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Everything posted by shazbot194
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Super late I know, but thank you. I also have some new sprites, and I will be adding more here in the next couple days if everything goes as planned.
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As the title says, I think we should resprite and rename the auto-rifle into an assault pistol. An assault pistol is a pistol sized gun that is really an assault rifle cut down so much it is about the size of a pistol but maintains some of the qualities of the rifle. What effect would this have on the server, almost none, but I think the auto-rifle has always been kinda awkward and changing it to an assault pistol would make sense as to why it is so awkward. It already uses smaller but still rifle-esk PDW ammo, it is small enough to fit in a backpack, but has a limited rate of fire, and a compact loading mechanism. So why feed the delusion that it is a rifle sized firearm. I have a modified sprite and the original for comparison, although feel free to suggest changes. I know the sight I added could use some work and if you have a better idea for how the sight or gun should look, please post it, and tell me what you think about making this change. Edit: Also, with this change, we can do this.
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I don't think it would be so bad to have more uniforms as long as they kept to the theme of security and we have a better way to manage them, IE the vending machine.
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Its never used because there is only one and the nagging though we/security will need it for something massive that never happens. Edit: It might also be why few people know that there is security bomb suit sprites that aren't being used.
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Last I had one, it could hold a tazer. I'm not sure if it has changed, but I think it should be able to still.
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I think adding a vending machine instead of a locker would help out with more cosmetic items for security. It could even be hacked and have special coin bought outfits, imagine the white knight riot armor paint kit and lance baton extender for hacking the machine and putting three coins in. I also would like to see hip holsters, you can already get a shoulder hostler if botany is willing right now anyway.
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Oops, I am blind, although adding involuntary manslaughter would in a roundabout way add non-involuntary manslaughter. As well, having Criminal Negligence would be massively helpful.
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While I do think it would be good to add voluntary manslaughter, I wonder if because of the way laws are set up right now if it would make any difference in sentencing. I think offering a special circumstance to manslaughter might be better and allow for less harsh sentencing more effectively as well as causing less confusion. As for you examples, as far as I know/think, the QM would be charge, the surgeon and MD would not, but the MD might be fired due to incompetence. This is because the QM neglected his duties in such a way he knowingly made a workplace hazard dangerous enough to kill. The surgeon did not commit manslaughter because the patient died from injures the surgeon did not cause and were rather trying to fix, but a small talk from the CMO wouldn't be unjustified. The MD did not really kill someone, so can't be charged with killing someone, but they had showed gross negligence in their job and should be chewed out and/or fired for such a massive offence.
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I don't know why, but I have yet to have a terrible experience as security on Paradise as P.A.T.C.H., maybe I am being too nice, I even got several people to turn themselves in by talking to them. That being said, I am thinking of going back to goon somewhat after hearing what @Anticept and @Ziiro said. It sounds like a lot of fun not having green texts but rather just some good fun RPing and maybe fighting or maybe helping an antag. And if we want something like that for Paradise, we really should work to not having set objectives and/or maybe loosening up some of the restrictions. Its not like antags don't already go on muderfests when they can, I.E. Ares as a vamp.
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I must say, I am surprised Ares has never asked me for meth.
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So, I made a rigged bet with Reyes and got him to wear a cat maid outfit, and yes, he is a plasman if you didn't know.
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Glowshrooms and shadowlings don't work at all
shazbot194 replied to TermedClepe2's topic in Suggestions
I like the idea of that, but maybe make it it's own ability rather then making the veil even more powerful. -
We can make them have whatever we want... if we get the maintainers to say ok.
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I hold my thought that the IPC visor is just a tiny bit too boxy, mostly on the side view, if only because it doesn't look like it is really wrapping around the helmet in the side views, but I think they all look great.
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I do have experience with the way the cyborgs are coded and it would be very hard to offer speed upgrades to these borgs, but if we remove the VTEC upgrade, I think the light, standard, study, and heavy could work out. If we put the standard borg at the exact same speed it is right now, the light basically having the speed of an upgraded borg, and the heavy and study being slower, I think it would be more then possible in the current code without any overhauls. It would still have some problems, but no more then what we currently have.
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I think they look great and I really enjoy the extra mile with slime and IPC suits. My only thought is did you also see if the IPC sprite matches up with the other IPC parts like Bishop, Hephiastos, Xion, ect. I also think the IPC visor looks a bit too boxy, but that is because I use a non standard head, although it is amazing for the toaster heads. If anything, this just makes me want more, keep up the great work.
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Glowshrooms and shadowlings don't work at all
shazbot194 replied to TermedClepe2's topic in Suggestions
Not to mention that whenever glow shrooms spread as of late, CC makes it the crew's job to remove the glow shrooms. -
It looks a little odd seeing the red soft suit for one species, but I like it. My only two semi-complaints are that it drastically changes how the helmet looks, changing it from a single large black visor to two, still big, but smaller green lenses and makes the suit way less bulky. I do think though that since the red softsuit hasn't really changed since when I started playing 5 years ago, it might be time to give them the same treatment as the blood red hardsuits.
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I remember there use to be a surgical upgrade for medical borgs, but it was very lackluster. Other then the old implementation not working out, what do you personally think?
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I would first off like to say sorry about my contribution to the medical borg discussion. I was very hyperbolic and only helped fuel the fire, I still hold onto my thoughts but I think I expressed them in a very poor way. I also think that in hindsight, I wasn't even really talking about what was getting at me, and after much reading and thinking, I think I found what has been nagging me about the borg modules, the are too generic. Medbay has about 8 unique jobs someone can do, excluding the CMO, with medical doctor covering two of these, with general practice, surgeon, and cloner. The medical borg module is more or less meant to cover three to five of these jobs, general practice, surgeon, and paramedic while being able to operate as a geneticist and cloner, but in trying to do all of these jobs, it fails to do any to a satisfactory level. This has lead to the medical borg getting quite powerful while remaining quite ineffective at any specific task. I think if we split the borgs to be properly specialized, we would both have borgs that aren't too powerful, but are competent at their jobs. We can already see some hints at this. The current medical borg is based on what I would like to call the paramedic style borg, with a defib, roller bed, and injector producing epinephrine, charcoal, spacicilin, and saline solution. If we took out the surgical tools and made a new module for just surgery, I think it would be a lot easier to have an equivalent of the magnetic gripper for these borgs because they wouldn't become one man shows, but rather a one trick horse, that are actually good at their trick. Other borg modules could also benefit from this specialization, imagine a service bot without instruments or the beer bottle, and instead have a small 50u drink dispenser cup and a shaker so it could make all manor of drinks. One module that does already take advantage of this is security. Under special circumstances, you can get the combat module, which is more or less the lethal version of the security borg. This ultra specialization would have some balance problems, and would make more for a case of "THEY TOOK OUR JOBS!", but I think if we were to go through with it, these would be easy enough to solve. So please, tell me your guy's thoughts on this, is it a good idea, are some parts bad but others good, did I make a horrible suggestion, please tell me below. This also isn't a complete list of possibility so feel free to expand them if you want to.
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I have a major problem with this, and that is borg vs crew in terms of power vs time. Right now, I would say most borgs are ok when it comes to balance at the start of the shift. Some are more competent at their jobs then others. However, as the round progresses, they are very quickly outmatched by the crew in everything. A medical borg cannot do some needed surgeries all on their own and cannot make use of most chems available outside of offering the person a pill to take themselves nor can they make super useful chems outside of charcoal and spaceicilin, which if you need that much of the latter, something went major went wrong and other means might will almost always be a better fix. Security borgs cannot use any lethals, at all minus the harmbaton, but this puts them into range of their direct counter, a flash whereas officers get AEGs, xray guns with xray implants, Adrenalin, shotguns, auto rifles, massed laser guns ect. Service borgs get the shortest end of the stick as they almost directly need a person to help them to make some of the basic drinks. I honestly do not see one aspect of any borg that dominates it's field for long, with one exception, and its the mining borg which matches miners mining ability when upgraded, but is still heavily limited whereas miners are not. These could be fixed with upgrades, as when R&D does their jobs, it can make borgs useless, so why not have R&D upgrade borgs too. We already have some upgrades for borgs, but a lot of these can be very lackluster, with the exception of the mining borg upgrades. A good example of what I am talking about are ion booster upgrade. They let borgs fly in 0-G, which is something very useful and lets them take advantage of being able to be space born even better, whereas the disabler cool-down does help a lot, but it only helps via numbers, and doesn't address many of the problems with disables, such as fighting bigger foes, like nuke ops. I am not saying they should be as good as crew in all areas, but they should be able to at least match the crew in some and not be outpaced fully 20 minutes into a round, which I think would mean more upgrades meaty upgrades, for instance, a gripper could be a possible upgrade for medical borgs, a drink maker for service, maybe even have these upgrades be specializations for borgs, for example, a medical borg could get an upgrade to their hypo spray which would make more useful chems, but loose out on getting a gripper for surgery, and vise versa to add some depth to upgrades rather then just print them all out for a new borg once it picks it's module. I wish I could be more neutral, and I thank you for trying to keep this from becoming hostile If for some reason you want some more of my thoughts on why I think aren't as powerful as people think they are and it to be in the context of security borgs vs shadowlings, please read this.
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On the wiki, if you hover your mouse over the ingredient, it will tell you the recipe if it has one, and you can do this for any sub recipe and the sub sub recipe, and the sub sub sub recipe, and so on.