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Fox McCloud

Retired Admins
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Everything posted by Fox McCloud

  1. immediately makes it irrelevant because the only time it ever gets out of the room is to board the adminbus (for good reason because as far as I know it's a 1hk that gibs the target) The syndi toolbox is monstrous though, you can easily wreck someone hardcore with it It's the Toolbox of Robustness---which was an early gimmick of mine that I made---just some toolbox with retardedly high brute damage on it---like 99999 or something--you can even throw it at people for the same effect.
  2. The larger problem with projectile based weapons is that they're very difficult to balance. The reason for this is that you can carry around a lot more ammo for them than a a taser can, so you have to really fiddle with the values for how much stamina damage they deal to compensate for this---even then, you're still dealing with a gun that will likely have more than twice the shots before it depletes, in comparison to a taser (I don't mean before you reload, I mean what that person is willing to carry). I've always been a fan of the idea of giving security access to a ballistic pistol that's balanced against the taser, but I can't stress, enough, how incredibly difficult that will be to balance---which is a big part of why I haven't bothered.
  3. Delving closer to Goon-style grabs is only going to make everyone HYPER paranoid of each other---hardly something worth encouraging on a more RP oriented server--not to mention it's overpowered as hell. Grabbing, as Spaceman said, is already really powerful, if you know what you're doing---you can instantly get an aggressive grab on someone----they shouldn't have to engage in an epic battle of click spam just to escape a basic grab.
  4. and have people carry a hundred lasermags on them? No thanks. We had this, that's exactly what happened--a player would carry a screwdriver, their standard lasergun, and a bunch of superior capacity cells. This is the one defining thing between laser guns and projectiles. Laserguns can be recharged, unlimited amount of times, but it requires time and an inconvenience to do so. Projectiles have limited ammo, but it's easy to carry a lot of that ammo on you. The latter is far more favorable in a combat scenario, since you can fire with impunity, in most situations, since ammo is small and you can just jam another clip in as soon as the first one depletes. Also, our energy weapons don't even remotely support handling of magazines.
  5. Except, it does. Hypothetically, it's possible to come close to not having a single spot of blood or cleanable material on the station as janitor---insanely difficult, but possible. With dirt, it's literally impossible---you can never have a perfect or near-perfect metric.
  6. Organ damage isn't unique; it's just brute damage on organs. Bones breaking isn't random; it's very much a distinctive threshold for each part.
  7. It's hardly a balance change when having the null rod at any position on your person, up to and including surgically implanted will grant you immunity to most cult things
  8. This is actually a problem for them; they usually spend the majority of their time cleaning dirt and not the actual visible messes/blood because of how many dirty tiles there are and their incessant accumulation. As I said; it's literally impossible to keep up with, especially when you factor in any area that has movement will have dirt----this includes areas the janitor is never going to even remotely be privileged to have access too, even on a good day. "um, excuse me, could I please be allowed into the AI upload/captain's office/etc to clean up the dirt".
  9. The null rod has never needed to be "wielded" to protect the person who has it---just having it anywhere on their person (including having it implanted into them) is going to grant them immunity to cult-related things--it's always been this way.
  10. Then you've got a bug report to deal with, as noted in the other thread. Or maybe you're just mistaken. The null rod grants full immunity to a number of cult effects by merely having it on your person (backpack/pocket/suit/implanted/hands/etc. It doesn't matter); the way the code is written, there's very little ways this could break; if it's not of them, then the proc goes through with what it's supposed to do--it's a very simple pass/fail check.
  11. It literally makes the janitors job impossible; it's difficult enough to keep up with the mess of blood, ash, gibs, vomit, and other similar messes---dirty floors are literally impossible to keep up with, since it occurs in every single area of the station, up to, and including maintenance. The "number of messes on the station" metric is thereby a useless barometer of how well the janitor did his job because there will always be hundreds upon hundreds of messes on station, thanks to the dirt. Not only that, but from a realism standpoint--where is the dirt coming from. Yes, you may track in dirt, for each person that arrives, but the station floors aren't going to turn into an awful mess by the few little particles of dust tracked in by people who arrive---there's simply no dirt around, on a space station, to begin with.
  12. Crusader armor doesn't even grant cult immunity. lol.
  13. the code for this borders on nightmarish.
  14. Genetics being a karma job isn't going to happen.
  15. Yeah, no. If they're in the morgue and they haven't been cloned, it's fair to borg them and not suffer murder charges. People may despise being borged, but if you're lying dead in the morgue, uncloned, and you happen to be borged instead of cloned, then, as Neca said, that's nowhere near murder. You can't commit murder on something that's already dead.
  16. Dumb -1
  17. Not a fan, really; this is just going to end up being as snowflaky as the help-intent PR is. Adding stamina/silence to disarms is a bit much---disarm is already generally considered the best overall intent for combat due to its potential to disarm the other person and/or knock them down completely.
  18. Very nice; this is pretty much how I pictured both of them. Have you seen their ears? They're pretty ridiculous in real life, too =p
  19. We don't; I take issue with the argument though that they were somehow intentionally designed to be a particular speed, specifically to deal with carp/evade nuke ops/etc when they were a feature implemented on VG specifically to copy Goon's pods.
  20. Yup. With the way movement speed works in SS13, there's not too many levers to work with--this isn't like traditional games you're used to where you can increased speed by a percentage...thus, effectively having an infinite variety of different speeds---we have to use solid numbers, and the difference between those numbers is huge. For example, even one speed level faster than current, and the pods travels at the same speed as projectiles, which puts them solidly back into the line of "can never be caught/shot at/can juke simple mobs/etc for days). Also, please don't go with the argument of "space pods were always meant to be that fast". Space Pods are a Goon thing---and their speed is roughly the same as someone with a jetpack.
  21. As if they have enough respect to not unwrech one of the hundreds of pipes in maintenance (without negative consequences to themselves or the station 99% of the time when they do so). We've wanted to implement this for a long time---buttt our pipes still need a bit of work to go before we implement this. It's not that we don't think it's a bad idea, it's a matter of having the proper gears in place, first.
  22. I'm saying that if we increase the amount of karma you can give out, the the cost of karma unlockables must increase if we're wanting the investment to be the same and the amount of jobs/species at a (relatively) particular level. That said, this will have a negative impact (just like real life inflation) on the karma "savers"; since all the karma cost have doubled, they've now lost half the "value" of their karma, effectively (we could hypothetically double the amount of karma each player currently has, to compensate though, hypothetically).
  23. there is 440 karma worth of unlocks currently available, why would you need to increase the cost when the average player probably doesn't even on average get 1 karma every 2 rounds? I like to think I'm a regular here and I've only ever been able to spend 75 in the past 6ish months. It's simple, really...by giving the ability to spend 2 karma per round, as opposed to one, you're effectively doubling the amount of karma in circulation. It doesn't work out to that, exactly, as some people never spend karma, etc---but on the whole, overall, the amount of karma given out is effectively double. This means that the effective time to unlock karma-thing is now halved as it's much easier to get karma...no longer do you have to be the defining standout of a round to earn karma for a round; just second place will do.
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