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Posts
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Everything posted by Spacemanspark
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Nobody uses exile implants honestly
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Reach the highest number without an admin posting
Spacemanspark replied to Mrs Dobbins's topic in Civilian's Days
Five doesn't match up to infinity -
You cannot run from the truth about yourself
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Reach the highest number without an admin posting
Spacemanspark replied to Mrs Dobbins's topic in Civilian's Days
no -
Scientists have access to every part of their department sans Robotics. RnD, which can be maxed out really early on, can certainly be a major support tool for a person that wants to go crazy. Toxins, again... who openly runs around with a bomb in hand? It's easy to conceal, and very deadly. Annnd you're still glossing over xenobiology and scichem. Robotics, especially early on... really only needs a Ripley (hell, even an Odysseus is amazing in the right circumstances) to do crazy stuff. Not to mention IRCs they can get after mining brings in their first haul most rounds, implants they can make and install fairly easily... Mining isn't really out there. Again, I have no issues with proper SoP regarding what they can do on station, but I think you're making a big deal over nothing. A mechanical nerf isn't necessary to most of these items.
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Science doesn't get in trouble for carrying most items unless they're blatantly using it maliciously, which can be said the same for miners using their items. I don't think you really know what you're talking about.
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Who in their right mind walks around with a maxcap in hand lmfao And that's also glossing over scichem, which can easily fill a spray bottle with lube or other chemicals and go to town. Or xenobiology, for that matter. My point stands. Science has much easier access to far more deadly equipment much earlier in than mining. Regardless, I'm fine with SoP changes to miners carrying around weapons they find... but not game mechanic changes. Mining itself doesn't need a nerf in my eyes.
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Science can and does do way worse with much less effort. Scichem and toxins alone is horrific in the right hands. If people are hunting for antagonists before any are known, admin help it. We'll deal with it.
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Most, if not all, of those 'valid' antagonists are being chased by the rest of the crew as well. Miners having gear that enables them to do so effectively that they earned isn't a big deal. The mechanic is meant to build and repair pods, nothing more or less.
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Step 2: step into the fridge
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Eh, perhaps, although I don't know a feasible way to accomplish that without horrendously snowflaking the code.
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Well you're a nerd so ha
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You should probably make your own updated thread, rather than necroing one from 2015 that most won't look at.
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You know that thing where you spray mist or water over laser beams to reveal their positions? Imagine that but with an invisible grey instead. Muahahahaha
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Secborgs are just fine as is, with pros and cons that come with the territory. They sure as heck don't need lethals by default.
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I'm rebanning all of you
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I'm fine with enabling engi borgs to pick up more things, but I don't think they should be able to pick up energy guns or beakers. In addition, the one item limit is fine as is (they don't have inventories for a reason).
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Mechs are meant to be a powerful opposing force to deal with. The answer is to zerg rush them, or simply not approach them.
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The Karma System's Flaws and Possible Solutions
Spacemanspark replied to Swirlby's topic in Suggestions
I had to make a suggestion to disable the ability to receive karma a few months ago (which has been implemented!) because at the time I started playing a new character named ANGELICA, who was quite literally racking up karma like crazy from random players... about thirty or so within the span of a few days. Karma I didn't need or want, although it was quite uplifting to see so many people enjoying the character. Perhaps I'm one of a few, but I've never had issues getting karma. I unlocked everything in the shop years ago before even becoming an admin, and have a rather hefty surplus. I'm not saying the system is perfect nor do I intend to brag; I can see many players do struggle to gain karma... but I don't quite feel the problem is as bad as its made out to be. Minor tweaks and changes to the system overall would be beneficial, but I don't support a full rework. -
Randomize character when rolling antag (optional preference)
Spacemanspark replied to Alriac's topic in Suggestions
While I'd like this, I'd also like the option to selectively choose which characters can be what antags, rather than have it be a global preference. -
Into a plasma fire while unprotected, sure.
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I don't mind this, I think it could be quite useful and interesting, in contrast.
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My notes are wonderful
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We've had this talk a few more times since then. While I might not have given my reasoning for wanting it at the time, several other players and staff expressed their distaste for it, and have since. I'm inclined to agree with them now, four years later.