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Everything posted by shazbot194
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While I don't disagree that pure combat is bad for RP, the intent wasn't to increase the amount of antags, but rather mix up what antags can spawn in together while trying to be close to what the original amount was, that was my bad for not explaining this. This way we could see a return of antags that wen't all about combat, such as pirates which while awesome and interesting, wouldn't be good for a round by themselves, but would be more then fair game with a system like the point system.
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So there has been a lot of talk about trying to do things such as increase RP, reduce meta, improve antags, and I think I might have an idea how to. With some help from @ZN23X, we came up with the idea of getting rid of game-modes and instead have it so any combo of antags could spawn. This would mean that you could end up with vampires, changelings and traitors could all spawn in the same round, or you could just have rounds with only one of them. A way to make this work would be to assign a point value to each antag, for instance, a traitor could only be 5 points where a vampire could be 10, with group and/or powerful antags, such as cult, being much higher, like in the 30-50 range. The number of points in a round would be determined by the population as well as some random factors to keep people from thinking we should have 70 points worth of antags but have only found 50. Some smaller changes would need to be made, for instance how nuke ops handles buying equipment and possibly giving traitors new objectives for these rounds, such as assisting with the nuke ops and then escaping with the nuke team. I feel like this could massively change how people try to meta the game, but also spice up rounds massively. With this, we could also see more RP antags come back in, such as vox raiders/pirates, because even if they are a little dull by themselves they can be much more fun when you also have deal with other threats. Edit: This wouldn't increase the amount of antags, if only traitors were to spawn, it should be about the same amount that would spawn in the current traitor mode, the only exceptions would be more fixed spawns like cult and nuke ops, which sees little increase in spawned antags from 30 people to 100 people. Which would hopefully lead to interesting interactions between the solo antags and the group antags.
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I use to make it a lot since it is very fast to make for what it does, but no-one used it for all the times i made it and would always ask for what they knew, even with me telling them it does exactly what they want. This is happens for almost every chem you don't see often use. even if it gets made, its almost never used.
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I do have to say, one bottle/glass (50u) is about half a litter and for however cheap Nanotrasen is, they never get cheap beer. That being said, it does seem a tad bit excessive right now.
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Hello everyone, since i haven't done this yet, I figured I would do this as my 100th post. I am a person who has been around in SS13 for quite a while, starting about 5-6 years ago, I am very much an on and off player. A lot of you probably know me as P.A.T.C.H., the IPC who like to make excessive amount of things, such as chainsaws or meth. I try to be as nice as possible so if you see me feel free to say hi. I also do my best in any job slot be it botany, engineering, robotics, or even HoP. If you see me on github, feel free to tell me how ok or how terrible my coding skills are. Here is a picture of when I got bored in science about a month ago.
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Move the welding goggles from the abandoned assembly line
shazbot194 replied to FPK's topic in Suggestions
Why not just add them to the autolathe then. They have downsides and trade-offs, enough that they are available to just about anyone who really wants them already. You could also add the stipulation the autolathe needs to be hacked to make it slightly harder. They might be a limited item right now, but other non-limited items can already do more, such as the welding gas mask, welding helmets, any rig suit helmet, and almost if not all space suit helmets. Also, flashes are not fixed, robotics can print them out in mass. -
Make it so Borgs can join mid-round, like they can on another server
shazbot194 replied to Varlun's topic in Suggestions
The way it is set up right now is just like any other job slot, there is a limited amount unless someone opens more slots up or the person who spawned as it goes into the robotics storage unit. There is currently only one slot so someone is probably beating you to it every time, and yes, the borg at round-start counts for this, just like how if someone spawns as the HoP, you can't just join in as the HoP unless they cryo or get demoted. -
You never know, sometimes the oddities come from outdated code being made to just work, and sometimes its from people not having the foresight for some of the oddities. The check to see if organs are dead most likely come from organ checks not being where they are needed and just a couple lines could fix that.
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Ya, someone with a stupid amount of spare time should comb though all the organ code and try to remove any oddities. If I'm not mistaken, if it is septic, doesn't that cause massive toxin damage, unless that stops when said organ is also dead, because if that is the case, it got even odder.
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I do agree that it is rare to see someone with a stupidly large amount of brain damage, but it is possible. 30u of meth can be lethal because it does so much brain damage, maybe not directly lethal, but debilitating enough to make easy kills. After all, 2 pre-heated donk pockets eaten at the same time can take a nukie out before any fighting. Who knows, there might be a new meta to make drug smoke grenades if someone find out how to make it lethal. Did you happen to revive the person in some way, from what I hear/know, organ damage is very weird and is normally overlooked when it comes to health checks unless someone fixed it recently, like within the past month. This is how defibing someone lets them ignore things like dead lungs and hearts.
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I was saying that there is a lot of brain damage dealt out, and methods other then beating can make it possible to kill someone with brain damage. I wasn't making a direct comparison between slime people and vox either, just saying that brain damage is a common problem and shouldn't be discounted because its not taken advantage of yet. While you did say you didn't have the time to look at how organ damage worked, I did a quick search for brain damage, and found these line in code/module/mob/carbon/brain/update_status So the threshold should be fixed. It should be noted that organs working while dead isn't un-commom.
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I would like to know where you have been because I have seen someone OD on meth, three times in one round, they needed more or less equal amounts of mannitol to prevent death. As well, mannitol is the one chem other then brute/burn fixes I know will be used every single round. While I get this, having to deal with fixing a rotting corpse (which can be prevented) isn't always fun, most vox I know/have seen are very robust players. Trying to get an insane one down for surgery without a tazer and something very strong like pre-nerf neurotoxin would not be an easy task and most likely cause more broken bones then just using SR would, I would even say cloning plasmen at the medbay cloner would be easier. Not to mention the lore behind this would be difficult to just wave away as it is one of the few bits of lore we do have.
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Because why not. If anything, the ability to ignore the atmos conditions is what I think is the greatest advantage of probably any race, with only the plasman having something close and they have to wear a whole suit in order to do it, removing quite a lot from them, even if it isn't immediately noticeable, such as not being able to customize your look. While I could see someway to clone the birds, I can't think of any downside that would near enough to not make them superb to all other races without making them worse then all other races. There are some races that do have these kinds of disadvantages, like IPC who can be killed at range about 5 different times with one 2tc item with no recourse to counter, and I don't think something like this would be fun for anyone who plays vox, although I could be wrong.
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Stationeers (a genuine SS13 inspired game)
shazbot194 replied to flimflamm's topic in Other Entertainment
This is the first I am hearing of this, where can I throw money at it. -
An easier way for cleaners to get a lot of normal space cleaner faster
shazbot194 replied to Landerlow's topic in Suggestions
Much like welding tanks, its not unlimited, but it does hold so much I doubt you would run out unless you were really trying to. -
I honestly would like to see more cosmetic options for all races. I think that one that hurts the most right now is plasmen with only job specific suits. Currently, I am having a problem where I am given the option to recolor my xion screen in the IC menu, but when I do, nothing happens, and thank you for reminding me about this. While I do want more options, I also want all the currents options to work. I still have yet to hear good reasons why some of the races cannot be fat. I get some like IPC, plasmen and even vox, but why can't vulp be fat?
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While I think this could be a good way to balance out gas masks, I must say that since the early cold war, gas masks have mostly had voice boxes that limit this muffling effect. This is done by having a thin piece of plastic or rubber stretched out over a hole to act more or less like a speaker. And if we assume that they already have a microphone built in with bluetooth connect-ability, what is to stop the installation of a cheap speaker that would, in combination with the microphone, act like a better voice box and eliminate the most if not all of the muffling. One more thing I do want to add, the gas mask's in SS13 aren't worn like a traditional gas mask 9/10 times due to using an airtank, it can have a looser fit since air is being pushed through it allowing any cracks/improper seals to be counter by having air blow out of them faster then air is sucked in through them.
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What if, rather then having it obstruct vision, you would have a counter that keeps track of how long you wear a gas mask, and if you wear on for long enough (20+ minutes) it would cause pain unless it was a half mask or full helmet style, ie the sec hailer or the warden's and HoS's mask. The counter would go down when you don't wear the mask. If I remember how pain works, it would make people who always wear gas masks be stunned easier while not hindering people who are wearing one for legitimate uses such as firefighting or chemistry. Although I still think SoP should be used to fix this rather then mechanical limits. Fully agree, and yes, I can't imagine wearing a ww1 style mask for more then 10 minutes without being super uncomfortable or walking into something hard enough to hurt myself, but I could stomach a couple hours in a modern mask, but my scalp would hate me. I included a couple images of some WW1 masks and some modern masks, notice how the modern masks have way bigger lenses and have shapes that try to give the most visibility vs the WW1 masks which have relatively small or obstructed lenses. A German, British, and Russian ww1 gas masks Modern German, British, and Russian gas masks With enough time, who knows, someone might make a gas mask that is comfortable to wear. Random fact, the ww1 Russian gas mask started life as a vodka filter
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Maybe instead of having different game modes and listing them at the start of the round, it would say possible antags and spawn a selection based on population, which would make every round even more unique while making meta-ing even harder. Plus, we could also get non-antag special roles, like maybe a real nuclear inspection team.
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I think if this would happen, I would actually want to see vox raiders/pirates in rotation.
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One way to possibly solve the one changeling dieing super fast is to have them supplemented with other antags, namely traitors, although I wouldn't mind seeing cult vs changeling.
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Honestly, I see the reason why people would want this, but there are a lot of masks and hats that should obstruct your vision more then the two default gas masks that still conceal your identity. While I haven't worn it for several hours, I have worn an M15 gas mask for at least a couple hours at a time and I never noticed it obstructing my vision unless I tried to notice it. Not to mention the gas mask that should be default is a full visor style, which would be even less obstructing. M15 gas mask and the alt gas mask both on face sprite and in hand sprite A full visor gas mask with the main gas mask face sprite and in hand sprite also, is it just me or is the in game mask missing a filter
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I fully agree that some people are way more noticeable as antags, and that it might not be as bad as it seams, there is still a lot of cases when people are getting to be traitors, vamps, changelings, etc multiple times in a row while other people don't play any antags for weeks at a time depsite having them set to yes. In the few months I have been playing paradise, I very rarely get to be an antag from round start so much I think it's still in single digits. Also, since the pool is smaller, it should make people who want to be antags be antags more often, but that hasn't always been the case.
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The problem with this is very hard to make a true random number generator and patterns will almost always appear. I think people getting to be antag so many times in a row while others get it so rarely if at all shows this. One way to try and counter this would be to add a weighting system to try and prevent people from getting it so many times in a row, like if one person didn't get to be traitor when there were traitors could then count as two people when the game is picking people, and if it goes three games, they count as three, and it resets when they finally get picked, although this might lead to its own problems, it would help mix up who is antags without disabling people from getting it multiple times.