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shazbot194

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Everything posted by shazbot194

  1. I think that the NT and syndicate made ones could have a reinforcement plate for the back to prevent blowouts. After all, these would be professional kits. Although these could also be bought separately and might give the gun a slightly different look if that would be better. As for the breach, the barrel would act as a new breach, as there are real examples of this. I do agree that any home-made version should have a high chance of blowing up.
  2. Hello, its me again, I made a prototype. It can shoot the new 37mm flares, has 3 barrels that convert it to a shotgun, and a box for the new 37mm flares. I know the sprites may not be the best, but its something I made in a couple hours. It also does count as a normal flare so it will disrupt shawdowlings. It also does 20 burn damage, this will probably need to be adjusted for any final release. If you want to try it out, please use this link. https://github.com/shazbot194/ss13flare To test out, you need to make a copy of the paradise code, drop off flare.dm in \Paradise\code\modules\projectiles\guns\projectile, ammo.dmi in \Paradise\icons\obj, and projectile.dmi in \Paradise\icons\obj\guns. Then you need to compile it in dream maker and launch it with dream daemon. It can only be spawned with game panel as of right now.
  3. Why not have a one size fits all flare gun with barrel inserts that convert it to 12 gauge. The inserts could be removed with something like a screwdriver and can be re-inserted without any tools. I think 3 possible conversions that would make sense to add are an official mining one that would probably be way overpriced and turn the gun into a carbine style, aka have both a slightly longer barrel and stock, a "greytide" version made with pipe, cables, a welder and a lot of time, and adds a long grey tube to the end when inserted, and a syndicate version which is has a barrel that is the same size as the normal barrel, making it a lot stealthier then either of the other two versions. Plus why not have the vender also stock 0 pressure rounds in both 12 gauge and 37 mm (or whatever size the flare is) that would work in a similer fashion to the kinetic Accelerator.
  4. Hello, while working on my last suggestion, I had the idea on how possibly update the custom borg icon coding. Unlike my other suggestions, I am posting a sample code and a how to install it, so people can test it out. I know it can probably be cut down some and optimized but it does work as of now. https://github.com/shazbot194/new_custom_borgs There are a couple reasons I can think of to use this instead of the code already in. * It lets one person have multiple custom icons to pick from at the same time. * It lets people share the same sprite without having a lot of copies of that same sprite in custom_synthetic.dmi. * It lets people switch back and forth from custom and default icons when seeing which icon they want to use. * It lets custom spawned borgs pick their icons, i.e. syndi and death squad. Feel free to try my code out and tell me what you think.
  5. I. Fucking. Dare you. To prove that statement correct. Kay I'll post it here in a few hours when I get home. Does it even need to be rewritten? From the wiki's space laws, it looks like most if not all laws would carry over, only really EoC and mutiny would need some re-writing. Contraband might need an update too, but to include NT equipment as well. Edit: It looks like what sdtwbaj wrote bellow me is about what I was thinking.
  6. I think this is a great idea. It not only opens up new random events, but also lets some of the systems become fully realized, such as the already mentioned economy system. In addition, this is kinda of how the station more or less runs anyway. NT only interferes with the emergency shuttle, ERT, and when admins want to. A much more reasonable explanation is a hands off government that only interferes when it has to, or want to, not a corporation that is only trying to make as much profit as possible without interference. It also does help wave some lore, such as research having to research weapons that are common to NT forces. Maybe more game modes could also come from this, such as NT and syndicate reps coming to the station with briefcases filled to the brim with money to try and convince or bribe as many departments as possible and have strike team in wait if talks break down. And in terms of role playing, people could be sympathetic to any cause they want, after all, both NT and the syndicate have their legitimate and shady sides.
  7. I had a thought, maintenance drones are quite good at repairing right now, minus R-walls, but do an ok, sometimes slow, job at cleaning, and in long rounds when I play as a drone, I end up doing a lot more cleaning and light replacement rather than sealing breaches or fixing equipment. The exceptions of course are when there are mass bombings. So I thought what about giving drones some mild side-grades in modules. Stuff such as having a cleaning based drone that trades welder capacity and martial amount for better soap and more spray cleaner. Testing these out, I thought why not have them use different icons depending on module. After tinkering with it, I managed not only to have the different icons based on job, but also the ability to use custom icons, and have multiple people use the same icon, and have one person able to use multiple custom icons (not in the same drone of course). I was wondering if you guys would be at all interested in this. Please give feedback and suggestions. all made from the drone fabricator The one on the left is a one with a cleaning module The center one is a custom icon defined in a config file The right one is a normal repairbot
  8. Quickly, here is all the icons I made. Even a posible pulse rifle that shoots mega darts. https://github.com/shazbot194/Shazbots_toys Now the Stechkin, Saber, c20r, L6, mega pulse rifle have all the possible color minus Foam force blue.
  9. One thing that has always slightly bothered me is that all borgs are the almost identical in many way. They are all built the same way and function to serve as a crew member in some tasks. I think the borgs can be expanded to fill roles that aren't truly filled by either the crew or the current selection of borgs. One way might be to introduce more types of borgs. Currently we have two types, normal and drone. This leaves a lot to be desired. While drones branch off drastically from the default borgs, all normal borgs share the same stats minus upgrades. Adding in some specialized borg chassis with new modules would increase the variety of borgs. I have some samples that are already coded in and have been tested. The balance of these modules and bot types aren't perfect but are a few ideas of possible new bots that could be made. Eyebots Eyebots are smaller spherical borgs that fly. These are meant to work in EVA and start with an ion thruster. I have three sugested modules, emergency rescue, pest hunter, and a syndicate module. They also only have 75 health due to them being smaller then normal borgs. The emergency rescue is a little niche. It is meant to help seal up massive hull breaches and help anyone who might might be hurt near the sight. It is able to launch metal foam grenades, at the massive cost of 4000 energy. It also has a hypo spray filled with epinephrine and an adv health scanner. In addition to having a small welder and crowbar in case someone either welds doors or the power is cut to a large area. And last but not least it has a small fire extinguisher to put peole who are on fire out. This would be usefull in rounds where people go bomb happy or someone let lord sing out to play. The pest hunter does what its name implies, it hunts pests around space. Being a smaller security bot with an emphasize on space. It has a small laser that does 20 damage and a disabler, along with zipties, but lack a hailer, police tape, and stun baton. It also keeps the smaller health of all eyebots. The best time for this module would be during a carp migration. The syndicate module is made for combat. Using a small pistol loaded with ap ammo to take on heavy targets and break windows as well as a small laser to attack people through windows. Better at hit and run then the larger syndi borg, it can also load smoke grenades to try and confuse provide cover. It also lacks the emag and crowbar of its big brother but can make up for it by being cheaper to field. It does however maintain its ability to remote control. Large bots Both a bad name and not the most original sprite, I only made one module for this bot type, the guard module. These could be best named as a beefed up security borg. Meant to guard areas rather then patrol, it comes with a large disabler, tear gas launcher, rubber shot smg, police tape, zipties, and hailer, and more health then a default borg. The large disabler is just that, a cannon-esk disabler, able to take down people in two shots, but costs 5x the energy of a normal disabler. The tear gas launcher shoots tear gas grenades. You can find these in the unsecured armory in a box. Like the metal foam grenades, they cost 4000 energy to shoot to prevent massive spam. The rubber shot shoots a 45 caliber rubber bullet. It does 40 stamina and 5 brute, putting it slightly under the detective's revolver in terms of stamina damage. This weapon is meant to be used sparingly depending on the alert level and law set as it is capable of causing harm, but can shoot people who can normaly deflect lasers. These weapons do come with a downside, speed. The large bot moves at a speed of 3. For comparison, a normal human moves at 0 and a hardsuit slows them to 1. This makes them horribly slow. This puts them in a good position to guard areas that need a lot of security, such as the captain's office during a nuke ops invasion. Construction Both of these are currently build able. The large bot has 2 parts in the fabricator, the frame and the head. The head needs 2 flashes inserted into it. The frame needs a completed head, a cell, wires, and 10 plasteel. The eyebot has 1 unique part in the fabricator. It needs 1 wire, 6 rods, a cell, and 1 flash. Once all the parts are on the frame they can have an MMI or positronic brain put in. Feel free to tell me your opinion, suggestions, or anything.
  10. If you didn't tell me, I'd say NT blue was on the right. I like the darker blue. It's more NT to me. Oops, guess I am more tired then I think
  11. How is this, NT blue is on the right, and Foam Force Blue on the left.
  12. I agree that keeping it to NT blue would be a good idea, but it might be a problem with the fact normal foam force darts are blue. Making it something like green or orange a better option in my opinion, but red should definitely be kept to syndi, which always annoyed and confused me because security is black and red, but that is a topic for another day.
  13. Here is a foam force smg that comes loaded with the green "NT" riot foam darts with proper green muzzle. I also added the burst/single fire indicator to the riot foam gun (probably will be re-named), and submitted a fix the the foam force smg's magazine icon. I might also remake the donksoft ones in green with the green riot darts loaded too, and maybe if its not too hard, add another tab to cargo and move all foam force over to it. Then save the files somewhere and upload the PR after the freeze is over. Question though, Do you guys like the green tips for the Sec team's riot weapons, or should I use a bright orange, or stick to the normal syndi red? Or should it be some other color? Made a poll. I am probably putting way too much though into this as all of these are working.
  14. One possible idea to make the station and the syndies not share equipment, if someone has reserves about that, could be to make a new line riot foam guns. I made a possible mock-up, this is my first sprite and is a little rough, but is definitely different from the syndi-oriented line. Although this is less likely with the content freeze.
  15. Here is what could be added to the code to add it to the server by adding it to code/datum/supply_packs.dm I am also 100% in favor of a massive nerf fight for the nuke disk.
  16. I made a new pull request to fix the icon bug with riot foam darts. https://github.com/ParadiseSS13/Paradise/pull/5676
  17. In order, Foam force blue, Possibly NT blue, Syndi Red, Safety Orange, Code Green Green I was looking though some of the items and saw that there was DonkSoft smgs and lmg loaded with riot foam darts. These are purchasable by nuke-ops but after thinking about it, they would be a good alternative to normal non-lethals. Balance wise, they are slightly weaker shot per shot then both disabler and tasers. Having the downside of both tasers and disabler with the upside of foam balistics. DonkSoft guns do 25 stamina damage and cannot go though windows. The Donksoft Smg has a capacity of 20 and the DonkSoft Lmg has a capasity of 50. One other advantage they have is they can burst fire, which shoots 2 (smg) or 3 (lmg) shots but it still has a slightly slower rate of fire then disablers, aswell the lmg has to be held with "2 hands" or recoil can knock it out of your hands. Disabler do 35 stamina damage and can go though windows and always have 20 rounds. Finally tasers cannot go though windows but are an insta-stun with 5 shots on a hybrid taser and 2 on a normal taser. One special advantage Donksoft weapons have is that their ammo can be re-used, meaning its possible to use them longer then either tasers or disabler since there is almost no downtime charging them. While this may not be good for large open areas, it could lend very well to smaller areas such as the Brig, maintenance tunnels, or offices. Plus, who doesn't want to see the great nerf war between the nuke ops and the station for the nuke disk. As for the possible price, since they are serve a similar role to disabler and tasers, they could have a similar price of 10 points for 3 smgs or 15 points for 2 lmg with replacement ammo being 5 points for 1 box of 40 rounds. Spare mags could also be 10 points for 6 smg mags or 4 lmg mags. As well as requiring a security id to unlock them. I don't think adding the ammo to the autolathe unless hacked would be a good idea however as that could mean cargo can hand out disabler like weapons to everyone. Lore wise, why would DonkSoft even be willing to sell to NT? Well, aren't they owned by Donk Co. who sells Donk Pockets and have at some point had peace talks as an event? Plus why not fill a competitor's station with non-lethal weapons so they might not go for lethals or insta-stun tasers. Feel free to post your thoughts, ideas, and suggestions. Edited after a little more research into cargo pricing. Also edited format and added a couple pics
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