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Fox McCloud

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Everything posted by Fox McCloud

  1. We can't just add other game's content into our codebase willy nilly; we'd need express permission for this kinda thing. This isn't even an homage or likeness, this is pretty much straight up using their sprite.
  2. One of the only reasons I didn't update them all, back in the day.
  3. This and also their surgery system is different (a lot easier to work with). It would require a very very large overhaul of a lot of mob code just to get their organs+surgery system...then we'd have to adapt broken bones and a few other surgeries to that new system, as well. I really like the idea of abductors, but it requires a lot of VERY heavy system changes to be viable: - TG Diseases - TG organ Code - TG surgery code - TG NPC Human mob code (yes, automated humans that talk/do things) Their organ code is really nice though, admittedly; it better paves the way for augmentations and having specific organs have special functions (Bay has this too, but it's not handled as well).
  4. Yeah, this. Unless this has been changed, this is the exact proper procedure to do.
  5. updated the drink's recipes as well. I split off alcoholic from non-alcoholic and ensured the missing drinks were added.
  6. added in the rest of the candy recipes and their sprites---that *should* be every single recipe.
  7. The food/recipes page has been dramatically updated; pretty much every sprite that's missing has been put in, and the sprites that were incorrect have been corrected. More importantly, all non-candy missing recipes were added, and all recipes were gone over+corrected. The server has been patched with all the changes; if you notice any recipes in error, please report them (please try the recipe multiple times and double check yourself, just to be sure). Eventually, the rest of the candy recipes will be added, but for now, this should make doing work in the kitchen a hundred times better.
  8. They attempt to break into the brig, but certainly not perma--it's superrrrrr easy to break into permabrig on Bay's setup (which probably isn't a problem, given their playerbase). "Oh, I got permabrigged/brigged for a while, I'll just cryodorm and come back into the round as another job and continue being a shit" Any sentence that's 15 minutes, or longer, they can shorten to only 15 minutes and get back into the round.
  9. Security doesn't need to be a medbay all unto itself, likewise, security shouldn't be using explosive or have easy access to ultra-robust chems to even further entrench their advantage over the station.
  10. Also known as: greytide breaks into prison every shift. Also no way on the cryodorm--that's the most retarded thing ever that's just waiting for problems to happen.
  11. This isn't accurate, there's not anywhere that it says "swarmers are just kinda assholes". BAD GUIDE, WOULD NOT SUPPORT. =p
  12. Closing this, as the PR was closed, itself.
  13. Unless they're wearing Captain's Armor or a bulleproof vest/helmet, they're going to go down in two shots.
  14. The only thing I'd remotely consider doing for the bartender's top-hat is armoring it--he doesn't need another ranged weapon, when he's one of only two people on station, outside of security, that has access to a fully fledged weapons permit AND a ranged weapon at round-start.
  15. Because having 90 melee armor and being immune to space is totally weak... They aren't immune to space; they just don't take oxygen damage. A golem died in space due to pressure the other day. Regardless, those damn golems are OP as shit. Sure it wasn't something else, because their suits and helmets have pressure resistance. How is 90% damage reduction from melee sources anywhere near not OP? That means a freaking esword will only do 3 damage to them. THREE damage. You're insane if you think this isn't OP enough.
  16. I ded, pls nerf. No. Pretty much what Davidchan said; it's incredibly incredibly hard for science to even come close to getting an x-ray gun up during a blob round..not to mention if the blob bursts in/near science, then its' definitely never going to happen. There's, intentionally, multiple departments that each have their own little niche against the blob, at start---sec, science, cargo, and engineering. You're not meant to be able to stop them all; you're going to have to make the choice and weigh the trade-offs...not to mention that, given how many people have to be involved in taking out a blob? It's just not going to happen. Likewise, as someone else pointed out...you can move your core... Saying you don't have enough time to react is ludicrous, especially when the minimum time for x-ray guns to arrive, provided everyone does everything perfectly and is waiting at the right time is 20 minutes...yeah, that doesn't just sneak up on you. Malf AI's can shunt---if you die to an x-ray laser gun, that's on you. Shunting is insanely powerful.
  17. Because having 90 melee armor and being immune to space is totally weak...
  18. There are hoops in the holodeck--no one uses them.
  19. That's absolutely not the problem for Resomni clothing, at all--not even remotely. The problem for them is they're so morphologically different from every other sprite, that they have to have every single piece of clothing sprite done for them----even things like backpacks, toolbelts, etc. Vox have a lot of unique clothing, too, but theirs is largely just "trim the pants and waist and good to go"--that's not even remotely the case with Resomni. Also the dwarf gene really screws up the quality of a sprite; if they're small 99.9% of the time, then their sprite should be that way by default, so it's higher quality.
  20. This sums up my thoughts quite nicely on the matter. Movement speed is, by far, the strongest attribute a mob can have in SS13---you couple that with a sprite that's difficult to click on, and well, you get the idea. Also, I just want to point out that Resomi officers will be the biggest validhunters in existence; they're fast and they have thermal vision to see into areas that are behind locked doors or walls--even with their limited vision, the amount of antags that are going to get caught because of this will be ridiculous. One thing worth pointing out is, I don't think you can overcome the welding overlay with these guys--mesons, or what have you; It *believe* it's literally impossible to remove on them...but then again, I'm only going by what I've been told; sometimes Bay and mechanics-knowledge are not.....two words used together lightly =p
  21. Agreed that ours needs updating. Ours even has spehshul snowflake reference to an AI player for no apparent reason...I have NO idea why.
  22. I swear, having special abilities on a race breeds wanting even more special abilities on a race. We get more 'buff/give IPCs everything" threads than for changes to all other races, combined.
  23. Some facts: - They run faster than everyone else by a significant margin; if you've ever utilized Nuka Cola, that's how quickly you run. - They have half the health of everyone else (50 as opposed to 100) - They take 35% extra brute and burn damage - Their sprite is very small (duh) - Because they're small they can fit into a lot of places - They have dual heat and cold resistance - They have permanent short-sightedness that can't be removed - They have built-in thermal vision that can't be removed - They can be picked up and carried around - They gain hallucinations and shock stages if they're by themselves. - Every single piece of clothing has to be specially made for them (this isn't like Vox where you can trim around the edges of regular uniforms to make it fit for them). Things to note: - They're even more fragile than IPCs are, but they're insanely hard to click because of how quick they are and how teeny tiny they are. - Their lore and mechanics actually encourages them to act crazy if they're by themselves... I will say this much: We are absolutely not cutting out a race to replace it with a new race; none of the races we currently have (as of the time of this post) are so horrible in design to warrant or justify this.
  24. You have a massive 20% damage reduction against mining mobs, meaning you're by and large lightyears ahead of your fellow spessmen in terms of dealing with them. We don't balance around lore, that just leads to super mega overpowered bullshit like old slime people, which only had one minor weakness that could technically be overcome, completely.
  25. Because it's a not so subtle way of controlling player behavioral interactions in a negative light; it's basically dictating "hey, you should be disgusted/repulsed by being around this race; react accordingly". Yes, players can choose to ignore it, but it's definitely encouraging players to behave in such a manner. Player interactions should be organic and and interactive, not structured and pre-defined. I've heard, multiple times, otherwise, in this regards. Yes, our lore is similar; that doesn't make that type of lore any less shit. It's taking away customization and player design/experience/input.This in particular annoys me to no end--people always single out Vulps and Tajrs on this particular subject but never complain about when Slimes, Humans, IPCs, etc have obnoxious colored bodies/monitors/hair/etc. as well. Can colors be ridiculous and overdone? Yes--that exists as much in the real world as the fictional one....not to mention when you end up limiting color palettes you end up limiting the selection of perfectly well-defined colors that don't stick out like a sore thumb, but are otherwise a slight bit unusual (Safiya, Valthorne, and Bern are examples of this to name a few). From a "realism" standpoint? THis is the 26th century with genetic modification that results in telepathy, telekinetic powers, and the likes---it's not a stretch, at all, to even remotely suggest that genetic manipulation of fur and hair color is a "thing" in that day and age...not to mention, you know, dying of fur/hair. Forcing people into a mold is shit, especially when roleplay is involved for their own character (even more so when it comes to appearance).
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