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Everything posted by Travelling Merchant
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After being pinged in discord, I joined in the community meeting. I have suggestions, but I haven't played in awhile so some of these may not be for the best. That said, I hope some of this helps. These changes are designed to be simple, while improving game play. Xeno-biology change: Remove all natural slime breeding. Give Xeno-biologists a form of DNA sampler akin to the sampler used for the DNA vault. Make it take a decent amount of time to get a sample from people. Xeno-biologists must leave their room to acquire samples from crew. Samples are then used to breed slimes (or maybe other creatures too?). Crew get randomised DNA samples on spawn. Xeno-biologists get rumours akin to syndicate team mate rumours to find rare samples. An example would be something like "Super awesome sample possibly detected in a male Diona". Samples have limited uses, but can be harvested from the same players again. These changes force xeno-biology to leave the room, interact and roleplay with crew. You can even introduce a traitor item for a fake sampler that harms the target. Virology change: Make virology the go-to for all biological contamination. Introduce physical infestations onto the station, spawned randomly. These infestations aren't always dangerous, but can be. Think of it like a blob or fungus spreading. Virology must figure out how to combat it and act as infestation control. Sprays, hazmat suits, so on. This isn't the most thought out change, but its a direction. For the cases of sprays, this could force virology to speak to medical and maybe botany for specific items that lets them make these new infestation control sprays. X- Ray vision changes: If I remember correctly, X-ray just lets you see everything, correct? Well here's some possible changes: Upon standing still for X amount of seconds, everything in a cone of vision in front of you is revealed like normal X-ray. Any mobs being seen in this manner should get a message such as "Your skin feels warm" to signify radiation. Antag X-ray remains as it is, this change is just for augment and genetics X-ray. Thermal: Thermal lets you see mobs through walls, but limits your actual vision range by a lot. Simple change, but good drawback. If needed more, put a filter over sprites so that it doesn't show the colours of whatever people are wearing, like actual thermal vision. Simple taser change: Tasers no longer knock down targets. Targets become massively slowed and can not release items from their hands. (Their hands seize up). Any firearms held when tased will automatically fire once. This means if someone using them is tased, but were aiming, they can still get a shot off. Tased targets can not turn for the duration of the shock. Digitigrade legs: Big issue with these is fitting them into human sprites. A few years ago, I did some pretty crappy test sprites of some Digitigrade legs that fit in standard body clothing. Here are two samples. One more angled, but with one pixel over humans, one that fits in perfectly.
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Welcome to paradise! Enjoy your stay!
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I love the style, its great!
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Get rid of that FUCKING electric guitar
Travelling Merchant replied to ruskivodka's topic in Suggestions
The guitar itself actually sounds really good. It's the volume that's the problem and that should be getting fixed. -
Add a Disposal Unit Next to the Kitchen
Travelling Merchant replied to SkeletalElite's topic in Suggestions
This genuinely a great idea! I'll take a look at the map when I can and see if it can be worked in. -
Introducing: PUSS'RIN'BOOTAS! A name of story and legend. He came to the cyberaid, a bounty hunter, hired by the syndicate to kill a huge ogre of a man. What did he do? He put on his fancy boots, his big black hat and stroked his whiskers. He saw his target and challenged him to a duel! Sadly, he was defeated in the sword fight . He was then executed by strangulation in security. A fitting end.
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Emagged drones should just turn into suicide drones, that lose access to their tools and instead just have the option to explode. Tiny spider bombs!
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"At night" There is no night time. Space station 13 only goes from 12pm to 2pm, most of the time. If you mean real life night, there isn't any. Players from all over the world play.
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People in the discord were talking about a cyberman gamemode, "upgrading" everyone. Could be something like that. Or an entirely new alien species.
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Make them not an EoC so they can RP like they used to instead of being gunned down.
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Maybe it's time we think about removing secborgs
Travelling Merchant replied to Love-To-Hug's topic in Suggestions
Against removing, for limiting. 3-5 sec borgs max, not ten. -
Merchants Sprite Showroom!
Travelling Merchant replied to Travelling Merchant's topic in Graphics Section
Here you go! http://steamcommunity.com/sharedfiles/filedetails/?id=763788379 -
I've been spriting for a few years now, for multiple reasons and games, so I thought I'd make a little gallery here to share them! I am open to commissions for very flexible prices. Just hit me up on discord. This is going to be a huge mess of sprites, from when I started to now, so sorry for the varying quality. EDIT: After posting I see that a lot of the greys use blend in with the forums background. Oh well. Space Station 13 sprites: Borgs: First up, the Noble borgs which are currently in game. Then the unused combat variant. Here were the original two tile tall versions. And here are the unused jet versions. Next up are what were originally going to be my fluff borgs, but got denied because players might not be able to tell its a borg. Not shown are the service and combat versions. Might add them one day. This was a work in progress deathbot borg from Jak and Daxter. This next one is incredibly old and was one of my first ever sprites. Never completed. These chompers were going to be added a long time ago, but we never got around to finishing the code for them. Pictured here are the yellow ones. Security ones with a larger jaw and spiky syndicate versions were also made. I also made Sigholts custom borg sprites, but I do not have a picture available at this time. Items: Next up are a ton of miscellaneous items made for SS13. Most of these older ones will be actual size rather than blown up, so may appear quite small. Most of these are relatively old except for the Plumbus. From right to left: 1 & 2: A heavy and light version of hatchets made specifically for an old work in progress race called Grezlins. They later found life in my Starbound Shellguard mod. 3: Improvised rocket hammer. A high powered hammer that would have knocked people down, improvised. 4 & 5: Laser Blunderbuss and Laser Musket, respectively. For space pirates, of course! 6, 7 & 8: Modified laser pistols. Converted into a carbine and SMG. 9: Golden frying pan. Self explanatory. 10 & 11: Party popper and Party whistle. I am unsure if either made it into the game, but I know my confetti sprite did and is currently in use. 12: Plumbus made for Desolate 13 & 14: Shellguard and Syndicate rocket hammers. Back to blown up images again! This was a spear also made for the Grezlin race, adorned in gold, named the Sunspear. This is a vibration sword made for the space pirates theme. Antique Cannon made to be a replica of the pneumatic cannon. It would have had a gas tank attached under it. Creatures: These were a race called the grezlins. Males and females had slightly different chests. The legs were hard to make back when I first started spriting, as I didn't want an issue like with vox of having to resprite all the clothes. This was one of their races military in their tribal get up. Since I've learned more about pixel art since making this, if I were to go back in time and try again, I would have added much more contrast to the colours. This was made just before Grezlins, called the Wayfarers. They were a race that moved around the universe by hibernating on asteroids. The well known and feared Prince Terror Spider. Clothes and random sprites, not organised. This was a door hit by a thermic lance, an item currently in the works. NA NA NA NA NA NA DONK MAAAAAAAAAAN Currently my WIP fluff item, a hoverboard from Jak and Daxter. A Solgov uniform made for Flattest Guitar A knight Shellguard Power Armour, based off my Shellguard faction from Starbound. Starbound: These next sprites are a mish mash of sprites from my Starbound mod. These are some of my newer sprites. Hence the massive change in quality. This was a shop to buy Shellguard Items from. I love working with higher resolutions than SS13's 32x32. This was an incredibly huge boss called The Dark Noble. Another boss, the Shellguard UFO. A Shellguard Automated Security Tank Shellguard Shield That just wraps it up for my first post! More to come soon!
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I actually really like this idea. You would have to balance the holoparasites and randomise the types though.
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Grezlin Race Stat Suggestions?
Travelling Merchant replied to Travelling Merchant's topic in Suggestions
We've been testing them having shock resistance. How would you guys feel about that? Basically genetic insulated gloves. Is that useful enough? Too strong or too weak? -
Grezlin Race Stat Suggestions?
Travelling Merchant replied to Travelling Merchant's topic in Suggestions
Low light vision is used by too many races. Gotta distance these a little. Welding resistance maybe. -
Grezlin Race Stat Suggestions?
Travelling Merchant replied to Travelling Merchant's topic in Suggestions
Since they were originally supposed to be good with machines (We also had the idea that they could do very minor borg repairs without tools, but that cant be done) I do love that object idea. But no, they are the same height as humans. Toxin resistance is interesting, but I don't know how often it would really come into play? -
Grezlin Race Stat Suggestions?
Travelling Merchant replied to Travelling Merchant's topic in Suggestions
So, as we suspected, speed is out the question then. On to the next matter. Any ideas for some new stats for them? -
So recently Razek and I have been working on a race called Grezlins. Flattest Guitar might help too. They look like this: (Male and female) Hardsuit mockup (Syndicate): They work in game and look great! The problem is, we cant settle on some unique stats for them. The initial idea was that they could construct/use tools in reduced time, but those are hard-coded in. The next idea, which is our current plan, is to have them have slightly increased move speed at the cost of needing more food and having extremely easy to break legs. The idea is that having easy to break legs means they shouldn't be overpowered in a fight, since you could whack their legs with something heavy and run off. Unfortunately, the speed idea might be too much. (I'd love to hear your opinions on it.) So now I'm hear to ask if anyone else has any interesting ideas for stats or abilities that would fit this race.
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Making Taj and Vulp different from each other
Travelling Merchant replied to Toroic's topic in Suggestions
I've considered smells when thinking of Kidan balancing, as a massive part of of their culture is smells. No matter what sort of system (Especially like the one you're considering), it will always be a little bit too much. Especially being something that makes an antag role even harder than it already can be. This would be incredibly overpowered for Vulps to have. Stimulants like Coffee were also supposed to effect Kidan negatively, but that was removed. It might work for Vulps, but there has to be a reason it was removed from another race. Sure, I like furs, but I have to admit Vulps are played over most other races. Giving them an ability as powerful as smelling would only increase that. -
Honestly I don't think the code exists at all, the same way greys don't actually take damage from water/immune to sulfuric acid. There are very few kidan players and unless they test side by side with a human, I don't think there is a difference when it comes to bleeding. Of course, I think you can use a cigarette to cauterize bleeding anyway. I play Kidan a lot. I always feel like I bleed out a lot more than when I play human, but it could be just my mind tricking me. Either way, I never feel like Kidans armour is enough.
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I imagine you could make it like a verb version of the advanced trauma kit. They can treat a single wound per body part, healing 12 brute and stopping bleeding. It also would mean a kidan could do ghetto surgery and heal things like internal organ damage with their magic goo. Maybe 20% brute resist, can use healing goop equivalent to an advanced trauma kit, and they spawn with an eye implant appropiate for their job? I like this idea. Sounds pretty balanced.