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Everything posted by Fox McCloud
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I'm pretty sure this happens already, actually! I've made stew before and people suffered no effects of it one time---thennnn on another time they started twitching, puking, and giggling because I used a different type of mushroom. I could be wrong, but I am fairly sure this is the case--I distinctively remember making poison apple pies a couple of times...
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Chemistry additions! [EDIT: Might work. Code it yourself!]
Fox McCloud replied to fludd12's topic in Suggestions
As much as I'd love to have Goon chem, someone from TG already tried and was planning on reworking the entirety of chemistry for TG to be pretty much like Goon. End result? A goon coder or two showed up and shut him down. If Goon gave permission to use their chems? By all means, I'd probably implement quite a few of them (and heat-based reactions), then work on balancing them...but...considering what happened, I'm not going to push my luck; essentially every chem you listed there is a Goon chem---a few just have different names. This is a case of "would love to, but sorry, no" scenario due to Goon's crushing of the other idea startup---even if I would love seeing chemists turn people into twitching puking messes from sarin gas poisoning. -
A full rad suit is 100% radiation protection; the suit itself covers every part but the head and has a rating of 100; the hood obviously covers the head and also has a rating of 100. Additionally, all engineering jumpsuits have 10 radiation protection. Being in the SM room with a full rad suit and mesons means that you're not going to be suffering a single bit of radiation damage or acquiring any hallucinations.
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Wear mesons---problem solved. You can't work around the Singulo without mesons, and the SM is noooo different. to quote the code directly:
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I really don't see much point to porting them over unless they are to replace drones completely. It's a huge amount of overlap to have both in the game at the same time--plus, who wants to waste an illegal borg module on a spiderbot?
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I wouldn't really consider it a change so much as it's a revision. They're back to how I remember them working a year ago. For all practical purposes, it's still a "change"; Para operated under the previous system for around 8 months; long enough for it to be ingrained in players that "this is how it is". While the current system is nothing new--it's new to how Paradise operates, so it's still going to be something "new" to players (objectively though yes, it's not new).
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This isn't an argument you can make uniquely to the telebaton; it's the same thing for the old flash as well; someone could just as easily disarm you and turn the flash against you while beating you to an absolute pulp; the risk is still the same--the only difference is telebaton's stun cannot be countered and you can't stun-locks multiple people at once. This is the telebaton's purpose; a defensive weapon that can be used to deal with a jerk every now and again (which it does even more effectively than the old flash as you cannot block it) The reason the flash is different is that it serves a completely different niche; it's for crowd control and defensive purposes or to be used in conjunction with an offensive weapon---flash batoning is incredibly effective as they'll be disarmed and confused (by the by, the flash's confusion state fully stacks). Resisting does absolutely nothing to reducing stun time, duration, or the cuffing process; if you get hit by the telebaton and the person is actively trying to keep you stun-locked, there's nothing the person can do to prevent from being cuffed. These are both IC/"RP" there's still nothing stopping you from trying either, especially stunprods (likewise, from experience, heads of staff almost never catch flak for using a prod in a defensive/throw out hooligans manner..especially if they don't run around like a derp with it out all the time). Security has multiple weapons for a reason; the taser is meant only to temporarily disable before applying a stun baton (and at close range the stun on the taser is still long enough to arrest someone); if someone is having trouble walking out of the cell without the person bolting up, then they need to adjust their SoP of the order in which they process prisoners or utilize their baton if they're that worried about the prisoner being feisty. You can stunlock, but only a single target; ALL stun weapons are effective "murderbone" weapons; up to and including the old flash--the difference is the telebaton allows the head of staff to deal effectively with a single person (and very effectively in conjunction with new flash) while not allowing him to take on hoards of people by himself as with the older flash (and yes, I realize the bulb would burn out, but a few flashes in short order wouldn't come anywhere close to this).
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As it was originally conceived, the telebaton was a robust no-cooldown "I win in every situation" combat weapon; it stunned you for a short, random duration, but had no cooldown--additionally, when set on harm, it would do a whopping 15 base damage and still stun them. The nerf shifted it more towards a defensive weapon that you could utilize to run away (or stun-lock a single individual); you have a choice--either to stun someone and do no damage, or harm-baton them for a decently robust 10 damage. People could have been (and did) just as much of jerks with the previous flash than the current telebaton; only difference is now Head of Staff can't stunlock multiple groups of people for a 30+ seconds at a time. And the entire game isn't balanced around this--there's other factors involved, and when you give a job/class tools to deal specifically with one thing, it will have consequences in dealing with others (for example, upping their defensive capabilities for dealing with looters will invariably increase their combat effectiveness as a lone individual) They don't "have" to; again--they have the baton and flash--I'm pointing out that they do have another option if they want to lean back on if they so choose; expanding their base power (ie: returning flashes to their previous state) is an overall increase in power, which is not what I want; there's been a crap-ton of powercreep on Paradise in the past 6 months, from various features and requests; nerfs/changes/reworks like this help bring it back to a more sane level. The flash stuns them for 1 second and makes them drop what they're holding in their hands; the telebaton stuns them for 3 seconds--cablecuffing takes 3 seconds; the heads of staff are far from defenseless; they just can't go around flash-stunning an entire mob now--I'd also point out the telebaton goes through anything; unlike the flash, there's no defense against it other than to not get hit (on something that doesn't need to be recharged+can fit in your pocket). And again, if you want something that you feel is more "robust"; grab a disabler crate--they're a cheap, incredibly effective way of dealing with people at a safe distance---and all heads of staff have the security clearance to purchase them. Furthermore, the two Head of Staff who don't have access to quick melee knockout (CE and RD, namely, if you factor in CMO's hypospray and syringe gun), do have super super easy access to all the tools and equipment necessary to make a stun-prod, which carries a 5 ssecond stun on it.
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Still keeping an eye on things, but the hunter pounce is very likely going to get nerfed; hunters are the most egregious culprits of the mode at the moment due to them being the primary individuals to bring back people to infect.
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Flashes induces a state of confusion on the person you used it on; using the flash in an AoE applies the same effect but at reduced effectiveness levels; AoE flashing then running away is insanely effective, especially when you factor in how long the blind on flashes last now; good luck being able to do anything when your movement is scrambled AND you can't see anything. If you want something that is slightly more effective, I recommend ordering a pack of disablers from cargo; any head of staff can unlock them and they provide for an effective short-range method of stunning someone. These tools are meant to be used as a defensive means and have short stuns to prevent abusive situations where one staff member is capable of keeping a whole slew of people pinned to the ground, especially when its not their job's designation. Furthemore, Head of Staff are compensated in other ways that aid them both offensively and defensively; CE has his armor and no-slowdown no-slip mags; RD has his reactive telearmor, CMO has their hypospray and syringe gun, and Cap+HoP+Captain really don't need explanation (by virtue of their very very heavily armored+armed status).
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Just don't think this is necessary; again, you can see the total pressure in your status tab and you can examine a tank and it will buzz at you if you're low on oxygen---we don't need visual indicators for everything.
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Examine your oxygen tank; it'll beep and buzz and pitch a hissy fit when your O2 is about to run out; likewise, you can very easily see the total pressure and distribution pressure currently in your tank on your "status" tab.
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The hell; yeah, this definitely needs to be removed--I had absolutely NO idea this existed/was and apologize for this; I'm guessing this is something that just slipped through due to Xenos functioned for so long in the past (ie: player controlled) and the fact that Xeno rounds got axed about a month ago. Again very sorry; this should definitely not be a thing.
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I would remind everyone here that the purpose of Karma and the amount of Karma points has nothing nothing to do with how good/bad/strong/weak a race is and is meant to be tied with the difficulty in playing that race from a roleplay standpoint. Buffing/nerfing races based on how expensive they are or granting benefits to purchased karma races is selling power, and I absolutely will not stand for it.
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Absolutely not; SS13 is edgy enough as is---it doesn't need something that edgy in it, sorry =p
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Definitely better than the myriad of hardsuits that are currently around; I'll see what I can do.
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Incendiary grenades only work in confined spaces; flamethrowers are similar; both were conceived during a time when FEA was still alive and well and are still meant for an FEA system. Buffing them is problematic too as this just means one incendiary grenade will be able to light the entirety of central primary (and then some) on fire in a super short order; welcome to the lovely ZAS system we have =p
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I believe that normally is in your notes--and I think all engineers+CE are supposed to have that feature. I don't believe it exists here; I'd have to check out a number of places to see about it.
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You can deem new areas as part of the station, and therefore make things buildable there. You can also rename existing areas. Yes, the CE can rename his office to "Supreme Overlord's Office"
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Why do we need to have this non rp rev in rotation?
Fox McCloud replied to SpaceTimeNow's topic in Suggestions
You're right, and you know what RP-Rev ends up being? They parapen/ebow you and take you off into some corner in cablecuffs. "Join or die", and if you say no, they kill you. It's hardly "good" RP by any stretch and once converts reach ~15-20% of the crew a tipping point is hit becuase the uplinks completely and totally overpower anything the heads and sec could possibly throw at the revs. -
The sleeper's are technically machines, so it's probably best to keep them dense, in this particular case (especially since you can construct/deconstruct them). As for the beeping? Well; you'd have to run that one by Mel--not really sure how I feel about that, one way or another, but I do think it could get a might bit annoying.
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Make xenoflora a science subjob, and mutative fertilizer
Fox McCloud replied to Midaychi's topic in Suggestions
It's actually not; it's Bay's version; they designed the whole Xenoflora job+mechanics, so I deferred to their expertise on it. Toxins is the only thing that's my own design. -
It''s a neat little side benefit to being RD; plus if he wants to be a mega-ass he can yank out the default laser in it and upgrade it for even more pinpoint accuracy eye-burning (totally haven't done this or anything, I swear!) All heads of staff have token gear that compensates them for the huge risk of taking on the position--CE has his mags, blueprints, and RCD---HoP has armor, a lasergun, and armored hat---RD has his telearmor and laser pointer, etc.
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The larger problem is anyone can buy them; there's only supposed to be three on station: the RD's, and the two IAA's laserpointers. That said, anyone with $1000 (trivial) can purchase one and go around being an asshole with it.
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Why do we need to have this non rp rev in rotation?
Fox McCloud replied to SpaceTimeNow's topic in Suggestions
We did an RP round on Paradise....once. It was 10x worse than regular rev....revs got uplinks...and access to syndicate gear....it was awful--the revs won in about 15 minutes. In any event, yes, we could remove that, but this is just going to lead to a whole lot of frustration on the revs part--ie: people refusing conversion, etc. Rev always has been and always will be TDM.