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Jared12100

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Everything posted by Jared12100

  1. Basically, Minor buffs and nerfs to each race besides Humans since Humans are the base we're building off of. Note: Most race mechanics are coming from the wiki so if they are outdated I'm sorry. Also everything written is what I think the race SHOULD have, which is MOST of what they already have. Tajaran: Pros: Have claws, minor cold resistance, far better vision in the dark Cons: minor heat damage penalty, Vulnerable to bright lights: Flashes last longer and welding damage is higher, get called a variety of animal based names IC and OOC if you play them. Unathi: Pros: Heat resistance, claws Cons: Cold damage penalty, it should take longer for unathi to heat back up from being cold Skrell: There should PROBABLY be a change, but I can't think of any. they aren't broken at least. Slime people: Pros: Don't breath, have water for blood (which is useful regarding vampires), have no internal organs besides their brain, can regrow lost limbs, minor heat resistance, Vent crawl when naked Cons: Large cold damage penalty, cannot be cloned, vulnerable to electric shock (being made of water and all) Vox: Pros: highly resistant to the void of space (thus no longer complete immunity), claws, high cold resistance, cons: cannot be cloned, breath nitrogen and die from O2, speakings like this yaya (arguable con?), minor heat damage penalty (fried chicken, anyone?) Grey: No change. Diona: Pros: Punch harder then other races, have no blood, are immune to the void of space, Healed by radiation, feel no pain, heal in the light cons: move extremely slow, require light to survive, high heat damage penalty, die from plant b gone, higher chance to mutate then other species. Machine People: Pros: immune to pain, immune to toxin damage, do not breath, welding safe eyes, are healed via welders and cable, minor resistance to brute and burn damage (you ever punch metal?) cons: EMPs are an extreme danger that most of the time will insta-kill an IPC, limbs are far easier to detach compared to other species, lower overall health pool before death (about 150 where others are at about 200) Kidan: Pros: claws, immune to radiation (in reference to cockroaches surviving nukes) cons: can't wear glasses, take toxin damage when exposed to pesticides (not insta kill like diona and plant b gone but a fair bit of toxin damage.) Plasmamen: No change. Vulpkanin: Pros: Claws, minor cold resistance, better hearing (can hear stuff from further away, foot steps from others in maint is louder, etc.) Cons: Heat damage penalty, hunger penalty (needing to eat more, in reference to dogs that eat non stop), vulnerable to noise (flashbangs, vampire screech, etc.), get called a variety of animal based names IC and OOC if you play them. Drask: No change. Exact numbers and such can be argued forever. I just wanted to share my general ideas for change. Especially with vulps and tajaran, who seem like just better humans at the cost of being called a catbeast/ dogbeast. I hope to hear your guy's thoughts on my ideas and #MakeParadiseGreatAgain
  2. I like what I see so far... Make the bar nice and fancy, I like the metastation club area so maybe use that as inspiration? Some people have said that because of the sheer size of the station getting around may be hard, which is true. Maybe add some kind of transportation system if possible? On the current station science sometimes builds a quantum teleporter setup that can take people to all the major areas of the station, but that seems TOO easy to get around, maybe a small public pod that can quickly jump to different parts of the station? Either way it's nice to see keep up the good work Twin.
  3. I see no major issue with the titles. IAAs are supposed to give legal advice to prsioners who request them, just like a lawyer or public defender, simply because they need to make sure space law and SoP was followed during said prisoners arrest and detainment which can easily become a main thing IAAs do simply because security is shit sometimes. For example: I had to defend a clown once because an officer arrested him for slipping people with banana's on the grounds that it was a workplace hazard, on code green. Obviously IAAs have more things to them then JUST that but still.
  4. Both in game and outta game you're never far away eh? Well if the gods weren't shitters then maybe. Honk.
  5. Basically the chaplain should be buffed I think. The easiest way I can think of is changes to the chaplain himself and holy water. Personally i think that TG has the right idea. So i'll link how the chaplain effects cults, wizards, and vampires there. https://tgstation13.org/wiki/Chaplain The gist of it is that holy water can stop jaunting, the chaplain is immune to most wizard magic, all cult magic, and in a 6 tile radius around him vampires and wizards can't cast any spells. of course you might think that makes the chaplain overpowered as shit. But this really only impacts a select few situations as well as makes the chaplain more useful beyond just "chaplain we need holy water okay bye" Also. The gamemode Devil from TG should be added too. It makes the librarian actually useful and the mode in general is good for RP. https://tgstation13.org/wiki/Devil
  6. This is gonna be really quick. But i just played a round of nuke ops... And the detectives rubber bullets can one shot down an operative. I don't think i need to explain the issue here. Please nerf rubber bullets, atleast against hardsuits and other armor.
  7. Yeah. That sounds even better then what i said, based on the points everyone else made.
  8. I disagree. While yeah only capital crimes merit a trial, the IAA's are supposed to act as lawyers as well. A sorta powerless magistrate
  9. Basically, security is under no obligation to listen to the IAA's unless the IAA reports a violation of SoP or something like that. The magistrate, a judge sent by NT, can only give sentences. I think a decent change to space law is that all capital crimes require a trial unless the accused can't be put on trial for safety reasons. This would give the IAA's and magistrate much more to do and make the IAA's life much more interesting. Especially since the IAA is almost entirely a RP based role.
  10. I think that antags shouldn't be given a free pass to murder everyone in sight. Other servers use a rule that: If you're an antag you can only kill your targets or security or anyone else REASONABLY. Meaning you cant just kill people for no reason I.E killing a witness. In terms of changelings they should only be able to kill up to the amount of DNA points they need for their objective and their targets, afterwards they need good reason. I'd also like to see a change to how Traitor and Double Agent work. Specifically. If the round is NOT double agent, Traitors shouldn't have to kill one another for their objectives. Even from a lore stance this makes no sense, in normal traitor the syndicate sends agents to ss13 to preform various tasks. why would they have their agents kill one another while also giving the ones they want killed objectives? It makes no sense. In double agent it does since there is treachery amongst the traitors. Changelings should be nerfed. Overall they are much more powerful when compared to similar antag types such as traitors. As such I think there should only be at most 3 changlings per round instead of the standard of about 8. Vampires, Traitors, Shadowlings, and Abductors all function, to some degree, in a similar matter. But changlings will almost always get away with what they do unless they are either really bad or really unlucky. All other antag types have some kind of weakness: Vampires have the chapel, space, and the chaplain. Traitors generally are easy to identify as they wont be able to kill their targets or steal and get away with it, plus they need items which can be found and used to prove they're traitors. Shadowlings are afraid of the light. Abductors normally dont kill people so its easy to know when they're around. But changlings, should they be suspected and change ID's perfectly and be in the clear in a snap. Combined with tools of killing that are a part of their body that can be used in public without anyone noticing such as cryosting. With so much at their disposal I think the changlings should be very few in number. OR you could implement a gigantic nerf to their abilites, maybe they dont PERFECTLY steal DNA, and chemicals shouldn't regen over time. Just an example. Personally I think that less changlings would be better. Wizards should no longer have disintegrate. That, or disintegrate should be nerfed in that it only works on people who are in critical condition or dead. Rather than being a free insta-kill. Overall I think my ideas are decent and fair. But if anyone has any input it would be great to hear. Jared12100 in game: Steven Phillips
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