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Everything posted by SkeletalElite
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Reyn's Various Antag Guides, Possibly Unprofessional
SkeletalElite replied to ReynTheLord's topic in Guides
Get an upload and hacked AI module, and use it to give the AI joke laws. "You must state that your laws have been updated once every 5 minutes, but do not state your laws or hint at their contents." -
Make it so zip ties come in "bundles" that are just stacks of zip ties. So one inventory space of zip ties can be like 5 zip ties. This makes zip ties an effective tool for detaining multiple people at the downside of being quicker to escape from than handcuffs and being non reusable.
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I think it would be nice if these got some new sprites, as they are currently, they're kind of ugly and I think they could be made to look a lot cooler.
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I don't think sec records should be emaggable because when people delete the records its annoying as fuck Medical records, sure why not
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Disable Resisting when cuffed or stunned.
SkeletalElite replied to SkeletalElite's topic in Suggestions
So to fix this would mean stun and grab code would have to be refactored then, basically? -
Right now there just isn't a whole lot of reason to build anything that isn't the DNA vault, and the DNA vault also happens to be the hardest to build out of all them, so I just think there should be more incentive to build them really, like making the payoff something worth getting. If the BSA is really a problem then, there could be a fire delay with a sound that is played at the fire location so that anyone on the other side gets a warning to get out of the way and that would still be less powerful than just using telesci to teleport explosives onto your target. The DNA vault, while it's effect would be more powerful is not limited to just security as a DNA vault is pretty much exclusively built in public places and the antagonists can benefit from it too.
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Disable Resisting when cuffed or stunned.
SkeletalElite replied to SkeletalElite's topic in Suggestions
You can't strange them, this is the point. You can't grab them because they can resist out of strangles and grabs even if stunned or cuffed -
Disable Resisting when cuffed or stunned.
SkeletalElite replied to SkeletalElite's topic in Suggestions
STunned people are still able to resist out of grabs, even if you cult rune or stun prod someone if they spam resist they cannot be tabled. -
If cuffed or stunned, you should not be able to resist because it results in some cheesy stuff. For example, cultists being completely unable to push you onto a table because youre spamming resist even though you're stunned or cuffed. Any time I encounter someone doing this when Im a cultist I just kill them and shard them instead (and then they regret doing it.) Other things too like changelings being unable to absorb someone theyve cuffed and removed the headset of without killing them(or critting), which is loud. Plus it just doesn't make sense. If you've been affected by something which makes you literally unable to use your hands or move and fall over on the ground, or you're cuffed which makes you unable to resist being dragged around in anyway except attempting to escape the cuffs, why are you able to stop someone from getting a tight grip on you.
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The best part about it is that while the change is pretty controversial on TG, I think it fits perfectly here. One of the major complaints is that disarming is the main defense against mass murderboning but thats frowned up/ generally against the rules in most scenarios here anyways.
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This is the PR I'm referring to: https://github.com/tgstation/tgstation/pull/42958 No more RNG disarming. If you want to stun someone with disarms you have to push them into a wall or table. This also make's disarm intent more of a defensive tool than an offensive tool, so it discourages valid hunting.
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I think the maintenance thing isn't that bad of a concept Making cloner require maintenance could help too. Won't really negatively impact balance but makes the cloner a more interesting mechanic. A badly maintained cloner would be less effective while a well maintained cloner could perhaps get a bonus to its clone speeds.
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Take it from a person who's primary character is a vox Without cloning, if you die, you're dead for good MOST of the time, even when they get your corpse back to medbay. Additionally, everyone who says to remove cloning does not consider the balance impact for antags. Without cloning, medbay is simply not equipped to deal with a crisis.
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That is very highly dependent on the competence of the antags. A good wizard would rule the station without round start cloning. The reason things like cluwne spell and disintergrate are good spells is they are almost always a guranteed removal, excluding brain transplants on disintegrate. Without cloning, I'd argue that rod form is actually even stronger than disintegrate. It's an instant kill with movement ability and the potential to get more than one kill, especially in maint tunnels. With xenos, they gib so whatever. On terror spiders without cloning, even an infestation that gets shut down relatively quickly is going to slow medbay to a halt. If the terror spiders are successful, med bay is going to get slaughtered pretty early on so that doesn't really matter that much. I think it impacts good changelings and traitors the most, if I'm honest. Right now, it is extremely powerful to just rush objectives, murder all that try and stop you with a powerful weapon or item and this only makes that worse, since the more security that the person kills the easier their job gets. The time investment required to revive someone without cloning is so significant, that any antag using murder rushing objectives as their strategy, will have their objectives long done before medbay can even start to catch up with their corpses, especially a good hijacker, since the corpse pile isn't limited to just those that tried to stop the antag.
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You underestimate the incompetence of malpractice bay. Removing cloners from round start would result in a VERY full morgue until the cloners are built. Not to mention lots of very unhappy dead people. It would be antag paradise too, since the chances of security actually being revived after you kill them would become very slim.
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The consturcts that people become when they click gods as a ghost or get to close to the gods as a living. They have access to paralysing smoke and can smash walls but beyond that they're pitiful. The round is over give them some actual murder power. On TG the constructs that happen post god summon have extremely high decap and stun chances and murder you in just a few hits. Additionally they are able to track the nearest non culted person and then after finding them can switch their tracker to point them to the god so they know where to take the corpse. In addition to that they can literally just move through cult walls. At the very least give the constructs some actually damage so they can kill things, make them feel actually powerful.
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The person coding this hasn't posted anything since december 2017 it seems, so dont get your hopes up
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Add a slight mechanical effect to it. It can be relatively insignificant, but it would be cool. Like make there be a slight delay on cult conversion and shadowling conversions. Not the same as a mindshield but just a small amount. Like when a cult uses an englightenment rune on someone with a blessing it should give flavor text along the lines of "the blessing of [deity] shields them, and will take (5?) seconds to overpower." Relatively insignificant, but just stops like tabling, which everyone hates anyways. Shadowling could be similar to how they interact with a mindshield but it wont take nearly as long to remove as a mind shield does. Like (5?) seconds. Numbers subject to change, the main idea is for it to be a bit of flavor rather than something that makes a difference.
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I'd like to add on to your beginning point regarding interesting mechanics and boring mechanics, that for the dead or injured person, it doesn't matter whether the mechanic is good or bad, it's still boring, so doing things that increase the time it take to heal a patient, negatively impacts the people actually getting healed in med bay by making it take longer before they can get back to actually playing the game. So generally any change that increases the amount of time anyone person spends in the med bay is going to be perceived negative by most of the community. This is why increasing cloning time is bad. Doctor doesn't give a shit, doesnt affect them. The person who's dead now has to wait longer to get back in the game though. It intended to make doctors use more fun mechanics but the doctor is not at all pushed to do anything but clone, they just fuck off and do something else while they wait on the cloner as they have always done. If anything, it pushes doctors to just build more cloners to increase their efficiency. For the same reason, cryo nerfs are also bad. For the most part, cryo only healed external damage, and didn't really do anything to organs unless you included mito in the mix, but if the chemist has mito in the mix they probably have it in the fridge too, so that doesn't really matter. By making this worse, everyone who goes into medbay just to get external damage treated now goes from being able to just fix themself in the cryo really quickly, to now occupying doctors time and making medbay an inefficient mess because there's 6 people waiting for their 20 burn damage from hacking a door healed but still the same amount of critical patients who need immediate medical attention or else they're doing to die.
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New crit is terrible and unfun for literally everyone involved. I can't forsee myself playing the server much in the future if it were to stay.
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BSA- make able to be aimed like telesci, using math, additionally allow a few different settings for explosion size and maybe a non lethal mode. Perhaps there could also be a button to enable AI control which allow AI to target an area with it by just clicking the tile, however there will be a delay before it fires to "calculate" the trajectory. DNA Vault- Choose a bundle of themed powers. Like "ascended mind" could have a set of powers like xray, TK, and mind speaking. "Enhanced Body" could encompass of a variety of movement abilitys like no encumberance, speed boost, and leap. Greater Mobility could enhance your range of traversable habitats by giving your heat proof, cold proof, no breath, shock proof. There could be a stealth based one that gives, cloak of shadows, night vision, chameleon, and make you untraceable via cameras. Possibly others Im not thinking of, you only get to pick one. Station Shield- I have no idea, this thing is just as useless as it gets.
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Another SS13 server
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On TG jobs have paychecks too So jobs like chaplain and clown still get money, just usually from their pay cheks. I also so a screenshot of TG where the clown put a card swipe thing that charged you money in the bar that was the clown charity fund, dont know how it worked out but thought it was funny.
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Yeah slot machines would obviously be adjusted, no more fuck ton of money grand prize and make it so that the odds mean that youll lose more money than gain it on average.