if they don't have a good reason to. By the same logic we could say that door bolts aren't secure enough because someone can hack into it and manually open the bolts, or that weapon crates aren't secure enough because you can swipe the warden's ID. The HoP is a head after all, all heads hold massive power, from the HoS to the HoP, even the CMO has massively more power then normal crew, and only the HoS and captain cannot be antags. -
Disable emags being allowed to emag lockboxes from RND
shazbot194 replied to bigfatbananacyclops's topic in Suggestions
Honestly, I want to see a do away with lockerboxs and instead have more IC enforcement like the checkpoint or holding science accountable. Lockerboxs already are quite game balance altering away from reasonable into the quite silly and inconsistent. While I'm not sure how they were received back when they were added, if you try and add anything into a lockerbox you will see the backlash from it, which shows what the community thinks of them. From an IC perspective, if you want to secure anything, a lockerbox is far better then a safe, far better then the vault, far better then an off site storage location... nothing beats locker boxes as of right now except active defenses. Even crates can be forced open with emiters, KA, buckshot... but while 100s of laser guns and combat shotguns are ok for the crew to be able to get themselves and make armies of mechs that would make death commandos blush with no coded in limits, one laser that can set people on fire and do ehh to ok damage is not. Since we will never get rid of them, I don't want to see them be able to make weapons unobtainable as antags and solve nuke ops in one swift move. -
A couple more guns, the SP-1/M-4 is a reshading. In order it is a 9mm civilian style pistol, The Domminator, and a dart pistol made from a heavily modified WT-550, an SP-1, and a M-4 style rifle.