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Everything posted by MarsMond
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As the wiki says, the bees can be multiplied with a strange reagent, and botany, who should get that case, can get the reagent with some effort. The ambrosia cruciatus is technically able to be made by yourself i think, and it isn't very likely that your target, or anyone else meaningfull for your objectives, would want such a smoke, so maybe a chemical that might be a bit more effective than THC and Bathsalts, and only accessable with that plant would be good. Currently, the cruciatus kinda does even heal and reduces stuntimes, besides fucking you up in the long term from the other bathsalt effects. The camera bug likely has the problem of a very, VERY bad interface. One single entry per line list, only seeing the name of the camera, which can be somewhat different to the name of the area it is seeing. Recycling the camera console interface, where you also get a small E or EMP button besides the camera if you have it bugged, or a right click menu, to get the abilities you can do at that camera (Track a visible person, Disable the camera) would go a long way at making it more usable. Bonus points if you get one red dot on the map interface for the person you are tracking. Having an AI-like camera thing should be more of a mask, like some servers do have, put it on, use the gui button, and you can look around like the AI. The syndicate dufflebag is mostly for the syndicate MMI i figure, and if you can borg someone, why spent 4 TCs if you can spend 6 for an emag, and get more than just one cyborg bound to you. It might be nice if the syndicate MMI would enable a special syndicate borg module to be choosen over the current module, to go loud at a certain time, should be somewhat like the syndicate medical borg combat-strength wise. The military belt, no idea why a such a highly visible low use belt is that costly. I think you mostly get a belt full of pocket size storage, and well, the most use it does find is that it becomes a fancy toolbelt when found in maintenance. Might become worth it if it would be able to store more than the usual 7 items, hide some items in the inner pockets, be disguisable, or not give a message if used. Not an exclusive or, but not sure how to really help there. The binary key use is more that you would have speak access to the binary channel i think, which would be :+, which isn't that well known, but you would need to have EVERY synthetic under your command. If only emagged/hacked AIs would be able to decode the binary message, the rest wouldn't hear it, as lorewise they think it's static, so filtered out, and not shown to the player, that might make it more worthwhile. Would need the hacked synthetics to have a :be, for binary encrypted i guess, and maybe a :+u for talking on the unencrypted channel, to make demands to non-subverted synthetics. The hacked AI module should probably not make only ion laws, which can be wiped with a single reset board, but maybe more work like an emag on borgs, but as that would mean the AI would need to die for the rest of the round, and can't be rebuild, you could fix the AI by repairing it in the AI integrity restorer. The AI would also get the law manager, so could talk around the fact it's subverted, but won't get the other malf/traitor-AI abilities. Not sure how well you can sync the access to encrypted binary access to the borgs. Might be even wanted that synthetics would get one lawset they are bound to, and one they would state and show, as of currently, you technically get emagged, get a law 0 that only XY and people he says are are syndicate agents, you load paladin as it was your old lawset, and now you have one law that defines people as bad, and you should go against bad guys as per your laws. If that would be used that way, we will talk to you about that, but that would prevent such problems, while letting you toy with your supposend lawset. Let the AI card say "Desynchronised laws detected", and only show the outside lawset the AI would/should show, while putting it in the integrity restorer, and specially fixing it, which takes some time and can be stopped, so you could rescue the AI from being deconverted, would overwrite the hidden laws with the normal laws, and makes them synced again, such restores the AI to normal functionality. Both combined would still cost 19 TCs, which would leave you with buying soap to cover your tracks or the toolbox to get access to the upload, but well, you would have a save channel with the AI which can't be deconverted that suddenly.
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The sec vendor should give out boxes of the bags, so there should be a good supply already.
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Yeah, you would need to sprite at least 6 or 5 species, depending on whether diona can use the suit, and maybe 3 more for skrell, kidan and drask, at least the helmet part. So let's say you would have the work of 7 species overall. Now you need to sprite every color for theese 7 "species", which will be mostly copy-pasta and recolouring, once you made one of theese softsuits fit the species. Not that fun, but sure would be nice to have fitting suits. If someone would take on the challenge, they could at least resprite the black standart one, as this would be the one that's the most common, the recolouring can be done later. The captains spacesuit would also need a respriting for the species, only vox have a special sprite for it as far as i know.
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Sounds like a simple, but very nice QoL feature. Just would need someone to port the code.
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I would argue that Tajarans would only wear the innermost layer they would be wearing on Ahdomai, as well, the planet is damm cold, so their fur would insulate well by itself, and unless they get the fur groomed to be less insulating, wearing their normal jumpsuit stuff, and the artic clothing from their planet, they would get a heatstroke on the station that's 20°C. I think the older lore had that they used long clothes with many layers, something that sticks to the long clothes, but being only one of the many layers. To quote the old lore, which was cut out to allow a bit more freedom i think: Should get quite some ideas for that, so "only" a loose fitting shirt with tap pants, maybe a cloak that was modified to be a bit less insulating, tail decor, sashes and all that jazz would be nice to have. Similarily, while Unathi would get some Egypt theme clothing to point at their desert homeworld, it would be insulating Egypt clothing, as well, they are biologically used to high temperatures, it would be rather cold for them on the station. It would also be nice to have some sort of clothing Plasmamen can customize. Currently, the one plasmasuit they get is colored to their job. There could be minor customizability like an emblem or something on their suit, other color for their visor, or slightly different shapes of the suit. The shape thing would probably be the most problematic one, as it would require every job to get resprited for that shape. Maybe we could change it that there are certain base colors, and armband like department designation accessoires that fit every sprite shapewise.
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It would be quite easy to make the clothes react to getting dammaged, similar to the clowns clothes. They cause honks when the clown gets attacked, while taking away the dammage. Instead of playing a sound, that would be adding dammage to your clothes, so i guess you'll need to carry around sewing gear to mend the dammage. Something like the bluespace activity should probably need real bluespace crystals, or an anomaly, a special item from RnD to hold the crystals in place, and bluespace cotton mutated from botany. That way, you would have to cooperate with science, mining, and botany, and maybe RNG, so it will be a rare and nice toy.
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Should probably be somewhat like the tool in TTT from Garys Mod. Able to drop a item looking like a station bounced radio, or similar objects, somewhere, and control it with your PDA. Put the radio in security maintenance, play some sounds for the warden to check on it, while he does, break in the armoury, and steal what's needed.
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The idea would be making items, mostly clothing for a start, as weaponry or tools can be problematic, kinda as customizable as botany plants. Starting with some sort of fancy sewing machine, you can add cloth/wool and the like to make clothes of any available sprite. Now, the interesting part would be that you can add padding for armor, but might be slowing down, and use other materials for different effects. Things i can think of would be: Paddings: Metal Padding: good melee protection, okay ranged protection, maybe bad/negative energy protection, with metal conducting the energy quite well, and slowing down, as it's heavy. Metal Rods: Designed to conduct the energy away, but can "break", so would stab you when get attacked in meele, and it's a grille basically, so bullets could just pass, exactly the opposite of the metal padding, except with the slowdown Leather Padding: Helps a bit overall, not great, but better than nothing. Feathers: Good to stop heat from transfering. Material effects: Some sort of rubber: Makes the clothes shock-resistant/immune Fire-resistant fibers: Self explanatory, make the clothes not burn/able to use like black gloves if they are gloves. Bluespace active material: This is where it can get interesting, plant/bio/chembags that hold more, clothes beeing able to direct the random teleportation of plants, blink like teleportation with a good cooldown, stuff like that. Phosphorous material: For gloves, able to snap your fingers to creat an ignition source, totally not stolen from Full Metal Alchemist. Bluespace retardant fibers: Able to reduce the teleportion range you will be teleported by random teleportation, make bluespace bags not space you when you use a teleporter. Uranium-something mix: The radiation of the uranium does cause an electrical current, maybe able to slowly recharge held cells, or maybe discharge it like power gloves. The materials can probably be made in hydroponics, maybe new plants, like cotton, science making specialised materials, and giving further usage to mining materials. For now, the only "customizable" clothing would be the mining hardsuit, and otherwise accessories to be added. Any more ideas that could be added for such, and would it be wanted to have a system like that?
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I think it would be problematic to handle forcing misunderstanding, as well, it would need the game to semi-understand the human language, and change it around. It probably can make you stutter a bit, drop and swap out some words, though, should be good enough for some scrambling. Otherwise, any language would be somewhat speakable/hearable, at least acording to the code, as currently, they are all vocal only. We do have the vocal+sign, and a pure sign language flag in the code, but basically not used. Would be nice to at least use the vocal+sign language as secondary, maybe species specific languages. So Tajarans could use Siik'Tajr on comms, and if they don't want to get eavesdropped on by a human having learned Siik'Tajr, they talk in Siik'Maas, which includes tailmovement besides the vocal component, so can't be used on comms without loosing half the information. See some other servers with their lore, think traditionally, it's Siik'Tajr beeing the combination language, but well, we can make it fit good enough.
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I don't think you can really make a good balanced medbeam gun that makes it still worth to have that gun. Some sort of beam that breaks if either moves, and heals at the speed of saline glucose would be okay, does not make medbay really much easier, could have just used patches and the like, but who would want to use that? If you keep the healing power, but make it mobile, i see it coming that not medbay gets the beam, but rather security, to make them shrug of attacks more easily. As nice as the medbeam is, there is a reason only nukies and gamma ERT have it.
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The blueshield would probably become too much of a battle aid and/or mobile medbay with that. If the beam can be used mobile, stick to the HoS, and you can outgun everything, and why visit the medbay if you can just call the blueshield and wait for them to keep the beam on you. I think the blueshield already is on a good level of power, shouldn't need much. If we would add something healing for him, a hypospray with some stabilizing chem would be what should be aimed for, he's there to keep people alive, not being a mobile medbay or private grunt for command. He does have some patches, but weaker than a doctor healing wise. He does have some security gear, but no HuD, or reliable supply of cuffs, and no disabler setting, so weaker than a normal security officer. With the shock and heatproof combat gloves, he already is a jack of all trades to keep command secure. The hypospray beeing given to the blueshield, and the CMO getting a weaker medbeam gun would make a bit more sense for me, but i think the medbeamgun is just too strong for general use, as much as i like the medbeamgun. Another idea for the blueshield would be a special rigsuit, to get heads out of breached areas/space, but that would need quite some sprites, probably also for the normal rigsuits, so it won't be the only rigsuit on station.
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Well, you can already RP about the temperature, but you would basically always have to check your PDA of the temperature if your character would be to hot/cold. It would be nice to get flavour messages when you are uncomfortable, to play with it, and automatic emotes like "sweats" or "shivers" if you get the hud warning that tells you it's hot/cold. You can also edit the air alarms temperature to diffrent levels if you unlock them, and/or if you do change the alarm limits. It would be realistic that without any authorisation, you can only change to a temperature between some completely save settings, to make it comfortable for certain races. Beeing able to set the temperature to -30°C as civilian, well, you would end up frozen, only very harsh winters do reach that kind of temperature in more commonly populated areas. About the energy drain for heating/cooling, i think that should be rather easy, there is the message when an air alarm does start to cool/heat the room, and when it ends, where that message gets generated, just raise/lower the energy need. Drawbacks if you are in a wrong temperated area would be nice, but i'm not sure how well you can do that, i think insulation currently does work that you would be better off running through a warm area, if you started in a cold one, with a winterjacket than without, as in, you end up beeing cooler with the jacket than without. I think it just slows the rate at which your temperature does equalize with the surrounding, not, which would be needed for that, to make your own body heat raise faster and higher, while keeping to slow the heat exchange.
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Besides that i think the code that would be needed for this would be quite hard, sure is interesting to think about it. I think a skill system would be better than scaling the strength with the ammount of powers, as you would need to become a jack of all trades getting every power to boost your powers. This way, you can focus on one certain skill, and get that powered up. And you could make it that you get the powers by combining some of your skills: If you have remote viewing and telepathy skilled enough, you can "unlock" the ability to projekt yourself for the other person you are viewing. If you get empathy leveled up, you can make it that your projected char can listen to other around the remote viewer, not only them. Better telepathy, and you can talk/be seen normally. Get telekinesis, and you can basically play a holoparasite for them. Leveling should probably done by either general use, experience like level, or doing certain minigames/activities, like meditation for psy-resist, or trying to guess what someone is thinking for empathy. There would be a problem about people abusing powers, like there are problems with genetics, including telekinesis already. For one, you should probably have a cooldown/fatigue mechanic, to limit the usage, things like braindammage for getting attacked as the holoparasite like remote projection. The other would be making a new role, beeing dedicated Psy-agents. They would at least start with good Psy-resist, which would make them able to projekt a psy resist field, to protect an area against other Psy-users. They basically would function like Babylon 5s Psi Corps. So they can assist in the training of new gifted, and help security to deal with rogue Psy-users.
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What it says on the tin, this would give races some more flavour. Species specific abilities i did come up with/would suggest: Enhanced claws, for Tajaran, Unathi, Vulpkanin, and Kidan, which might just be an undisarmable weapon, but maybe also strengthened to work as screwdriver, wirecutter, and maybe even a crowbar, as you would dig the claws in, and then move it. Inbuild flamethrower, for plasmamen, using some plasma out of their suit as a weapon. Enhanced genetics, for Grey, raising their genetic stability, and allowing them to toggle some genetic powers at will, mind over matter, including xray and telekinesis. Integrated circuity, for IPCs/Machine People, gives them another cord with, or their existing recharging cord, some more abilities, like a good version of the pAI doorjack, maybe including camera hack, and other tools. Might also become a slow emag. Voxleap, for Vox, seen them in action on the old code, could probably use that, i know it's strong, but so are other tools inside the uplink. Ventcrawling, for Slimes, also from the old code, should probably allow the slimes to take some stuff with them, though, like the Contortionist's Jumpsuit. Scouting Nymph, for Diona, with the VR code, it should be possible to make a diona "split off" a nymph from the gestalt, and then control it to scout some areas. Enhanced Chitin, for Kidan, also inspiried from the old code, they basically had riot armor, why not give a loud agent exactly that? I'm sure others would also have ideas about what to give some races, codewise, they would probably work similar to job specific items, unlock wise. Otherwise, every item would probably be rather unique, so a problem might be that the code will seem rather snowflakey. Currently trying my hands on a proof of concept implementation, might PR it if i get it running with at least one item, and it's wanted.
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The idea is it to have a remote controled item that can be placed on/instead of wires, which can toggle whether power does flow through the wire or not. It would allow a new type of mapping, where you would need to juggle your power for the station, by either powering every area, but having to micromanage every piece of equipment, to not totally drain the potential power, or have a centrally controled wirenet, where you can enable/disable areas. Maybe also do it with substation smess, where every department gets that charged, and then distributed into the APCs, which would allow to use the power from one department to boost another, to have the Star Trek feeling "Transfer life support to shields". Another use would be as remote wirecutting/mending on doors. Currently, you can remotely pulse wires with signallers, but not cut the wire, which does limit your options a bit. It would also be nice as a mediator between two assembly items, a remote (de)activated mine would be possible that. Grenade with the ignition connected to the motion sensor with the relay, and you can remotely toggle it. Or if you have remote controled bombs, two people would need to authenticate it, EoC, which should get paroled, HoS says tracking+chem implant wouldn't cut it, they implant such a bomb into them, the code for the relay is only known to the Magistrate/Captain, or only accessable, if it has a fancy console to control, so they can authorise the "remote execution", and the HoS can activate it afterwards. There also are two potential activation options, one beeing with the normal remote signaller frequency and code system, or a console similar to the central atmospherics computer, probably with diffrent levels of access/password protection. It could also get both systems, with a toggle on the relay itself.
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Continuous movement without keeping the button pressed
MarsMond replied to JWaffles's topic in Suggestions
You technically can walk and talk, just not with the speech bubble showing that you are typing, and you will need to type with one hand, more or less, disable hotkey mode, walk with the arrow keys, use the command line to write: say "So, what about ..." Typing like that feels a bit awkward, but doable. -
We kinda have the merge/unmerge thing, as diona and diona nymph, and as cortical borer. Diona don't get much benefit, cortical borer can boost with chems, but also cause problems with their takeover and all that. And we do have that inserted AIs into an active rigsuit can move the person inside the rigsuit, so two players, one body at once is possible. About the small race, we would end up with a 16x16 big sprite, not sure if you can still make one visually fitting race, that they need two steps for one tile can probably done by making them only move every other step, the other steps are just sprite offsets, don't think you can make a real subgrid for byond, though basically doubling the size of the map, as every tile gets smaller, and 1x1 big mobs become 2x2 would be interesting, the small race could have holes hidden around the station, so they can move through walls other species can't move through. The 2 tile long race would probably be a bit like the snaketail, a buse only body accessory, or like a centaur, would be interesting what happens if they need to turn around in a 1 tile wide area, can they only move backwards? A problem with diffrent ammount of legs/arms/other appendage is that you can't really use the current targetting doll, unless the new appendages are on a new tile, so if you would make a centaur, you hit the frontlegs if you aim for the legs and click the front-part, maybe miss if you aim for the head and attack the back-part, or default to hitting the body.
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Reach the highest number without an admin posting
MarsMond replied to Mrs Dobbins's topic in Civilian's Days
Two bad we can't use Saywat's 15 as a start. -
Basically what it says on the tin, make it possible to sing, similar to playing an instrument. I messed around with the code, and it was very easy to give the performer's outfits an UI button to open the editor like you get for any other instrument. Could also use the new vocal cords organ, which probably makes it a bit easier to give every race a diffrent voice. One problem is the sound, as currently it's handled that every note you can play is in the resources, so someone would need to add 52 diffrent .oggs for one type of voice. It should be possible to modify the sound based on the age, there only is one male and one female scream, which does get distorted by the code. A vox shrieking concert would be interesting, to say the least. It should also be decided to which object singing is bound, if you would use vocal cords, everybody can sing, which could sum up to some spamming, but it would also be interesting to have it that way, since beeing mute isn't bound to the vocal cords, a mute person could try to communicate through humming. Giving it to the performer's outfit would make sense with the description: "Just looking at this makes you want to sing.". A third option would be making a dedicated microphone, it then would work as normal instrument, which might be nicer codewise, less copy-pasta all over the code. If singing does get added, it also might be possible to give "special" songs, for the chaplain, for example, they could get some minor effects with the singing, maybe only if choosen as nullrod, and then heal 1 of every dammagetype every minute while singing, and after a time, minor chance to deconvert cultists and depower vampires, so it would be somewhat similar to the prayerbeads. Two other RP roles, namely the librarian and psych, might gain from that, librarian could make songbooks, while the psych could do song-therapies. So, thoughts, ideas on how to get/generate the needed sounds?
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I think one problem about species diversity is that you can only do so much mechanical difference with humanoid races, and seeing Vox, aren't they "just" mostly humans with gimmicks, like oxygen is toxic to them, BUT are quite diverse as they are played diffrently. For that, i guess look at Star Trek. I would say the other species seem different enough, although they are just humans in costumes, some "scripted" advantages. It does fit SS13 pretty good i would say, we basically have the human base sprite, and then change a bit around to make it look alien, the scripted advantages are the small mechanical changes every race has. Now the problem is, what is the way you want a certain race to be played, and how do we get people to play that way? It's especially problematic with existing races/chars, not sure how many people are willing to change their chars. Would be a bit like someone plays a Vulcan as a very emotional character, or a peaceloving hippie Klingon, now Star Trek lore comes out. How do you make that fit? I think code-, or maybe just even spritewise, we can't/won't do races that are radically diffrent from humanoids, i mean i would certainly want to try out a quadruped race, which might just have one hand, beeing their mouth, but the problem is, how do you sprite it nicely with 32x32 pixel i think, and who wants to fit every item onto that sprite? And codewise, we do have every race beeing a subtype of human, including humans, and any check for a crew does work on this human type i think, which has two legs, two arms, a head, a lower and an upper body, can't really fit a quadruped race there, can you?
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Title of Event: Cult Station 13 Pretense: Depends on how official the cult is on station, might be announced. Equipment Necessary: Just normal cultist loadout. Plot: Somehow, a good part/every protected member of the station were cultists of the silent one (Cult of Mortality), including the chaplain. As the Grim Reaper will get the people onboard the station soon enough, seeing the deathrate on the station, the cult has one objective/orders to NOT kill, only to spread. The cultists need to convert the station, people can submit to this, of course, and fortify the station, as a whoole station full of cultists likely is a target for some factions not wanting the cult to spread that much. Prize for Completion: Not directly, but as the cult station would involve basically everyone, people might just get to know how to cult with the new gear. Custom Sprites/OGG's: Not needed, maybe some spooky music to fit the cultstation. It might be a bit like the force borging event, this time only with culting instead of borging, people not wanting to join there, or it is a bit more like a declaration of war, just with more preperation time, and fancy defences, like pylons to heal, invisible walls, teleportation, cult equipment, depending on how the cult does work together. You might be also able to remove the cultist hud, so you would basically have "traitors", which aren't cultists, and might try to get the drop on culties to deconvert and spread. I think there would be quite some possibilities to direct them.
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Reach the highest number without an admin posting
MarsMond replied to Mrs Dobbins's topic in Civilian's Days
On the first day of Christmas, the Admins gave to me: One reset of the count. -
Reach the highest number without an admin posting
MarsMond replied to Mrs Dobbins's topic in Civilian's Days
1 mementor joining the fun. -
Sure would be funny if there is a declaration of war from nukies, and since the donksoft weapons might be cheaper than the shotguns, the station will get armed with them, while the ops also decided to go for the donksoft weapons, and the fight devolves into one big foamforce fight.