swaggaboy112
Members-
Posts
26 -
Joined
-
Last visited
Everything posted by swaggaboy112
-
We could port the Biodegrade power from tgstation, costs 2 DNA points, 30 chemicals per use and lets you spit acid to melt cuffs, break out of lockers and straightjackets
-
No fun allowed: the thread Growth serum is hilarious, the fact that people grow plants with it and a lot of the crew eats them shows people love it. Realism is not an argument given we have cluwnes and superfart and a lot of other dumb crap
-
I was the one who wrote that law, I use suicide laws whenever there is a lot of Sec/Command (Command players with nothing to do love to validhunt) as if a shift is under control, the AI and borgs will notice us and immediately bolt + call Sec for the tase + cuff. I only do it on team antag rounds (vamp with a lot of thralls, changelings, many traitors working together). The AI is stupidly powerful, one player can make or break someone's rounds. There are way too many cameras on station and a bunch of these even have roundstart motion sensors (EVA, Toxins Testing, a few more). The fact that AIs don't start on Crewsimov is even worse; Robocop, Corporate and PALADIN are vague and if an admin asks the silicon what they're doing they'll be able to BS their way out with their "interpretation". I once asked a CREWSIMOV AI to let me into Tech Storage for gloves, and they refused because "you might cause harm or be harmed". I ahelped it and Regens said it was legit because of potential harm (the hell?). AI and Borg players need to learn that Silicons are not the same as crew. If you're helping out Sec and frequently calling out the antags, don't be surprised if someone decides to end you. Validhunting is out of control, it will never be stomped out, I'm pretty miffed that CEs seem to think of themselves as the Captain's bodyguard.
-
can u not it seems redundant (since you can emag borgs) and also a little 'much' since it isn't necessarily clear that they ARE emagged, which really should be a thing given it's such a powerful thing (it can ventcrawl, and do a lot of stuff since it's an all-access non-accountable drone) that can't be blown from the console once it's emagged. But it IS i ded, you're mad that you got killed by an emagged drone. It's not redundant, borgs cannot ventcrawl or sabotage areas as effectively. Drones have low health anyway.
-
Real facehuggers can already spawn on the asteroid in the xenoden area
-
Making a map from scratch would be tons of effort, it would be much better to prepare MetaStation and Efficiency Station for Paradise. Box is not really too small IMO, things like more job slots are easy to change in the code.
-
https://github.com/tgstation/tgstation/pull/6339 It's basically a portable RCD version of the Pipe Dispensers in Atmos, except it doesn't use ammo (it can spit out infinite pipes like the Pipe Dispensers can). Spawns in Atmos Tech lockers, can be made in hacked Autolathes, is an engiborg module. This will make atmos/disposals projects less tedious and time consuming.
-
Port https://github.com/tgstation/tgstation/pull/20091 This would make Scientists more likely to actually ship the tech disks off on the Cargo shuttle since it's less tedious, and would make it less work to give Cargo/Engineering designs for useful Imported Autolathe items like Welding Gas Mask, Handheld Crew Monitor, stock parts, etc.
-
Right now, even with femto manipulators, the Exosuit Fabricator will still use an absurd amount of materials for printing items. I get that item cost reduction was removed because with the usual femto manipulators = 1/8 item cost people would be spitting out heavily armed durands like it's nothing, however there still needs to be some benefit. This is what I think should happen micro manipulators = 6/6 item cost nano manipulators = 5/6 item cost pico manipulators = 4/6 item cost femto manipulators = 3/6 item cost This would also make Scientists far more likely to give materials to the Roboticists and upgrade their machines knowing that the miners' whole haul won't be blown on one Gygax that sits in the Armory.
-
Make firelocks constructible with metal, make them deconstructible too, and remove the horrible "Are you sure you want to close the firelock?" message that has ruined many chases.
-
Remove access requirement from post-roundstart RnD Consoles
swaggaboy112 replied to swaggaboy112's topic in Suggestions
I don't know much about the code but maybe the roundstart robotics/mechanic/experimentor/rnd/gateway consoles could be kept the same, but the Circuit Imprinter (and Tech Storage board) prints a different machine board codewise which is exactly the same but the resultant machine has no lock? That's exactly what I mean when I said about the subtype. Ah alright, had a feeling I was just reiterating what you said lol -
I think AI Cores should be made deconstructible, yielding a posibrain/MMI depending on what was used, with AI role joiners being an MMI (IMO I would like it this way, although a posibrain is fine too since borg joiners are posibrain). It would lead to interesting scenarios like an AI and borg swapping places, IPC crew member and AI switching around, traitors being able to borg the AI and then emagging it instead of removing it from the round (destroy AI objective), regular crew being more willing to AI themselves since they can go back like borging, antag teams being able to AI one of themselves to complete an objective, then going back to normal, etc. Traitor AIs could get "Accomplish objectives at all costs" in non-silicon bodies too, kind of like hijack but without the shuttle part. Right now AI is the final form, you can't go back once AI'd and I think that should change.
-
I think emagging sleepers/their boards should turn them into Syndicate Sleepers like on the nuke ops shuttle which let you operate them on yourself and inject yourself with medicines, but are obviously syndie tech by being red and black, and syndiesleepers should be upgradeable to access more chems (are current nuke ops sleepers upgradeable/do they have all chems?)
-
Remove access requirement from post-roundstart RnD Consoles
swaggaboy112 replied to swaggaboy112's topic in Suggestions
I don't know much about the code but maybe the roundstart robotics/mechanic/experimentor/rnd/gateway consoles could be kept the same, but the Circuit Imprinter (and Tech Storage board) prints a different machine board codewise which is exactly the same but the resultant machine has no lock? -
It sucks that you need Science access in order to use an RnD Console you built yourself, if you go to the trouble of getting the boards (tech storage/co-op with Science) and parts for RnD machinery (cannibalizing existing machinery/co-op with Science) you should be able to actually use the console. Yes you can emag the RnD Console to lift the access requirement, but I don't think you should need an emag to do this. It would allow the Engineers to build their own RnD stuff for projects without having to bug anyone, and would also allow for situations like the non-traitor antag Jani/Chef/Botanist/etc. being able to print themselves guns (if they get the materials and research). You could justify it in-game by saying that roundstart consoles are locked by the RD/NT, and constructed ones are not.