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Fox McCloud

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Everything posted by Fox McCloud

  1. it's pointless to do this---trying to equate units to any real world measurement is...well, again, pointless, because there's no consistency--especially when you start factoring in syringes blood amount on a person, etc.
  2. Yup. Goon also has this; it's always fun to beat the shit out of the other virtual prisoners that are there, too.
  3. No one seems to enjoy them, no one likes dealing with them, and it's a pain in the ass when you get a sheet of paper thrown at you and you have a raging infection that requires full out surgery 30 minutes later. Thoughts/input/discussion on just plain removing germs/infections/rotting organs in their entirety? I've seen nothing but complaints about them and how much they suck---and they're, quite frankly, a teeny teeny portion of what medical does (and not even the fun aspect of medical, IMO). It also means that that brain you worked so hard to recover is suddenly not viable when you finally attempt to implant it back into a new body because "oh, it rotted, sorry, too late". From medical and non-medical players alike. Ya want to see them removed?
  4. 40% brute resist, can't be knocked down, instant-aggressive grabs, for not being able to wear glasses and having a token additional "weakness". Powergamer: The race.
  5. Actually, after looking into firing pins more, this isn't how it actually works; there ARE firing pins that are locked to having to be loyalty implanted, but they require diamonds and very very high combat tech to get. 99% of the time, it's just going to be regular firing pins that are available (sec starts off with 14--more can be ordered via cargo). It does negatively impact non-traitor antags, to a certain degree---as they can't just get a high level ID to unlock guns.
  6. No. This isn't even medical's domain. This is robotics domain; they're the ones that deal with mechanical changes to a person (and/or IPC repair). Yes, sometimes roboticists don't know/don't want to, so medical gets stuck with it, but there's a very specific reason why roboticists have a full surgery table and almost full surgery tools. Genetic powers aren't locked behind a lockbox, and those are objectively more powerful than the implants (which have some pretty nasty downsides if you get EMP'd). Which is stronger--a genetic power that makes you literally immune to all stuns or one that just reduces it?
  7. Yes, and they suffer the biggest downside in the game because of it, too.
  8. Blood sacrifice is already brokenly OP, as is; even if upgrading the machine actually makes things happen more, the blood sacrifice isn't going to be in that list--because it's meant to be rare and chancey to get--not a "press button, win" path to victory. R&D needs to get used to the concept and idea of not being able to necessarily build and construct every single item in the universe available to them--some things are meant to be rare or very difficult to get (like Phazons)---the concept of there being a "max" science is something people need to shake off (and is now gone). Mechs have teleporters you can build for them if you can hit tech level 10 bluespace. Just because that's a thing doesn't mean there necessarily needs to be a "press button, receive victory" path to get them.
  9. Couldn't have said it better, myself.
  10. Fox McCloud

    no

    Silly---QM has a pet--multiple on a lot of shifts, even. They're called "cargo techs".
  11. Markolie refactored emags about a year ago they're plain old unlimited use.
  12. While I think the prize vendor is a great idea, I personally find it frustrating that the, mostly aesthetic, prizes that I can earn are pretty much gated by science doing their job (or not). This is particularly frustrating during slow/low pop shifts when you just want some minor goal to go for, but are incapable of doing so because science is nowhere to be found.
  13. They're shock proof---their simens_coefficient var is set to 0....as David demonstrated.
  14. Not even remotely. There's hardly any skill to surgery at the moment; it's still a pre-defined set path to follow; the fact that you can branch off and perform multiple steps at once doesn't make you more skilled, it just makes your more knowledgeable. Ultimately with the old system vs the new, there's really only one major difference of something that's impacted: time--with the new system, you'll likely be spending more time doing a surgery, but it won't be any less "skillful" than it currently is.
  15. I just want to say, that playing on people's metasenses is possible, but more difficult than you think. To date I still say the single best nuke op mission was when a nuke op team (I admit I'm biased here, as I was a borg for said team) pulled one over the crew's eyes really badly. We snuck into telecomms and, right before we disabled it, had the pAI said "is that a blue APC?"--instantly we cut telecomms. After this we waited about 5 minutes then teleported to the teleporter room---we roleld on up to the bridge, shot the captain, pulled him back and got the disk. After this we set the nuke and just waited until there was 20 seconds left---then we ditched out of there using the teleporter---the nuke then blew and the nukies got major victory. OOC was filled with confusion thinking that, somehow, it was nukies during malf AI. As I said--it's VERY possible, but it's a lot harder to pull off than you think it is and it usually requires lots of conditions to line up properly and for execution to be 100% ---if there's even 1% off, players will notice that the pattern doesn't match and ignore it.
  16. Best analogy I can give is this: Imagine you're going to wire a new room in your home that was just recently added. Everything in your house, electrically, is completely fine and there's not generally been any major problems aside from a few little quirky behaviors here and there. When you go to open your electrical box, however, you're greeted with a huge mess of balled up wires and a tangle mess that looks something like this: It works, yes, but making additional changes to it is next to impossible and incredibly time consuming, not to mention it may veryyy easily mess up the existing electrical things in your home. That's what current surgery code is--it works, yes, and it even may have a single positive feature tied to it, but in terms of the backend? It's completely unworkable for future additions and changes.
  17. I'll try to explain this in a non-coder friendly way. Simply put, the way Bay wrote their surgeries is that while it allows for changing steps, mid way through a surgery, it makes it incredibly difficult for coders to add in new surgeries or new surgery steps if we wanted to add in a new surgery. The reason for this is how it's internally coded and handled--it works, but it's incredibly messy, and for a codebase that's forward-looking and game-mechanics oriented (like Paradise), this is problematic. On Bay, it's not a big deal; they rarely do incremental changes to systems or add in new game mechanics as they're more RP oriented and their dev cycles are very long (this isn't do say tehy don't ever make new features; they just tend to do them in batches when they rework large systems---they don't generally make very many little tweaks or game mechanics additions along the way). What this means for you as a player is that while you may have to spend a little extra time doing a single surgery, it means we can far more easily add way more surgeries in a short amount of time---and better yet? We can far more easily adjust individual surgeries to be easier/harder. For example, if players are finding it's taking way too long to do surgery with the "linear" method, we can far more easily reduce the amount of time a step takes for a surgery--thereby while you may be doing more surgeries, the surgeries themselves wouldn't take as long, therefore the amount of time spent on a patient is roughly the same. One thing I want to make clear is that this does not eliminate doing surgery on multiple body parts at once. You can do surgery on their chest and their leg at the same time without issue (and under this "linear" system this wont' break...unlike current surgery)---this only prevents you from doing an organ repair surgery, then transitioning into bone repair mid surgery. As a long time RD and CMO player, I can understand the frustration to a certain degree---but the chance to get even more surgeries with even better game mechanics, far outweighs transitioning one surgery into another.
  18. Freedom Ops isn't an official thing; it's just something an admin decides to do by giving the operatives a custom space suit.
  19. As if death needs to be even more trivial on Paradise than it already is.
  20. It's just a matter of finding someone who cares enough, and, more importantly, has enough time to do so.
  21. But as faras I'm aware, Kidan's innate armor was removed wasn't it? Or at least lowered dramatically? I was nearly positive I remembered that being one of the first things to go when a lot of the old racial stuff went out the window, like Slime's being able to vent crawl, Vox Leap, all that noise. If it HAS been removed then... well the no glasses thing is kind of overboard for claws (Something Tajaran/Vulpkanin have.) If it's still there, then..... welp. They have built in 20% brute resistance.
  22. Did you actually try rotating the assembly before attaching it to the grenade. This isn't a tripwire assembly, it's an infrared assembly.
  23. Kidan have a single weakness; they can't wear eyewear. If they could wear eyewear, they'd be completely, totally, and utterly overpowered. Kidan weren't allowed to have glasses for balance reasons, not because people were unwilling to make sprites for them. Grey def need better glasses sprites, eventually.
  24. >Is the path to get the super OP adrenaline implants >>claims that this isn't overpowered
  25. There's really no reason to remove it. It sitting there doesn't harm anything---likewise it doesn't typically impact anyone not in the room (barring relics, of course); if you use it and get hurt, that's on you---you're the one who decided to engage in using a risky piece of machinery to begin with--if you don't want to utilize or experiment with it, then you're not obliged to. it having to be built every round also means that relics are likely to almost never be used again. It's not "useless" it's one of the most overpowered pieces of machinery science has, but no one uses it, no one wants to learn how to use it, and no one wants to entertain the risks associated with it---so most rounds, it just sits (minus relics). Also, Telescience being back on the station is not going to happen. It's overpowered as hell, and it's only "fun" for the telescientists stealing everything that's not bolted down.
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