-
Posts
5,403 -
Joined
-
Last visited
-
Days Won
59
Everything posted by Spacemanspark
-
Antag tests in general are fairly poor form. I can't necessarily come up with a better method of deconversion, but something that would make security hold off from doing such unless they have actual evidence of cult activity would be lovely.
-
HA Bet that gave you a heart attack @AffectedArc07
-
We don't have loyalty implants. No reason to really remove the mindshield the captain has. And don't get me wrong, the concept is interesting... I'm merely telling you how it usually plays out.
-
Few things here; Mindshield implant != loyalty implant. Mindshield implants only prevent brainwashing, nothing more. Secondly, this is worryingly similar to an entire gamemode we gutted out of the code called Mutiny. It worked almost exactly like what you've just described. I won't sugarcoat it... it never ended well. It often ended like revolution rounds, team deathmatch.
-
I could have sworn... Hrm. Yeah, I'd definitely be down for this.
-
...Doesnt holy water cause brain damage or something already? Not that I oppose this necessarily, but it was my impression that there were side effects already.
-
I'm surprised someone managed to make a table that suits her size
-
The ghetto 1$ pringles you bought at best buy don't count
-
Bryan I'm taking your pringles This isn't a question but you should know
-
Greentext for Karma and more non-antag objectif
Spacemanspark replied to Lalchi's topic in Suggestions
It used to give a popup actually, but with a preference that almost everyone set to 'off', as it prevented you from moving for a few seconds--and on an area like the escape shuttle that's a bad idea. -
Greentext for Karma and more non-antag objectif
Spacemanspark replied to Lalchi's topic in Suggestions
The issue with this is that it introduces karma farming. Even if we try to come up with some ridiculously difficult requirements, people will inevitably find ways to simplify/ exploit it. That's less of a call out against the playerbase and more a mention of natural human behavior, mind. I'm addition, this might increase motivation to do one's job ingame, but it doesn't increase motivation to roleplay whatsoever. If anything, I worry it would lower standards even further as players merely focus on getting them karma points via any means possible. The karma system is undeniably flawed, but there isn't any easy way to rectify it. 'Remove it' isn't a viable option unless we don't mind brand new players joining as Bobby Jones the vox constantly. There have been many, many, MANY suggestions on how to fix the problem over the last six or so years I've been here, including variations of this very idea. However, all of them have failed to come up with a system that will take a step forward without being shoved four steps back. -
Reach the highest number without an admin posting
Spacemanspark replied to Mrs Dobbins's topic in Civilian's Days
None Arc counts and you are all banned -
Male/Female option for syndicate lavaland base mob spawner
Spacemanspark replied to Pyrodes's topic in Suggestions
it already does that -
Goodbye Spessmen, and Thank You.
Spacemanspark replied to Trololiver112's topic in General Discussion
Get the fuck back here you littl- :^( -
Male/Female option for syndicate lavaland base mob spawner
Spacemanspark replied to Pyrodes's topic in Suggestions
I don't think genders will cause many more problems, honestly. Would be nice to see it added. -
Just wait until he sees his first EMP oh boy
-
Did you know that you can turn deja into a mailbox if you remove one of her antenna and stick it back onto her forehead?
-
It would appear that I cannot read. RIP. Still, wouldn't be a poor idea to properly implement imo
-
...So I was planning on bumping this as I still find it an issue, but... https://github.com/ParadiseSS13/Paradise/pull/1971 was merged, and I don't see anything suggesting it was reverted. What the.
-
-Cargo used to be massive. -Atmos used to be explosive. Breaches would cause you to be violently sucked towards them. -There used to be two additional jobs, known as NT recruiter and Customs Officer. The first was in an office near arrivals, and was meant to try and hire civilians on station. The second was basically Papers Please, with an xray machine that everyone jumped through to skip the line and get irradiated. -You used to be able to knock off people's headwear with disarm mode. In addition, disarm intent didn't push people over. -You used to have to pull someone into an aggressive grab before you could handcuff them. -There was once only a single gateway mission, and it was custom made for Paradise; a giant snow covered planet where the clowns and mimes had a giant war on. -The gateway was located right next to arrivals, and allowed anybody to access it. -RnD used to be able to make something called 'power armor', which was an overpowered spacesuit that, when powered with a cell, offered heavy damage protection (more than most other things in the game) and meth-like speed. -On the note of RnD, lockboxes were once not a thing. Just think about that for a bit. -Telescience used to be a sub-department science had. -The maintenance area north of botany and the library used to be a massive disco room.
-
I'm probably going to drink coffee until my teeth rot from it. However, like said, I certainly can skips days of ingesting it and be just fine However, it's not realism that I care so much about. Realism doesn't always make good gameplay, nor does consistency. Things like coffee and tea should not be addicting like they currently are. It actively hinders small character quirks--for example, I have a human character that starts out every shift with a cup of coffee. With this system in place, that one cup ends up forcing them to drink coffee for a good long while or pester medbay to fix the issue--neither of which really make any sense or add anything interesting.
-
I'm reviving this, mostly because I've been seeing a bajillion recent statements that people are getting addicted to coffee and tea now.
-
Cybernetics would be neat to have as a more common thing, but they need to be tweaked in many ways before something like that could be done.
-
Ticket machine needs Hop line removed for it to work!
Spacemanspark replied to henri215's topic in Suggestions
Tbh, not a bad idea.