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Everything posted by shazbot194
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While I do think balance should be a primary concern, I think riot foam is more balanced/weaker then other options. For one thing, they carry the weakness of both tasers and disablers. They cannot shoot through windows like tasers and deal stamina damage like disablers. They also have a unique weakness in that if you do go rambo and leave darts everywhere, its very easy to pick the darts up in empty foam dart boxes and load them into something like a toy tommy gun, arming the crew with stun guns through carelessness.
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Hello, in my newest PR I am trying to add a new style of weapon. These are laser guns with removable magazines. Currently, they work just like laser guns, some can switch from lethal to non lethal, you recharge the power packs, and overall are a more versatile weapon system. Currently here are all the features and some bugs that can be "features" Shoots just like Energy weapons. Can change between different kinds of beams/bolts. Magazines fit in sec belts, red space suits, military belts, and anything that can hold ballistic weapon ammo. Can be reloaded just like any magazine fed ballistic weapon, except the saw. Magazines can be examined to see how many shots are left. Magazines can be charged at weapon chargers. Can be loaded with a +1 due to it being an offshoot of ballistic weapons. Can have indicator lights. I am hoping on getting some more feedback or criticism and maybe improving it even more. The current sprites for the weapons.
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I have to say very impressive. Seeing the Sol Gov uniform kinda makes me want Sol Gov stuff even more.
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Hello, I am trying to add some new guns to the server, even if they would be admin spawn only. I was hoping I could get some opinions the sprites. For the first set, here are two AR-15s and an SVD. Second wave, some energy weapons.
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I was thinking it would be more like the job system, it would generate a list of objectives. Lets say everyone only gets one objective to simplify this, and it randomly generates 4 steal objectives, 2 murder/assinate objectives, 1 show them a lesson (not sure if its still in), and 3 others. It would pick 10 antags, and give them each the objective based on preference. And if someone doesn't get an objective because they don't have any of the objectives listed, it remembers them, but picks a new antag. If they also don't fit, it saves them and picks another, only after it goes through everyone who has antag set to yes and none of them have this objective set, it goes back to the first one and randomly picks a new objective, starting over going through the list in order. After X number of times, it just picks an objective the first person had selected so the game can start. This way the randomness of the current system is still there, but also lets people "pick" objectives.
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As suggested here, I am polling to see if people would want this or not. Originally asked about here, I made some recolored of the foam force and donksoft weapons to try and have them fit in with the security force as an alternative to tasers. I am hoping to add these as a crate that can be ordered from cargo and have one gun, a spare magazine, and a box or two of spare darts, or have them be bulk buy like how security rifles are now. With the new poll I can see what everyone wants and hopefully be able to make this more appealing. In order, Foam force blue, NT blue, Syndi Red, Safety Orange, Code Green Green
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There is a town called North Pole here in Alaska. Land of bears, freedom, and petroleum. The most ignored state despite having one of the highest percent independents. And is probably the only state where you can legally buy pot in some parts of the state but its illegal to even have alcohol in others.
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I have to say, as someone who had been playing atmos tech last few times I was on the sever, I always tried to set up a heat engine. Even that was a set and forget, I will say though it was fun to make. What if engineering had all, or at least more then two, of the engines but had to set them up completely, IE put the emitters in place too. To compensate for this, the SMEs in engineering would start charged and set up to account for the time it would take to set an engine up. I think that is about the most you can get from engines as all of them are set and forget, or can be made to be.
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I have to inject that a midway option would be perfect. Imagine if you could opt out of objectives pre-game, but the sever would generate a list of objectives and find players to use those objectives. This way you still have all the murderbone objectives, and have the option to be a pacifist without having to loose out on an interesting round or be forced to do something that you don't know, don't want to do, aren't comfortable doing, ext. With the benefit that if you want the murder objectives, which I like more then steal unless if its something from the vault, you are more likely to get it. This way we get rambo scientist, debt owing clowns, and anything else people want without having to sacrifice a thing. Maybe even add in the support role for people who just want to help other syndies, but that is a little more out there for this topic.
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Hail, Cyberiad. Federation Colony Roanoke Here.
shazbot194 replied to SomeGuy9283's topic in Suggestions
I really love the idea. One thought I had was possibly make two different "policing" forces on the colony. A peacekeeper force would be just like what you said, they make sure everyone follows the regulation and deals with inter-crew fights. The other force would be a small squad of marines sent to keep the colony from being overrun. Their main job is to protect the miners and clear out any area just littered with hostile creatures, but their jurisdiction does not extend into the colony, unless something drastic was to happen, IE a nuke team over-reached into the colony, or the Federal Marshal asks them to assist. This also means they have no stun weaponry at all. This could also be coupled with a more hostile asteroid and random events, such as nests appearing, specific to the Roanoke. Also, I think that since it would be a colony, some variety in equipment like space suits would be nice. Such as being able to use/buy suits from different companies, such as rig suits from NT, an armored softsuit from Gorlex Marauder (syndicate), a heavy plated space suit from the russians, ext. But overall, I think this would be great implemented as is. -
What if instead of mimicing different headsets, we just have two-three icons. Any kind of station bounce radio and wall radio would give off the hand radio icon. All headsets would give off a generic headset icon, and all borgs could give off either borg head, binary, or no icon. This would more or less bring the voice changer back to its original state without removing a feature.
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Fit 4 legs in a sprite and make it so that 2 legs = 1 leg, so if someone removes 1 leg from you, you loose 2 legs ,really simple? Just an Idea. Or if you have a LOT of time, you could redefine a lot and have it so the 2 arms function as legs and your head also count as a hand, this would have the benefit of not needing to rewrite any aiming/damage code, but this would probably need a copy then rewrite of a fourth of all the human limb code, but it would still be a sub-type of human. Can't help you with the sprite though, but a 32x48/32x64 sprite could possibly work.
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I am starting to wonder if that is because a long time ago they were part of engineering and when they were switched to science, the coder doing forgot to add in science headsets and bags after taking out the engineering ones.
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I doubt there will ever be a perfectly written rule, and will always have to be up to the discretion of an admin/team of admins to pick names as it is very hard to draw a line and then apply everything to that line. As someone with the username Shazbot and my engineering character named Shazbot, I don't want to see a blanked rule, which I doubt there will ever be if fox is still around. I will throw my two cents in though, anything blatantly offensive to a lot of people should not be allowed. Such as Adolf Hitler. With an exception made for something like nukeops making that their ID name.
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I never though about this before, but now it really bothers me.
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While I don't disagree that right now money is too easy to come by right now, it would be very easy to limit the returns of the slot machine and how much the money tree gives. The syndicate groups I had listed already have items that are common sight on NT stations. Waffle-Donk Inc make donk pockets. DonkSoft makes non-lethal riot control foam weapons that might see service in ERT teams. Gorlex Marauders make a lot of the equipment that most syndicate groups use, such as guns, ammo, armor, and space suits, and while they may not be selling a c20r, its not too hard to see them selling off old softsuits. The reason why they would be selling items at a sol-gov station is the same reason anyone sells anything, profit. In addition, the main rival of the syndicate is NT and vise versa, its very possible that sol gov doesn't see the corporations in the syndicate as terrorists, although I'm not too well versed in the lore outside of what is easy to access.
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So one thing that has always bugged me about the Sol trader event is the limited equipment stockpile they spawn with. So my though was why not replace their spawn with something more akin to a market with vendors, to give a new place to spend money. This market would have several vendors, including a couple branches of the sydicate, such as Waffle-Donk Inc, DonkSoft, and Gorlex Marauders, as well as Nanotrasen, an exotic food vendor, possibly an exotic pet vendor, and several other vendors with equipment that might be hard or impossible to get on station. So what do you guys think of implementing this? Please tell me as I might code this in.
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Why not also have it possibly give you a random engine, such as giving you only a tesla, sing, or neither so you have to order one, or even possibly have it spawn with different levels of being set up, such as having almost nothing set up but rather crates full of supplies with possibly some crates missing to where it is now where all you need to do is press a couple buttons and maybe insert some tanks, or have the normal engine room replace with a couple turbines or supermatter. I feel like this could break up some of the manontany that engineering can have round start.
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Thanks, I can't wait for the freeze to be over. I also made a possible pulse rifle for use with the new system.
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So while I was thinking about other possible ERTs, like a russian one, I was thinking what would be better then just the mosin nagant or other generic weapons for them. I had the idea they might use re-loadable energy guns. After a little bit of coding, combining elements of ballistic and energy weapon code, I present you my first three prototypes. Currently, they all use special energy cells. Since I did this in my spare time, they still count as energy cells, so they can be charged at cell chargers and not weapon chargers. They can also be used in anything that can use a cell, such as an APC or borg. While this could introduce some imbalance, it does work well for the mining version. They are also not interchanable, so a lasgun cell will not fit in the mining gun. The Ak style rifle is a multi use military firearm. Meant to be on a level similer to the pulse rifle. It has 4 modes as of now, normal laser, taser, disable, and hard-light. The hard-light bullet acts like a normal bullet, by using holo-projectors, much like a guardian. It does less damage then a normal laser and some stamina as it disapates a lot of energy on impact, but is mostly meant to be used as a window breaker. The lasgun is just a laser gun with the removable magazine. It has no modes other then lethal. The mining version has a faster rate of fire then a normal mining gun and does slightly more damage then a stock one, but function similer as it can mine and does more damage in a vacume. It however has very a limited ammo pool only being able to shoot 10 shots before needs to be reloaded. While these are meant to be samples of reloaded energy guns, stats can be charnged and modes removed or added, please tell me your thoughts on the idea of reloaded energy weapons
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I had a thought. It would be most useful if checks for pressure and contents is what is bottle necking the code. What if we were to combine elements of both linda and zas. Where it checks room by room for a pressure difference, contents, if the room is connected to space, and floors missing, somewhat like saz. There could be a small threshold (+-2.5 pKa/+-1%) to keep CO2 from humans making it go crazy. If it detects any change it calculates air flow like linda. The benefit would be it could let areas that are mostly unchanged be calculated with less checks. The idea is that if you had a 5x5 interior it would only have to check the pressure and contents 25 times, as opposed to 4 checks each tiles which is 100 checks for our example. While I could be wrong on how linda works, this is what I have gathered/told how it works. It would probably take a while to make and may not be much better if at all, but if it is the checks that are holding the code back, this could be one way to speed it up some.
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I think this would be an awesome idea. Maybe also have an indicator on the front too to make sure everyone can see it. I think the auto-injects should have to manually be filled, only provide epinephrine, or provide only one use, as to keep it from making someone unkillable. I do think they should be given to mining at the start however, seeing how often they can die from crit.
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I like to prototype a lot of code and in doing so find myself making a lot of sprites. Here are some of them with descriptions of what they are. Here is a posible replacement for the scarab guardian. I felt like the original wasn't quite in line with the other guardians, so I made this one. Based of the antlions from half life, I tried to mix that with the look of the holo-parasite. A lot of recolors of the foam force weapons and a few new ones made into the foam force style. I also made an atempt at a G-11 style rifle. Most of the sprites made for the flare gun. There are a couple more as you can have any combo of barrel and receiver, but I thought this would be more then enough to show. A combat rig I made that I made. Some new guns that are energy guns with removable mags. Feel free to comment and tell me your thoughts.
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To be honest, when I first read it I though of the shields in Rimworld. While I cannot say if it would be broken or not, I don't think having a simple/easy to make shield would be a great idea, however if it was rare and treated as valuable equipment it might work out. I do have one thing to add, why not have them all be functional similarly with possibly replaceable batteries, but have them take up different equipment slots. The basic/civilian model would take up a backpack slot, the security takes up a vest, and command takes up the belt. This gives a meaningful decision if you want protection or storage in both civilian and command versions and if you want to have a hardsuit/armor or partial range immunity for security. Does this mean someone can have 3 different shield at once, yes, but they only have 2 pockets and a suit slot to store anything, which does limit what they can hold considerably and when they run out of charge...
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Hey, an update on the prototype. Added a new breech system. There are now two replacement breeches and in addition to the "old" plastic one, a normal version and a syndi version. The normal replacement breech adds a bigger release lever and a front sight. The syndicate version lacks these to keep it looking like a plastic breech. With the new breech system, I added a new 37mm round. This round will cause the gun to blow up if there isn't a metal breech put in. When you replace a breech, it drops the old one on the floor or in your hands. Also did some work on the sprites.