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Rurik

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Everything posted by Rurik

  1. Its funny that even though I play engineer the most, I have very few ideas of how to actually improve it. However I heard the idea of too much power going through the system, much more than needed, causing wires to short out and perhaps light on fire. I like the idea of engineers monitoring how much power they are outputting, for fear of overloading the grid.
  2. I do not play cargo tech enough to have a good opinion on how to improve it, but I think the ideas suggested by Keroman and Fox McCloud would be pretty neat
  3. I would absolutely adore a change like this. I was thinking of making a post like this myself, not because it would be more realistic, but because I believe it would also make things much more interesting and fun. Engineering and atmospherics would become significantly more needed, as in my mind, it should be. Breaches would become a higher danger, and therefore become higher on the list to be repaired. Replenishing oxygen and pressure would also become more important, giving more importance to atmos techs. There would also be more danger in general with breaches. You would be sucked towards the breach, as long as there is air of course, maybe even faster than you can outrun it. Being able to stand on the other side of the room and not feel the effects for a couple mins would no longer be the case. I don't know much about ZAS or LINDA at all, but I know if there is some way to speed up decompression without a significant downside, it would be worth it.
  4. I think adding a sort of jail guard, that is security but their sole purpose is to help the warden out would be a great idea. I think that having the jail guard, directly subordinate to the warden, would be better than two wardens. One reason being that the wardens office is really only layed out for one warden, and another being that having two wardens that have the same authority may lead to them contradicting each other and disagreements. It would be better to have a jail guard of some sort that listens to the warden and takes care of any tasks the warden is too busy for. I also think that this would be a better alternative to adding another security officer slot No slip Jack Boots sounds like a disaster as it is easy to obtain them and not at all limited to security. This would also nullify the janitors galoshes. I agree that Jack Boots need some sort of up-side, but it is too common for such a advantage as No slip. I would be fine with spliting detective and Forensic technician into two seprerate roles or adding another detective slot, but both would need a map layout change. Reason being that the detectives office is only modeled for one, and only has enough supplies for one. I dont think anything needs to be changed disabler/taser wise. I think a good balance between the two has already been achieved. A special AI for security sounds a bit too unneeded for me, some sort of jail guard, or if need be, two wardens would be more practical. As tzo stated, reinforced plasma glass would be more practical then completely closing off the brig cells. Thats all the ideas I really care to comment on, all in all there are a couple good ideas in there, but a lot of em are a no go for me
  5. You make it sound like it is easy, that everyone can do it, to be a changeling and murder 10+ people. I can speak from personal experience, that is completely not true. If you are a good at being a changeling, I am sure you can work wonders. Adding a timer to make changelings have a real reason to go full on murderbone and taking away the rest of the objectives seems like a pretty terrible idea to me. Changelings having the option to husk two crew and go after other objectives or killing ten people seems like a good choice to have to me. Why force them to murderbone? I see no reason to restrict their options
  6. Rurik

    Flare guns

    Whats better than throwing a flare at a shadowling? Shooting one at em! Seems like a nice little addition to me.
  7. I would really have to play on goon myself to get a feel for it before I would feel comfortable with getting on board with this idea, but I think it is a interesting idea.
  8. ^
  9. The way I see it, if a coder ever took upon the challenge, this would be similar to nations in terms of gamemode, completely up to admins discretion and out of rotation gamemode. In this way it would still be something different to do once in a while without changing anything else. Of course it would be much harder to implement then nations, I still think the idea has merit.
  10. I find this to be a very interesting idea, and I quite like it. Money would need to become of more importance, more in-depth overall. Any NT Icons or descriptions would need to be replaced with whatever the 'rich man' wants it to be, from his name or to the stations name. Overall it seems more than doable, it just depends if the community would be on board with sort of project or not.
  11. While I see some of the appeal to this idea, I do not really see the entire point of adding it. Please correct me if I am wrong, but regular bribed, threatened, or smoothtalked crew members can open doors, perform surgery, provide information, and help hide antags. The only difference there seems to be between sleeper agents and bribed/threatened/smoothtalked crew members is that sleeper agents are aware that the person in question is a antag and their intentions/orgins. Also on a side note, syndicate nuclear operatives directive is to kill everyone on board with a nuke, that would directly interfere with the sleeper agents goal to get out alive if they were to help them. That being said, no reason to theoretically change that gamemode
  12. I always liked Xenos because it involves everybody. Nobody is left out, because if you ignore them they will kill you. Of course if you try and stop them, they will also kill you. If its cutting aliens out of people, welding vents, doors, or being sec and attempting to not get murdered while still trying to kill the aliens (basically impossible) or running away shouting "we are all going to die!" people are involved. Its not balanced of course, the crew will always lose except for rare circumstances. However not everything needs to be balanced, some of the best rounds I have had involved Xenos trying to take over the station, while being say, a traitor. I believe it is fun at times, but its not meant to be balanced like colonial marines, which makes it become stale if Xenos happen to often. That being said adding it as a gamemode seems like a bad idea. I am perfectly fine with leaving Xenos up to random chance and admins discretion.
  13. Makes sense, drones being able to be blown from console sounds like it would balance it pretty well. No matter what I think removing the feature to emag the drones based on being a little too powerful in the right hands is a bit drastic and unneeded.
  14. Emagged drones cannot be remotely destroyed with the console, and have to be hunted down and physically killed. You know what they say about learning something new every day? I can see what FlattestGuitar means in that case. Now I know the 'emagged' drones that I have been told to blow before actually were not emagged at all.
  15. But the AI or any engineer can blow it if its that much of a issue. If any witnesses see the drones crime and they cant catch it, a quick word to the CE or AI and it will be dead no matter how well it evades. Edit- Nevermind!
  16. I'm no fan of having people accidently getting facehugged in every round, however them being nonexistent in any gateway or asteroid location is simply side stepping the issue. This happens as well with shadowlings, real Xeno infestations, and so on. However its not that simple to tell if someone really did not know facehuggers were there, or if they did it on purpose. Also with shadowlings, that is the main gamemode. If someone is facehugged, that starts another antag type along with the antag type that spawned at round start, adding to chaos. Then again, is that not the point of SS13? All in all I would not mind them being adding back in, limited of course, in some locations.
  17. This would be very helpful. Of course in most situations say, a detective, could just ask for a extra pair of cuffs, however that is a bit hard to do if most of security is busy. Better to have it for convenience sake, in my opinion.
  18. I completely agree with Dinarzad. There may be no specific reason to have it, but there is also no specific reason to not have it. Its another route to take, another option. Drones are not overpowered or anything of the sort either, and they can be blown at any time without the need to explain yourself most of the time, unlike borgs. Dying to a drone may not enhance your experience, but neither will dying to a changeling, or a traitor.
  19. Rurik

    Fire

    I completely agree with adding more objects being able to catch fire, and fire being able to spread faster. However carbon monoxide as a smoke reagent cloud thing seems a bit unneeded. As it stands, heat from a fire will easily kill you even if you stand away from the fire, assuming the fire has been burning for a little while. Adding to that, fires deplete O2, so oxygen also becomes a problem in some cases, although most deaths are caused by heat or the fire itself. Not that its unrealistic, just a tad unneeded.
  20. If thats the case, then it would seem not only would there need to be snowflake coding to prevent absurd armor values, but the armor system would also need to be completely revamped? If that is the case the coding and the work that would need to be done may be starting to outweigh the benefits.
  21. I do not think that armor values for only some of the limbs is needed or necessary at all. The main goal for this idea is to let some types of armor vests be hidden under some types coats/jackets as well as the cosmetic look of having, say, a trench coat and a body armor vest at the same time. That's it, as for intended goals.
  22. I see, in that case it would appear there is no way get around it without some sort of snowflake code. I had hoped that this possible feature would of been easier to code, but it looks that is not the case. Thanks for the insight.
  23. I see the issue, now. Do you see any way to possibly circumventing this problem without heavy snowflake code? Only way I see to possibly circumvent this is make the feature be incompatible with armored coats to prevent broken armor values. However that sounds easier said then done I wager.
  24. A bit confused by what you mean here. You know a lot more about this then I do, but from how I see it there is no difference between having a armored vest or a armored vest and a unarmored coat, except cosmetics. Does every coat/jacket have armor values? I assumed most did not unless it said so in the description upon examination. If that is the case, and every coat/jacket has armor values, then this theoretically can be circumvented by the highest armor value always overwriting the other smaller values, thus eliminating stacking armor values. Of Which, I assume, the highest armor value would always be the vest.
  25. Yeah I figured that this feature would be incompatible with any sort of jacket/coat that gives bonus and is not purely cosmetic, such as the HoS's armored coat or the Warden's armored jacket. Also as Coldflame and Farya mentioned, it should also mention something of the sort on examination. Furthermore, a stealth armored vest which Farya mentioned could be a pretty cool idea.
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