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Everything posted by Fox McCloud
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helmets are ugly and stoopid berets 5 lyfe But seriously, I get where you're coming from here, and I think it sounds nice enough. Helmets have more armor and let you live longer and do your job better. Ergo: function over form (ie: helmets > berets).
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It already is, but ultimately it still follows a formula. As much as I love telesci, it really does kinda suck the fun out of far-off locations, once those locations are found.
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First off, we should understand that this would be a port of Goon chemistry, not Goon medical; while there is some overlap, for the most part, medical would not be touched, or how it functions; surgery, genetics, cloning, treating infections, curing viruses, and mending bruises/burns would all be exactly the same. The only thing that would change is the chemical you use to treat patients and what effects they have. First off, let me dispel any negativity of it being a "goon thing"; while Goon has a LOT of very silly stuff, they don't actively try to shatter reality on everything--a lot of their system are more realistic and more immersive to players than what even Bay offers: Chemistry definitely falls within these boundaries. Goon utilizes actual REAL medicines and attempts to best mimic the impacts they have on the human body; meth (replacement for hyperzine) isn't just something that lets you move around at super fast speeds; it makes you jittery, induces brain damage, and has side effects if you overdose on it or become addicted to it. This is the common theme that runs throughout most of Goon's chemistry system; instead of just cramming an endless amount of Tricord or Doctor's delight down someone's throat, you're going to have to treat them in a very targetted manner; you'll have far more drugs with which you can treat patients, but they won't necessarily be as strong as they otherwise currently are (some will be better, some will be worse). Goon's chemistry also offers up the ability to heat and cool reagents, meaning you can have temperature based reaction---ie: mix sugar+potassium and phosphorus and get a smoke cloud. Mix those same reagents with a reagent called "stabilizing agent" and you get "smoke powder", which makes a cloud of smoke when it's heated to a certain temperature. Let's move on to WHY this was unpopular on TG. First off, you have to understand the difference between TG med and Baymed/Goonmed. On TG medical doctors have access to the same basic materials we have on Paradise...only there's a major difference: on TG brute packs and ointment heal 60 damage per application and can be used multiple times on the same targeted bodypart; this effectively meant that doctors could treat anyone without chemistry's help, at all; they can fully deal with brute and burn, in any capacity---and they could deal with toxin and O2 damage with the Tox and O2 kits they had lying around (not to mention tons of inaprovaline). Cue: Goonchem. Goonchem came a long and some other coders (not Goofball) got rid of bruise and ointment--not to mention a LOT of people just didn't want to learn a new version of chemistry; this completely changed how medical doctor's operated; they were now dependent on chemistry to treat patients; they still could treat tox and O2, but they would need chemistry's ongoing supply of patches for burn and brute to continue doing their job. On Para/Bay, it was never this way; for our medical doctors, they're not independent and ARE dependent on chemistry, largely; the trauma and burn kits can only be used one per limb and only heal 12 damage per application, so getting medicine from chemistry for brute and burn is an absolute "must". This is why I firmly believe if we choose to go with this system, there won't be very many issues, at all; medbay would have to learn what new chemical TO use to treat patients (and proper dosing), but they'd still largely be functioning as they currently are in terms of overall power level. Again, I can't stress enough ,this would NOT be a Goonmed port; the only thing about Goonmed that would work on our server would be their "in crit" system of how you die. In any event, if you have any questions about Goonchem, please feel free to ask--I know Goon chemistry like the back of my own hand and also know Baymed forward and back, too.
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Not salty; I just know you and NYMPH have a love affair with vines =p
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No. Do you even know how how those work? Because if you did, I suspect you wouldn't be campaigning for this. -Go out in the field and take multiple sample with the handheld sampler, be sure to note the exact location of each co-ordinate you take a sample from -put samples in bags -take bags back to the lab. -grind up a sample -make Lithium Sodium Tungstate (lithium+sodium+tungsten+"oxygen) -Combine Lithium Sodium Tungstate with the ground rock sample to get density separated sample -Put the density separate sample onto the bunsen burner to heat to get analysis liquid -Remove the sample from the bunsen burner and take it to one of the two machines -Wait about 30-60 seconds for get the results for one sample; the results of the sample will tell you the distance, in meters to the nearest artifact (like the Alden). -Piece together the data from each sample (hope you kept good paperwork) to form a guesstimate of the very rough location of the artifact All in all, you're talking about an entire round to find a single artifact if you're lucky.....and here's the thing. The above process? Didn't even work; the machines that are supposed to generate the data don't even work. Xenoarch was designed purely from a hard-RP standpoint, and it shows; we don't need MORE jobs or mechanics like this, we need less.
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Yeah, I'm sure anti-toxin is the reason you want these seeds; not the fact it's a vine or anything.
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https://tgstation13.org/wiki/Drone Drones are still better and are compatible with the current sprite we have, as well. Plus...SYNDRONES.
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Death mobs wouldn't be a thing telsci would want teleporting in unless they're antag. it kind of sucks that telsci stops new content being added, though. Well, it's more of the case of: -anything interesting/valuable in space will inevitably be marked and telescienced in on most rounds (ie: swat helmet, baton, etc) by powergamers -teleblocking individual items is going to get annoying and won't be viable in a lot of cases Thus, we're really only left with two options: -remove telesci -nerf it into the absolute ground Side note: Space will be cold again, some time....eventually.
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New fire extinguisher sprites very kindly made by WJ.
Fox McCloud replied to Fj45's topic in Suggestions
Added into my most recent PR. Went with the one that has the thick nozzle (but is all red). -
I'll be frank; I don't think the amount of work required to put into this would make it worth it in the long term; it's going to be a large amount of work to retool an entire system just to solve a relatively minor problem. While I realize no pre-set system will ever be perfect, the recent cargo overhaul did help cut down on crate content waste (and sometimes costs) so there's less overlap and people are getting more what they want from said crates It's also worth mentioning that the current system has a really nice feedback loop that would be messed up: (1)you order stuff (2)stuff comes in crates (3)crates take up space/are annoying, but there's no incentive to really do anything about it (initially) (4)Crates grant points if sent back to Centcom (5)Incentive to get rid of the crates generated and gives cargo something further to do. That said, when crates generate points (which IMO is an excellent thing), it has a consequence; no crate can be less expensive than the cost of the crate+a stamp manifest, or else you can just keep ordering+stamping to generate unlimited amounts of cargo points.
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Unfortunately adding in more space content as long as telesci exists is rather pointless, as it just becomes "find good stuff, mark it down; powergame the hell out of it round after round".
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I didn't port this over to necessarily reduce "greytiding"; if it does have that effect, then I'm glad. That said, the reason I did it is to add a little variety and encourage interaction between players a bit more. Adding in 20+ alt job titles for civvie just so you could select your isn't really a viable thing--so the next best thing is making them spawn in with a random color. As an added bonus, if you don't like your color, it encourages you to trade with people who have a color you like.
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Less about Viruses, more about toxins buildups in those organs. I'm guessing assisted organs shut down if EMPd. ...never heard about toxins building up in them and how differently do they shut down? They don't. If your toxin count is over 60 there's a chance it will incur liver damage....if the liver is damage past a certain point, certain toxins will cause extra damage per cycle....there's no toxin buildup; only germ.
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Not viruses; germs. Germs build up in organs when they're damaged or exposed to the air; the longer its exposed, the more build up. Once it hits a certain point, you acquire an infection in that organ (I mostly see these, IC, with the lungs) which causes you to take tox damage and increases your body's temp. Mechanical organs (full not assisted) don't ever have to deal with this.
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Data would be more interesting if you stated what type of keyboard you had. Membrane keyboards generally can't sustain > 100 WPM well.
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Defibbing someone back to life is also wayyyy faster than cloning someone. Defibbing requires the person be below certain brute and burn thresholds, and if they are, they revive every time without having to go through the 5-10 minute cloning procedure; it's very very quick and you can handle multiple people at once. Also...cloning is genetics and DNA with a bit of bluespace hand-wavery for memory, so it doesn't really matter how long they've been dead as you're rebuilding them on a genetic level---defibbing is still very very much the same person, so brain damage would matter. As for mechanical organs having an advantage? They already do, believe it or not: -Mechanical organs take 20% less damage from sources (this is effectively having 25% more health than regular organs) AND they're immune to germs. -Assisted organs can take an extra 5 damage before becoming bruised and broken (they also aren't impacted by EMP as much as full mechanical) Pretty decent advantage for a weakness that's almost never encountered.
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Agreed. If the greytide dislike being 50 shades of grey then they can use a clothesmate. besides, I remember reading through the PRs on /tg/ and they have a config option for rainbowtide. I'd find the PR if I wasn't on my phone. And it's off, by default; it's just an option for downstreams.
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Pretty much---or Chem+Tracker. I really don't understand why neither are used more (I can understand electropacks as someone else can remove them for you); they can only be removed with medical, and a chem implant with a little chloral and a crapton of sleeptoxin is going to keep someoned knocked out for a very long time.
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I'm a bit shocked you don't see how this is pay to win. It's a game feature that specifically bars you, as a particular species form accessing another language---a feature which impacts how the game play and balance of it--you can't seriously tell me that your actions would change if you knew those two IPCs, who you couldn't normally understand, were talking about killing you dead.
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Hellllll no. lol.
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Drones are not meant to interact with crew, and even if they were, I quite frankly don't think giving something that has all access, is hard to click, and can respawn an unlimited amount of times medical and security tools. Joey McAntag kills his target---target respawns as a drone and immediately dogs him the rest of the round, even when Joey McAntag kills the drone the first time.
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It's not Bone White's system; it's just Bay's virology system---their most recent update to virology, however, means that virus protection runs off of bio armor isntead of special type checks. Also, after discussing it with some TG coders and devs, it's not especially clear if even TG uses (or ever used) bio armor; their disease code seems to run off of permeability coefficient of clothing (how easy a gas or other stuff can penetrate something). So under that understanding, as long as you are wearing an eva capable suit and helmet, with internals, you should be virus free, barring patient 0? Our code checks for spacesuit/biosuit (hardsuits are space suits) and gloves for CONTACT based viruses. If you have a full space/biosuit in addition to gloves, you're immune to contact based viruses. For AIRBORNE based viruses, it checks if you're running off of internals. If you are, then you're immune to it. If you're not it checks if you're wearing a mask; if you are, it reduces your chance a little; if you're wearing a medical/surgical mask it reduces it a bit more. Next, it checks for the suit type you're wearing; if you're wearing a full space suit, it reduces the chances of getting infected significantly. If you're wearing a full biosuit, you're immune. The way TG used to work is it ran off of a stat called "permeability_coefficient" which various articles of clothing have (ALL clothing types); the less permeable your clothes were, the less likelihood of getting infected. Yet another reason why hardsuits got nerfed; Bay or TG virus code, they still virus immunity.
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Fox McCloud throws the syringe. McGrieferface is hit by the syringe! The syringe sticks in the wound! I sometimes wonder if embedding should be limited to bullets only, as syringes and glass shards sticking in wounds is rather...silly.
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No, never, huh-uh, no way, absolutely not, nevuhgunnahappen. Pay to win is NOT a good thing for game balance, and we're certainly not going to even remotely begin to start allowing it on Paradise.