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ID404NotFound

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Everything posted by ID404NotFound

  1. imagine objectives like "ensure there are no mechs" or "make sure research level for X never passes 5"
  2. 15u of a toxin are nothing compared to what being overloaded with genetic defects does to you
  3. this would be immensely overpowered, as you can turn someone into a blind deaf genetic monstrosity with one shot
  4. captain's suit is practically a hardsuit with how much bomb protection it has
  5. there are plenty of atmos players who would move back into the role if it offered some more complexity and things to do. Usually people who are interested in atmos learn it all, and then decide there's nothing left to do, since it's not very variable. edit: or they want to deal with atmos problems (fire/breaches) and find that engi/borg/drone cuck them
  6. I didnt even notice that the PR was already closed
  7. I had my objective and just wanted to leave, but got gunned down by blood thirsty LRP
  8. marriage in this game is like when kids marry their dolls.
  9. I agree with tetris. I am glad I can waste less by just adding here.
  10. Main thing is making a system that requires maintenance and care from atmos, less set n forget stuff, on top of trying to squeeze some variability with ventcrawlers, though it doesn't need to necessarily come into play often, as they need not be unstoppable
  11. But how does this help stopping people cutting pipes to stop ventcrawlers?
  12. If supply was same pressure as ambient room, that would mean in normal world situation that there is no airflow
  13. The problem then is balancing that destructive force of over pressure (or even under pressure for a waste loop that won't stop sucking). Explosions or sabotage purposely causing this would require a smoother way for atmos to identify and correct these issues.
  14. yeah, unwrenching a pipe to cause a ventcrawler to pop out, with the most negative effect just being the possible pressure release from the pipe smacking you back (which is avoidable) is something I wish could be reworked, so that messing with pipes was either dangerous, or had an effect that negated the gain of trying to block ventcrawlers via powerplay
  15. yeah, mainly wanted a new meter for atmos to handle, with some kind of reprocussions for not keeping it maintained. It's not entirely about making entry points for ventcrawlers (honestly was just thinking about minor ones like morph, and blob mice who are unfortunate to be right after a spiderling scare). The big issue is that it would involve changing how pressure in pipes work, how to check for these pressure problems and how to manifest them. It'd even be interesting if certain pipe junctions or spots get affected as well, either busting off in maints, or breaking elsewhere and exposing it from tile. Another meta thing I wish a new system could be used to adjust is that some people have had the idea that to counter vent crawlers, just unwrench pipes in key crossing points.
  16. It's definitely only in mind for cases where power players immediately weld literally every vent on station, which is a rare occurrence. Like I said, haven't thought too far on it, but wanted opinions
  17. I would like to see a system where if most of the station's vents are welded shut, the pressure in distribution builds up and starts to pop random vents to release pressure. A counter to this could be atmos paying attention to the conditions of the system and manually releasing pressure, or lowering pressure, etc. Or at least something that balances this. I haven't thought too far, but wanted to put the suggestion in.
  18. but what if I want to take a hostage with a fork knife?
  19. would be nice though to have a role that provides oversight over service departments, without being too micromanaging etc. HoP doesn't get into it usually because of lines or traitorism, and IAA are usually either disinterested as well, or dont understand how to enforce SOP, or no one cares what IAA say
  20. it'll be interesting when ants are added
  21. Can't tell if satire
  22. you can never properly rob a person, to the effect of pointing a weapon at them and saying "stick 'em up!". Most players here (especially regulars) will resist and attempt to disarm you, and attack you with zero fear. Hostage situations are also a bust, as the hostage will either do option A as described above, or security will rush you with no regard for the hostage, as there is no reason not to.
  23. here's a robust tactic Replaced mime. I would also rate scrying orb 5 out of 5, as being a ghost allows you to scout the station before you even arrive, and keep scouting things while you hide yourself in a locker.
  24. I wish the chain of command used in disarm intent would not break bones, cause bleeding, etc. I prefer brandishing it against ne'er do wells, rather than giving it to science.
  25. it seems like you want changes to be made for a bigger payoff, which doesn't translate to being more meaningful. Even if the BSA was easier to aim and use, it doesn't get used, and there's no payoff to building it anyway, since it's usually just "oh, we did it, it fired." Even DNA vault, in it's current state, after the time invested, it's not usually that the powers come into play for much, as it's too late to have impact, and if it was as overpowered as suggested, and rushed for, then there would be complaints from antagonists who were wrecked by super-crew. I do wish however, that there was more inter-departmental co-operative goals, despite people always having the complaints that others will not carry their own weight when it comes to this. My main issue is always with people wanting to subvert teamwork in favor of doing everything themselves, or making their own X, Y or Z.
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