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Fox McCloud

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Everything posted by Fox McCloud

  1. The inherent nature of addictions is that they eventually wear off; also it's not particularly hard to acquire an addiction, so...if you want to become addicted to something, it's not that time consuming or hard to do so (unlike amputation, seizures, or near-sightedness).
  2. Nope--because the community overwhelmingly supported it once they knew how it worked and because it encourages miners to do their job more than Bay mining----and rewards them for doing so (miners have zero incentive to do their job currently other than "it's my job"). When rewards are involved, then low/zero effort ways to acquire resources have to be altered or removed. Check out the thread and discussion here: viewtopic.php?f=48&t=3585 Nope--we have a lot of unique features that don't exist at all on TG and rebasing would be more working than porting over the features that do work here. While we have a lot of TG in our codebase, we still have huge amounts of Bay and even some Goon too--it's what makes Paradise "unique"--we combine what other codebases have together. That said, Bay features generally don't work out super well for our players or playerbase because they're focused around heavy RP and super long/slow rounds. TG does balance and design for these features so it generally works out better for us--prime example of this is mutiny, where the game mode can be permanently won by the mutineer just by destroying his key at round start.
  3. Goon has this... "Spessman: The Griffening" lol.
  4. And irrelevant once we finally finish up TG mining. Depending on the time frame this will be implemented in, this may not be worth porting.
  5. They definitely don't have ephedrine in their hyposprays. Hahah. In any event, I'll give them charcoal in an upcoming patch.
  6. Organ transplants would be pretty neat----anddd I must admit I really like the idea of seeing an evil doctor stun people, drag them into surgery only to cut out their heart (while the person in question is still awake) then eat it in front of the person as they rapidly die. Also---gibbing throwing limbs AND organs everywhere would be kinda awesome. That said, removing internal organ damage surgery would be bad, in my opinion. Even with super competent doctors, it can take quite a while to repair internal organ damage in conjunction with broken bones---this would exacerbate this even further as it would not only require more steps for a single organ, but require a separate surgery for each organ.
  7. I think this is one of the best guides on all of Paradise.
  8. I tried to incorporate elements of both stations so that a few people would understand here and those who are familiar to Goon would understand as well as there's many many common elements.
  9. I'm partial to the first design and this one (mostly the first) In any event, I'd really love to get some more community input and feedback on this.
  10. Just a quick reply; I'll be making a chemistry closet that has a lot of the intermediate chems you mentioned here (oil, phenol, diethyl, sulfuric, ammonia, and acetone) all in 50 unit bottles. This should go a LONG way towards improving the speed at which you can quickly make the chems medbay needs.
  11. Greetings! Welcome to my guide on how to be the best HoP of literally ALL time. What's HoP and Why should it matter to you? Well! That's simple! HoP (Head of Personnel) is quite simply put, the best and most important job on the entire station. You could quite easily build a case that the whole reason the station exists is because NT built it just for you. Your rank is unparalleled; you're not some manchild babysitting a bunch of losers with a fake medal of "captaincy" and ego problems--nope! You KNOW you're the best. Just follow these simple steps and you'll easily be the just as good as the highest ranking and elitest of elite HoP's out there. Step 1. NT didn't want any of those other petulant mnchildren to be jealous of your true status, so they gave you a rather plain looking ID card and access that doesn't entail the entire station. That said in their wisdom they didn't grant you an AMAZING machine that allows you to give yourself any access level you want. This is the most important part to being an HoP; slot in another ID and quickly upgrade your own personal ID to all access. Don't stop there though, the sissy Head of Shitcurity and Captain of Comdomcy won't like, so your best bet is to make multiple all access IDs. Hide them in a box, hide them around the station---hide them in your office. If those troglodytes ever get the gall to actually take away your GOD GIVEN RIGHT TO THE ENTIRE STATION, you'll want a backup to get your access back. Step 2. Your fellow man is very important. Why? MONEY. Before anyone can stop you, open up shop and start offering to sell all access to anyone and everyone who will pay you ONE THOUSAND DOLLARS. If they don't pay up, that's ok, smile and nod and take their ID anyway--and when you do, rename their job to something completely befitting of their position 'Buttflip McScientist" with the job of "Toilet Licker"--while you're at it, remove access from their ID entirely and hand it back to them with a "hear ya go!"; they'll smile and wiggle excitedly as they tromp off to access absolutely nothing--don't worry about the retribution though! More on that later. For those who do pay, give them what they want! Chuck out those all access cards like candy---clown paid the $1000? Pfftt, who cares! The armory doesn't really have that great of weapons in it anyway! Step 3: Don't stay open for long. Your job isn't to change nerds jobs--stay open for about 10 minutes into your shift, after which point you must embark on your next greatest journey: self-enrichment. See that back account console in the computer room? Yup that's not the station's--this is your personal ATM...NT just made a few mistakes of depositing money in the wrong accounts. The best HoP's will drain the entirety of payroll, research, and cargo and transfer it onto their own account. Be on the lookout for that nerdling IAA though who may audit you later---this is why you'll want all your moolah in cash or deposited on your card---if it's your own bank account someone might break in and steal it! Step 4: Cargoland. It's time to start exerting your true command experience over the station---after being open for 10 minutes, it's time to head on over to cargo. Berate the miners and QM for not having 1000 cargo points yet and remind them that they were nerds for not taking your all access offer for $1000 when they could have. After this, grab order yourself a crate of stun batons, lasers, and bees (always bees always). After your shipment arrives, use your GOD GIVEN RIGHT to these crates to open them and quickly deposit the contents in your backpack. After grabbing a bee egg, stunning the QM, and forcing said egg down his throat, it's time to move on! Step 4.6: Corgis Breed those little guys until their hearts give out like they were just fed an initropidril pill---then sell them...for money. Step 5: The AI is your friend! Now that you've quite easily asserted that you're the HoP of HOPPERY, it's time to make a new friend--the AI. That wonky robo-thingcan actually come in handy. Best thing to do is trot in to the AI upload and grab the purge and freeform module---purge that crotechy piece of shit and upload a law informing it that it's name is "Spess Bee of Happiness" and that it must entertain and care for the crew like it was its very own brood. After all, everyone needs a cuddly buzzing friend every once in a while Step 6: Your real job. Now...it's time...time to accomplish your real purpose. Head to EVA and grab a full set of gear including magboots and a jetpack---head immediately off the station...after all, those pathetic meth-sucking sarin huffing lunatics get damn jealous sometimes---they're liable to fly off the handle and kill you for one of your hundred all access IDs or somehow become confused and angry that the money they stole from YOU at the start of the shift has been transferred PROPERLY back into your account. Once off the station, the sky is the limit---head on over to your local chemistry meth lab and start experimentation--after all, this is your true call: ADVENTURE. See that engineering station you just came across? It's uninhabited and never used---use it for all your chemical testing purposes; don't worry about the shuttle that docks there--no one ever uses it and the few times someone does? Well...no one minded a little black powder in their lungs anyway--I mean, that stuff is close enough to charcoal as is! Step 7: Returning to the Station. This step. Skip it. Step 8: Shipments of 'taters come to the station once in a while, and you're no exception to this. Bask in the glory of being the single best person ever to get this job---the world is your oyster---or in this case, you're the warden of the asylum. Using your well established powers and routines, you have all the means to make the BEST STATION EVER. See that RD? He's not as good as you, but he's still pretty amazing. Go jab him in the head with an implant and whisper those oh so magic words he's been dying to hear "go hog wild". After setting your bestest friend to work on the station, it's time to start promoting anyone remotely loyal to you to "Head of AWESOMECURITY"---Not just one---every single one. After all, that Shitlord Supercop beret toting nerdlord doesn't deserve his job or his armory. Oh, your objective? Silly syndicates, they don't send taters to the station to steal stuff---nahhh, those are just guidelines they give to OTHER people--it's implicitly understood that you've been given a blank check to a bank account that will never bounce. So---go forth, warden, and rule your asylum Step 9: Shuttle Rides. WTF IS WRONG WITH YOU. Step 7. Step 10: Bask in the glory of being the BEST HOP EVER I hope you enjoyed my guide to becoming a great and outstanding HoP---we sure could use more of them in this world!
  12. The system we're using is still very split--that is to say, medbay still has access to the old chems and is still more than capable of making them if they so desire. Also...doctors and chemists alike are still used to the old system; it's going to be hectic until people learn new stuff. Come later today the medkits that doctors use will be completely revamped to be in line with the newer chemicals; instead of containing kelotane pills, dexalin, etc---they'll contain patches, salbutamol, epinephrine auto-injectors, etc. This will helps *doctors* become more acquainted with some of the new chems and what they do/how they behave.
  13. When I spoke with a Goon coder the other day they (and another Goon coder) were under the impression it was still a very touchy subject with "a lot of residual grump" surrounding it because we were still (1)using them (2)they were never publicly released.
  14. Why so? Well...if a tator kills 1 or 100--as long as it's not racism, ERP, etc, then a traitor is allowed to do it. If he wants to release the singulo every single round he rolls for traitor---he can. If it means mass bombing the entire station---yeah. You get the picture.
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  17. I support this design. =D
  18. Awfully close to Goon+TG style antags---if the community wants to go in that direction......that said, I'm more than a bit skeptical of that direction.
  19. Ok, I'll cut straight to the chase with this one: currently the pod sprites we're utilizing on Paradise are Goonstation's pod sprites. These were taken from VG---VG did not acquire them legitimately; they didn't ask for the and they didn't notify Goon or anything--they just took them and used them----and since we used VG code in a few spots....now so are we. As a show of good faith and as a way to give our own unique spin on things---I'd like to open up a request; that all pod sprites be redone. Every sprite in icon/48x48/pod_construction.dmi , icon/48x38/pods.dmi, and icon/pods/ship.dmi will need to redone for all the essentially stolen sprites to be purged. Please note that due to the high quality of the sprites currently being used, the requirement for the replacement sprites will be very high--please don't design a sprite unless you're prepared for it to get out and out rejected. For those interested, it may be best to stick to doing one pod or a mockup of an idea for a single pod before tackling the entire project in one big go.
  20. Magboots would still prevent you from being thrown around by the air, which allows you to proceed more directly to where you want to go AND prevents all damage form being thrown into walls. It also prevents the singulo from pulling you. oh, also magboots have NOSLIP on them, so there's that.
  21. This explains....a lot.
  22. Don't really see why security should arbitrarily be easier to rescue than other crew members; they're already the most difficult job to take out for antags, due to sec's armor and weaponry access--don't see why antags should be even more punished for taking out an officer when they're able to do so.
  23. Couldn't word this better, myself =3
  24. Just for reference, once LINDA is implemented, getting stunned by airflow won't be a thing, at all; they can get pushed around, but slamming into things or getting knocked over won't happen--ever. Either case, Fire's damage potential is still pretty immense, currently for a large amount of people, especially since ZAS screws with entire zones instantaneously instead of spreading out. damage from body temp: 8 (-5 if they're not on fire) damage from breathing hot air: 8 High pressure damage: 4 This isn't even factoring in the 6-20 damage you take, per slam, against a wall/structure (this would still be around, just not the weaken from it). Even without slamming, it's enough to crit you in ~7.5 seconds (~10 not on fire); if they have internals it'll crit them in ~12.5 seconds (~28 not on fire). Fire also burns tiles and destroys objects. To a degree it's just preparing people for "life after ZAS".
  25. LINDA is eventually planned on being implemented here on Para; one feature of LINDA is that it doesn't have airflow knocking you over or throwing you into a piece of machinery 100x in a row (Keeping you stunlocked) until you die. It does, however, still push you around. Proposal and discussion: Removing ZAS's stun when airflow pushes you around. You could still be shoved around by the airflow, but you wouldn't be stunned by it; you could still get slammed against machinery and walls and take damage, again, you'd just be stunned by it. The second proposition would be removing fires destroying walls; this helps cut down on smaller fires devastating entire departments because they burn through one wall and spill out into a gigantic area (floor burning and item burning would remain in tact); it also removes the fear of creating burn chambers that end up accidentally destroying a portion of the station.
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