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Posts
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Everything posted by Breenland
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Mouse is on their head!
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>Still no idea who we are? Check your jumpsuit! Maybe the colors will help, maybe something in the pockets too, like a PDA you forgot about!
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Silent Soap: Creepy Maints Rumbler Prime: Stuttering Robotic Reporter Kahkihkah: Forever The HoP Hamza Dib: Station Nuked (Again)
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NSFW Art (obvious April Fool's joke)
Breenland replied to PhantasmicDream's topic in Graphics Section
oh my god this is a family game -
I wouldn’t say being a hardass makes you a great captain, but being properly professionally can. Hardasses can cause more trouble than they fix due to their stubborn insistence on staying a course of action, or inability to see a better way. Being flexible is important. Something I think you forgot to mention is that a Captain not only needs to know when go raise the alert, but also lower it. All too many shifts are spent almost entirely on red due to this. Once again I find the C and B tiers most fun. Bridge Captains are effective and can be fun to play.
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C-tier clown is best tier clown.
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Reach the highest number without an admin posting
Breenland replied to Mrs Dobbins's topic in Civilian's Days
That isn’t a number but okay. -
I think it'd be entertaining to see. Don't think it should be common, but seeing it happen now and then would be fun.
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This sounds like it’d be fun, though I can imagine the validhunting might get annoying. The option to choose starting equipment might be a good way to go, though a lot more involved.
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I think that's about as close as it'll get without me doing it myself (god forbid)! It feels like a Christmas miracle.
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I'd be a fan of some more stuff to mess with in Atmos! Currently the most exciting things are the TEG or Turbine, and plasma gas is boring. There is the SM, but good luck getting it done in one shift. Gimme some more fun stuff to play with, yessss.
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Those both work as well, I'm sure making sure the locks disappear after someone cryo's would be easier to do. EMPing could have a chance too, though the only way to do that normally would be with slime cores or an ion rifle (unless you manage to get that EMP 'nade). I do like the idea of the Exosuit Console being able to do this a lot, actually. Instead of making the item I've mentioned, just make it an option like on the Cyborg Console.
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Alrighty then! It could just be something you can use on the mech, without requiring maintenance protocols.
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So, have you ever found a mech that was DNA locked by some traitor, or someone who has cryo'd, or any other number of things, and now you can't get into it again? The only real way to deal with it, I think, is to break the mech down...a huge waste of resources. So my suggestion here is a Mech Lock Breaker, a device that functions somewhat similarly to the Pod Lock Breaker. It is an object that would spawn in the Robotics Lab, and when used on a mech that has had it's maintenance panel unlocked (with the proper ID), would allow the user to wipe all access, including DNA locks, from the mech after a period of time (10-15 seconds). This would allow Robotics to recover mechs, from the basic mining and combat mechs, to the rarer Phazons and service mechs without having to waste resources. Of course, this kind of maneuver would be blocked by any mobile mech, and would definitely not work in combat. As it stands, I'm not sure how the pod lock breaker works, though I can guess it is less involved than this. Please let me know what you think, and add any constructive comments you would like!
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IPCs still take damage from pressure and temperature, so having an emergency welding tool or wire would be valuable, giving them enough time to fix small damage and possibly not collapse...provided their limbs haven't been blown off. The spare mask/internals for plasmamen and vox feels fair, as if they lose their one tank in some situation, it's certainly an emergency! I can understand the reasoning to not giving drask the supercooled air for balance reasons, as it does heal fairly quickly. That certainly shouldn't be compared to the IPC's welding tool and wire however, since it's passive compared to IPC repair requiring active action from the player. On the subject of slimes, a teperone pen would be very helpful, but based on some arguments presented here, I'm not sure if it would fit in the emergency kit.
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I don't quite understand how it's different, since if you're using it, it's an emergency. Plus, all they'd have to do (and the fastest, easiest way imo in-game) is have an air line along the external hull, or even just pumping air from less inhabited/heated areas (kitchen freezers?). BUT that is besides the point, the goal here giving every race their chance to survive in a package that fits in a box, on their person. You could even say that Diona could start with a flashlight, though their PDA light may be sufficient...unsure there.
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The fact that it is an emergency kit only makes the idea of cooled air more worthwhile! It's known to heal them of both brute and burn damage, thus making it perfect for emergency situations. Now if you take it out and breath it all within the first 15 minute of shift, well...you're outta luck unless someone makes you some more.
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So with Nanotrasen hiring many different species, it seems odd that they'd all be offered the same cookie cutter emergency kit. Sure, it could be used to help another crewmate, but what if that crewmate is synthetic, or a vox? It simply makes sense to me for some species to have slightly different emergency kits to fit their needs. And, after a short (and lively) discussion on the Discord, I figured I'd post my thoughts for this here. As a note, I've only played Human, Unathi, Diona, Drask, and IPC. If you think my suggestions for the species' emergency kits I've not played are outrageous, please feel free to suggest something more in line! Vox: Spare emergency capacity voxxygen tank, spare mask, epipen. Plasmaman: Spare emergency capacity plasma tank, epipen. Unfortunately here, I've not got set idea on to handle spares for them. Perhaps a spare suit that, and their suits only fit plasmamen (if they don't already), or a ticket that can be redeemed for a new suit. Drask: Standard emergency kit, but with the air supercooled. IPC: Replace the air tank and mask with an emergency welder and set of cable coils. The epipen can remain, as it is valuable if trying to assist others as well. Other races: Standard kits, unless I'm missing something that they should have. Of course, the air tanks would be replaced with the proper ones depending on their jobs (extended capacity emergency tanks) where applicable. Thanks for taking a look!
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stop making beautiful are you damned amazing person you. ((keep making the art)) If I'm allowed to make a request, could you draw my drask and/or my IPC? I don't have anything other than their sprites and a limited description. Here they are: Vvvroomn-Vroooooom-Vroomn (edit, I need to adjust Vvvroom's look, but the description stands!) and Prime.
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Today I had an unpleasant encounter with a Revenant in a way I didn't know possible! While teaching another person Chemistry, we were attacked by the vengeful ghost in the Medbay. I felt safe, as we had destroyed the lights and thus a good way for them to kill crew members, but instead they had used Malfunction. This instantly killed both myself and the other person, who were both IPCs. Before anyone could assist us the Revenant was able to Harvest their soul, but scared off before I could be eaten. My suggestion for this is to adjust how Malfunction works. At the moment it appears to be a 9x9 tile EMP, which stuns cyborgs and has and cause issues with electronics (similar to an emag). The change I've got in mind is to adjust the strength of the EMP if possible, to prevent an instantaneous death for IPC characters. Heavy burn damage, or a significant stun, would be preferable to an unavoidable, unreactable death for the IPC player. Otherwise, I feel the range is fine as it is.