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Fj45

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Everything posted by Fj45

  1. Outpost is too isolated and having xenoflora there would make it even more of a bloated, unbalanced labyrinth. One possibility is to keep xenoflora in xenobio but turn xenobio into an overall science job. Just a thought though.
  2. Ahahaha, sure! They should also chase after laser pointers!
  3. Biggest issue with mapping xenoflora properly is that currently, research is very dense and doesn't really have much room to work with. To place it where bay already has it would mean remapping toxins. An alternative may be to move it all the over to where RnD used to be while the break room existed. I will have to have another look at that area though.
  4. Metagame isn't really the right word to use at all in that context though.
  5. While I agree that sec could carry a little too much gear and the webbing vests were pretty broken, its gone too far in the other direction where you can barely carry the essentials and there is no more tweaking your loadout to suit your playstyle. It also makes certain utility weapons UTTERLY useless. At one point inventory management just becomes unfun. AHAHHA....what?!
  6. And if I may add something, being able to order crates in bulk and do it all much faster would be very, very useful.
  7. Revert everything to what it was before the patch, give sec an extra slot or two on their belt (they had too much sotrage space before but now its just annoying to deal with) and let the taser be stored on the belt. THEN, rebalance the new nukie system to fit with the slower combat.
  8. But there should still be that option! Give them the option to screw around there and they might not go full greytide. Idiots that don't do their jobs will ALWAYS exist! Better they play a greyshirt and screw around with clothing then play an engineering, loot gloves and break into sec.
  9. Ahhh...as the others have said, this is NOT a fluff/lore issue.
  10. Great, once I get git working again (suddenly died, dunno why) I'll check them out and maybe add a few.
  11. I really cannot see a single reason to remove them except "just because." You have 21 people saying that YES, they would like them back!
  12. This is a very, very good idea and can easily help win a nuke round. Everyone but that engineer has broken bones? Chuck the emergency ID, hand him the disk and tell him to run like hell. Also great for sending a distress message.
  13. Thats the point of Nien spriting that, we can turn those into decals.
  14. Nope, we do not need more "realsims." Not at all.
  15. Nienhaus has very kindly turned the stripes into decals! So no need to port those really. EDIT: Ignore me...Nien may be crazy enough to do this:
  16. Give the autodrobe, the three clothing machines, and the athletics/swimwear locker back as well. The old bar autodrobe can be a backup or whatever.
  17. With some modifications, maybe both types would work. Also, I really like that jacket.
  18. Currently there are three "main" sprites for floor tiles: White, dark grey, black reinforced, plating and light grey. Each of these then has some variants: Warning stripes, coloured squares, yellow markings, ect. Biggest problem I have with mapping though, is that they are highly inconsistent, many directional AND type variants are missing. It would also be very nice to have a full set of single colour tiles. I would really love for someone to add as many of these missing tiles as possible. Urist, TG, VG and Bay should all have some. Some example of what I am talking about: Look at engineering and the podbay by arrivals. [spoiler2][/spoiler2] Bridge area by security has all kinds of black+colour tiles.
  19. Nope, there is very much a damage system, I have seen nearly destroyed pods and there is a health meter.
  20. ...welll...uhh....you see...... we maaaay have....
  21. Nienhaus made a few bandanna sprites: Also, what do the yellow lights on the doors mean?
  22. I think the idea is more changing pods so they use the mech code as a base. They already have an entire attachment system and everything, plus all the atmos/lighting/power control stuff.
  23. isn't there a way to already do this with the batteries and plasma somehow? Syringe filled with plasma and use it on the powercell.
  24. Bumping this as its all still highly relevant.
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