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Posts
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Everything posted by Regen
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Reduce the spawnrate of Broods from Hivelords.
Regen replied to SigholtStarsong's topic in Suggestions
That's because there was/is a bug where broods can't die. -
Aurora also averages 21 players while we average 50. Aurora is a much smaller community, making it easier to find individuals and place trust in normal players. It's basically not as easy as you seem to think it is
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Because silver whatever cause toxin damage on injection and sleepers inject chemicals
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I just generally want to keep gameplay to the station only, allowing players to act as centcom has never been something we've done, we even don't allow anyone to play as CC agents even if we were to constantly watch them. I think it's too much of a responsibility and outside of the scope of the game we're trying to create
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I am NOT sure about this Giving players CC characters has NEVER been a thing for us, as they have such an immense power over the round. This feels as just a giant way for someone to stroke their epeens, and there's so much in the suggestion that rubs me the wrong way. ERT commander? Players sending deathsquads? No We don't have consistent ERT's and even if we did it'd be a whole other discussion to have it be rank based. Deathsquads are high tier black ops sent to destory any and all personel and leave no evidence, comms officers would have no knowledge of them if anything. They are created to end the round, and is completely unfair against any antagonist
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Basically, like how the chemists can store different chems in a fridge, robotics should have their own "vending machine" that allows them to easily store robotic spare parts Should not be directly available to crew, but just for an easier way to print them up and not have them messy up the already messy robotics area
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Alright it's clear that this isn't going through Thread locked
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Not too sure about this Sure, removing the common infection from light wounds etc would be good, but I would still like to see infections and germs from doing surgery, that way we can give a drawback to the "ghetto surgery in maint" Rotting i am heavily against removing, see what tully said on this, basically make doctors use the freezers, it's not our fault that they're incompetent. Removing it because "it's a pain in the ass" sounds like you just want to make the game easier for the sake of "I can't be bothered" If we start removing stuff that is "a pain in the ass" we'll end up with a game that's far less complex than what we used to, which would for me remove the whole charm of SS13
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You're being ignorant and obviously have a very warped perspective of things, have you ever actually played as the RD? Like ever? Say, for an example, you go down to xenobio to check how people are doing, you use 5 minutes to check and talk to people, as you do. Two scientists in R&D just printed 2 SMG's and 5 mags each in the time you were gone By your logic, this is the RD's fault for EVER leaving the protolathe, you're literally saying that the RD should ALWAYS be watching the protolathe at all times, completely ignoring the fact that the RD is a head, and R&D is one very small part of Science as a whole, AND that the RD has, in fact, ,yes, you guessed it, more responsibilities as a head, and any good RD would be watching over his entire department, not just the protolathe
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Having security micromanaging shit seems like a horrible idea, and just serves to get them even more hated
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And you get fucked by literally 3 ion shots
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death mechs are ID locked aren't they? No. Otherwise I wouldn't complain. Because, according to fox, a mech is much more visible, and can't be hidden, if a traitor uses a mech everyone will instantly know because they'd have to emag the lockboxes open
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Great, a bunch of nerds trying to shape up my atrocities by "dedicated work" Does this mean I have to actually start doing something and give more "wiki dev" badges?
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That's an absolutely horrible comparison, hulks are green and blindly obvious, but that's not why it's so bad Hulks can't fire weapons, so they're easily countered by not staying within reach of them.
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Here's an even better idea Code and sprite it yourself, and make a PR for it
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So basically, I'm not allowed to say my opinion because the second you face any opposition you quit and throw a tantrum?
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Just please, no You're all watering down the "pet" thing, it should be a heads only thing (+ pun pun) so that it keeps its charm.
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False, only nerds occupy the bar
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QM is not a head, the HoP is the official head over cargo
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What PR prank :V
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So basically, a different branch of syndicate that promises 100% same quality for only 50% of the price? Sounds good to me
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Well yes not the pink vulp, but the human I haven't played in half a year :V
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Inb4 mixed squad of security, medics, and engineers... all with L6s. But yeah, I distinctly remember something like this getting pitched at one point when ERTs were more common (almost every round) and it was rejected for... being snowflakey probably? Then again it didn't get much discussion. As for an actual weapons vendor, I can sort of agree with the sentiment it'd slow response times, as well as giving the teams a chance to equip heavier weaponry if, say, a serious threat is on station and Central sends an Amber team with their paper mache armor and pop guns. It'd need more rework than just being a "new ERT character" slot We would have all human, randomized names ones, what would be different is that you could select your preferred ERT assignment, and the equipment that goes with that.
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Well how about this We add an "ERT character" creator Basically you can create your "ERT" character, give them hairstyle, gender etc, this should be limited to just choosing a hairstyle, color of hair, skin eyes etc, and gender. ERT's are always human and I'd like for them to remain that way, but this would at least make ERT's faster to deploy. With this we could add preferred "job" (Medic, commander etc), and of course load out.
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Lolno This sounds hilariously OP and not needed at all