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TrainTN

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Everything posted by TrainTN

  1. Speaking of dirty hands, I have this visual problem where if I get blood on my hands, washing them doesn't remove the blood from the sprite unless you put on and take off gloves. It's definitely irritating.
  2. I kind of agree with this. The more Heads of Staff you involve in the process, the harder it will be to get anything done. Also, no one is going to care about "written permission." They'll just debate it on the radio or in-person and decide that way. And who would the written permission be given to anyway? All the authorizing heads are already approving of it since they're the ones who would be organizing a rescue team in the first place, so who is the paperwork for?
  3. Fair enough, it can stay Captain-only. But it really needs an on/off button. As for being on-topic, I think at most the wiki page should have a list of locations with brief one-line summaries, and nothing more, to discourage powergaming. Though it would only discourage it in people who don't already know everything there is to know.
  4. It might take work, but the Gateway could have an on/off button that only a Head of Staff('s ID) can activate. As for people escaping the station through it, I'm against that idea on the principle that it lessens the drama. A space station is a good setting for action and suspense because it's a limited and isolated location that cannot be easily escaped. So, I would not approve of people fleeing the station through the Gateway and lessening their involvement in the round. That sounds boring to me and means less players interacting with each other in dynamic ways. Players should have to deal with the station's problems, be it handling them directly or helping each other. Hopping off the station entirely feels like cheating, and there's enough locations for that as-is, such as the mining outpost and engineering satellite. Plus, where's the fun in a dozen guys standing around on a beach while all the interesting stuff happens elsewhere?
  5. I don't like it. It does only seem like a Nuke Ops reskin to me. It sounds like it gives the Ops a chance for failure even after securing the disk, which doesn't sound fair to me since the major focal point of Nuke Ops is getting dat disk. Most of them will be dead by the time they do and if getting dat disk also means waiting longer for the biohazard to consume the station, that just means even more dead people waiting even longer for what's supposed to be a fast action-intense round getting dragged out. Just seems like it's "different" for the sake of being "different." And I don't think "lore" makes sense either. I think a nuke is a lot easier to make and contain than a dangerous uncontrollable biohazard like a Blob or Terror Spiders. We have thousands of nukes today, I think future space-tech would have even less of a problem pumping them out. Plus, the Syndicate doesn't need to be subtle so "Nanotrasen can't retaliate," it's already a shadowy cabal of many factions and organizations united by a hatred of NT, it's not just one group, it's many working in cooperation. It's hard to tell who does what when you're NT because everyone hates you so it could be any one of them. If the Syndicate wants a station destroyed, they'll do it in the most practical and overt way possible, i.e. a nuke. And space suits can already function like biosuits, can't they? No reason for them to wear something else in that case, as cool as the visual could be. Some other servers, tgstation for example, already give Ops a biohazard option in that they can buy and release dangerous and infectious diseases onto the station to weaken and distract the crew while they attack. If you want biological warfare, I'd say you should instead go for something like that, an option that is merely a means to an end.
  6. You're not wrong, but the game still colors it as overeating, and the nutrition meter still goes up to the "Fat" gray. So it doesn't feel like "I can eat everything I want!" The real important thing is that if people don't need to eat, they won't; and if people won't eat, whoever is playing the chef will have nothing to do because no one likes to RP with them like they do the bartender. Possibly because the chef always has limited ingredients unlike the bartender, so you can't always go up and ask for specific foods. Thinking about this has given me an idea for another suggestion: a new disability called "Fast Metabolism" that makes the nutrition meter drain at an increased rate. I know it's not what you normally think of when you hear "disability" but it mechanically would be: more likely to be impeded by hunger and thus necesitating more trips to the kitchen/snack machines, and the duration of food buffs would be decreased also because the consumed food would be burned off faster. I considered making a thread for it but it seemed small enough, and relevant, to put here.
  7. As I understand it, it's an implant that when remotely activated will release an implanted container of chemicals into the implantee's bloodstream. So you can dose them up on ether (or cyanide) and if they get out, just press the button and they'll keel over. Unless they got a buddy to surgically remove it first.
  8. Bread, pizzas, cakes, maybe pies too. I once accidentally put wirecutters in a pizza while trying to slice it with tools, since knives are hard to come by. It may be only one tool per food item as well.
  9. I like to play chef, and I agree it's essentially a roleplay role, but it's not pleasant to be invalidated by the virologist's efforts. Especially when RnD does upgrade the kitchen equipment so the chef can triple their output, but no one cares about eating it. Just because it's a roleplay role doesn't mean it's okay to discard it. I know that recently tgstation revamped virology's healing viruses to be more nuanced (injecting water heals burn damage, being hot heals brute damage, etc.) and it did remove both Weight Even and Weight Gain in doing so, so that food couldn't be rendered a 100% non-issue. I agreed with it there, and I'd agree with removing the weight symptoms here as well. After all, when you can just scrounge junk from the vending machines and Mr. Chang's if you're so averse to dealing with the chef, it would hardly make a difference in the end. Chef doesn't need to be a station VIP but it doesn't need to be a useless fluff job either.
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