-
Posts
18 -
Joined
-
Last visited
-
Days Won
2
Other groups
InGame Verified
Github Contributors
Cocacolagua last won the day on April 20 2023
Cocacolagua had the most liked content!
Personal Information
-
BYOND Account
cocacolagua
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
Cocacolagua's Achievements
Cargo Technician (3/37)
46
Reputation
-
Cocacolagua started following AA's AMAA , Admin Complaint - ItsMarmite , PURGATORIO Casting Call and 4 others
-
1. Security Officer 2. 3. 24-02-23, 19:30 EST time (done in mentorstation)
-
I remember reading this idea somewhere, forgot where, but I found it really interesting on how it could act with our playerbase. The concept is simple, all antagonists that are currently locked by a crew playtime requirement would instead be locked under a security department playtime requirement (excluding IAA/brig phys). I think this certainly will not fix the security vs antagonists arms-race of who can out-game eachother, but I imagine it would help a bit for all antagonists to have a basic understanding on how the security department functions, and what makes a security shift fun. So, what is your opinion on this?
-
it is a christmas miracle
-
This'll be a bit of a long post regarding an idea I had for a new antagonist, so here we go. General Information: They are solo non-conversion antagonist. The amount spawned in the gamemode would be 1 + (num of players / 8) Antagonist mechanics: Knowledge points: This is the equivalent of swarmer points to sorcerers, they have a starting maximum of 100, are obtained through absorbing items and are spent in abilities. Arcane Torch: This is the only ability that sorcerers spawn with, it has no cooldown and it's effect is summoning/unsummoning an ethereal hand that baps items to drain them, and giving the sorcerer X amount of points depending on the item. A specific sorcerer can only absorb one type of item per game, so you cannot absorb a red toolbox twice. Absorbed items are easily recognizable as they are gray, have a special name/description, and are rendered useless. Absorbing an item leaves your fingerprint on it. Here's an example on how absorbing an item looks like: Leveling up: Sorcerers have levels, you start at level 1 and get the ability to level up when you reach your maximum knowledge points (100 for the most part). Leveling up awards the sorcerer with a couple of goodies depending on the level: Every level you level up, you are given a choice between 3 spells, the effect of these spells depend on the effect of the items you absorbed (if you absorb a lot of combat items, you have a higher chance of combat spells, medical items for healing, and so on). Choosing one of these spells grants you the spell. (all of this spell stuff is explained soon). Every two levels you level up (lvl 2, 4, 6...), you are allowed to upgrade one of your spells, the upgrade depends on the spell. Spells: Spells are the sorcerer's abilities, they are gained and upgraded by leveling up, and these are their unique quirks: Not all of your spells are active at once. Each time you level up, you randomly replace your current active spells with 4 random spells from all spells you own. Only active spells can be activated, the rest cannot be seen / used. Spells do not have a cooldown, but they consume knowledge points to activate and charges, each spell has their specific amount of charges, and each time you use a spell, one charge is consumed. Consuming all charges off a spell removes it as an active spell. Here is an example of the active spell mechanic: The one part I have not come up with yet are appropiate objectives, but ideally they'll be revealed to the sorcerer when they level up to a specific level (10, 15?). Posting this to see what the general opinion is, before I continue coding.
- 13 replies
-
- 16
-
-
Short Explanation: Mining emitters, as their name suggests, behave mostly the same way as emitters, with the biggest change being that the projectiles they fire can mine rocks. To allow for more complex designs that cover more asteroid turf, these mining emitters will be accompanied by reflectors that change their direction after being hit X times (you get to choose the number). Mining emitters can be upgraded in two ways: Tendril loot: Tendrils will have a chance to drop design disks that print upgrades for the mining emitters. Crusher trophies: Crusher trophies will give a better boost to mining emitters than the design disks from the tendril loot, with the counterpart of only being able to affect one mining emitter per trophy. The rarer the trophy is, the better the upgrade is. You can obtain these Mining Emitters from the lavaland outpost, the mining vendor or R&D. Here's a brief gif of the most barebones showcase, turn on emitter, it mine rock. Purpose: There are two things this would tackle: Gamer loot: Currently, shaft miners are rewarded with more objects that are focused on either killing other crewmembers, killing lavaland mobs, getting you banned for killing everyone around you, or all of the above. Before removing/reworking most of this junk to help miners mine, I will add this first to better """balance""" the ratio of kill gear : mine gear, and see where we go from there. All methods of mining are the same: Kinetic accelerators, Kinetic crushers, The Resonator, Advanced Plasma Cutters, Minebots, whatever else are all the same method of mining with the same result, click at rock, collect ore. I want there to be a different way to mine, in this case being setting-up automatic miners and modified reflectors to mine for you. Details up for discussion: Should they need a powernet in the same way regular emitters do, or would this make them not worth the trouble? How much damage the emitters should deal on pressure / should they even work outside of lavaland. Should there be an easier way to collect the ore that drops from the asteroid turf being broken by the emitters?
-
What is your opinion on off-station content such as gateways, space ruins and lavaland? What is your most liked / disliked antagonist? Do you think species should each be unique balance-wise, unique aesthetic-wise, both, or another measure?
-
I decided to write this forum post due to https://github.com/ParadiseSS13/Paradise/pull/15756's suggestion of removing the hijack objective. A point that was made by the PR author a lot was (As I understood it) that the crew cannot fight back against the hijacker, therefore they get utterly cucked and have to twiddle their thumbs until security deals with them. So, the suggestion and topic of discussion here will be: ¿Should the hijacker be valid to kill for any crewmember? ¿How would the change be made?: Adding "Hijackers" as an exception of Rule 8, specifically in the "Antagonists that seek to destroy the station itself (Blob, Nuclear Operatives, Malfunctioning AI or Swarmers), or exterminate the whole crew (Xenomorphs or Wizards) are exempt from this Rule" part. Of course the hijacker could also be given a mechanical bonus due to the change, up for discussion on what that could be / should be. Consequences that could come from this change: ¿The hijacker now will need to prepare for longer due to higher odds of losing? ¿The powergaming scale gets upped once more, ending up with hijackers and the rest of the crew on an arms race for who can out-powergame the other? ¿Roleplay standards on these rounds lower, or do they increase due to the hijacker having to re-think going loud? So yeah, do you think this would be a good change for the antagonist?
-
reword indecent exposure to shoehorn kissing into it
-
Make Assassination Objective Not Require Perma-Killing
Cocacolagua replied to Veterankyl's topic in Suggestions
this won’t really fulfill the 'traitors won’t need to worry about the target being revived' part, since as soon as they’re cloned you know the "ZZQR^* ZQLEE THE SKRELL KILLED ME TWENTY MINUTES AGO IN NORTH ARRIVALS MAINTENANCE, THEY ARE A LIBRARIAN WEARING A RED VICTORIAN SUIT, JACKBOOTS AND A TOP HAT, THEY KILLED ME USING A SILENCED-STECHKIN WITH INCENDIARY AMMUNITION" is coming out, so traitors will opt to perma-kill them instead. -
damn
-
Hello everyone, I'm starting this topic to see what everyone thinks about shadowlings and the shadowling gamemode, and what should be done so the playerbase doesn't hate playing these rounds; whether it's from a balance perspective on what abilities should be nerfed, buffed, added or removed, or from a concept perspective, on whether a team antagonist conversion gamemode centered around darkness is a good idea at all. gamemode suxs pls remoev
-