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Leanfrog

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Leanfrog last won the day on October 21

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  1. I have no particular opinion on how it's respawned, I just don't want it being randomly spawned like the disk currently is where some grayshirt can find it and squirrel it away for the rest of the round, with the disk you usually have the pinpointer, so this isn't as much of a problem.
  2. Title makes it pretty clear, objective items should respawn if they're destroyed in some manner, E.G CE accidentally dusting themselves on the SM like 5 minutes in destroying both the boots and blueprints. Already got people willing to code this, just want a design team take on it.
  3. I also like the idea of it requiring a cold room but as mentioned above by others I feel it wouldn't change anything since science already starts with one, and it'd be very easy for them to just shove a new one down in there, but if it requires a cold room and has a reset period like in Miravel's post that seems fine and would encourage actually setting something secure up.
  4. So, as it is currently whenever Tcomms or any other major thing goes down, RND is capable of just shitting out a new version almost immediately, we'll keep the focus of this on Tcomms for now as to keep things brief, for example, a terror or xeno sneaks onto the AI sat and destroys the Tcomms hub, at first glance this is a really bad thing people can't communicate anymore but OOOOPS, RND has just immediately built a new Tcomms hub with no repercussions for it going down and comms are back up with effectively no downtime. So my suggestion is this, make Tcomms have a "rebooting" period whenever comms are taken offline, be it manually shut down or destroyed. This would enable the destruction of the Tcomms hub to actually be impactful, additionally this shouldn't affect Malf AI too much, the forced downtime of comms being shut off would reflect the usual bluff of "ions". Overall a minor change that should still create a reasonable impact on how things go down this also eliminates the potential of people pre-building tcomms hubs to just shut down breaking comms even harder, if you were to ask me I'd say at base the downtime should be around 5 minutes but the period of downtime is up for debate.
  5. Right, I'm seeing a lot of objection to prods having the funky %battery stuff, I personally think it would add an extra layer of forethought for using them but I'm not the one making the actual code changes. I guess just making it bulky would be fine on its own, but I will still push for the belt slot I've been told there would be objections to just bulky in other discussion so I see the belt slot thing as a sort of compromise for that. (Do note that making prods bulky was actually PR'd before a while ago, but this was back in the era of instant stuns)
  6. Can't load yellow cores into stun prods IIRC. I do kind of like the idea of prods potentially backfiring but I feel it may be too punishing for newer players, and if anything the backfire chance should be the inverse of the second option you've suggested, lower charge lower amount released in a dangerous discharge while a higher capacity cell has more to potentially dump into a user. Maybe specifically bluespace cells could have a few extra hits compared to the other cells due to the much later development of them compared to other cells. EDIT: Just thought of this as well, but losing a fight to RNG is kinda lame, there's no low tier alternative to batons other than a prod, and unlike modifying the detective revolver you don't exactly have a choice when using the prod.
  7. This is intentional, sec batons should be better than prods, prods are makeshift weapons that just about anyone can make cheaply, and being able to carry more than two or three conveniently (one belt/back, 1/2 in hand or any other combination), would circumvent the downside of the high power cost and inability to hotswap cells midcombat. The %based battery usage is based on the fact that they're quite ramshackle (you don't even need to tools to craft them) and to give them a downside other than just their size, without it they'd pretty much just be bigger batons that are a bit harder to hide. If you want something better you should have to do a larger crime than just "Possession Of A Weapon", be it stealing a sec baton or being a contractor for the baton they get.
  8. This is fair, I was generally thinking of it from an offensive perspective rather than potentially using it to escape an aggressor (cult, etc) and the degree of an at least experienced player. 25% does seem more fair overall. Back slot already exists, but I doubt anyone would actually give up their backpack or carry it around just to have a funny weaker batong stored, so belt seems fair. If it's too good though then it can be easily changed.
  9. So, stunprods as they are now are in kind of a sorry state three hits to fully stun someone is kind of really bad, I don't think I've seen anyone use them seriously (outside of bald tiders) since the nerf. So my proposal is this, stunprods should be reworked, they will be a 2 hit stun/stam crit much like regular security batons however, instead of using a set amount of charge per hit their cells are drained on a percentage, 50% to be exact, additionally prods would now take a timer to add/remove a power cell, this is to prevent combat hotswapping of powercells, finally prods would be made bulky and able to fit in a belt slot, this is to prevent carrying around multiple to just ignore the other downsides presented here. Let me know below what you think, overall I feel this is a reasonable change that would give prods a niche while still keeping them inferior to batons. To summarize Prods are now bulky but gain the ability to fit in the belt slot. Prods stun/stam crit in 2 hits like a security baton. Prods now use 50% of their equipped battery per hit. Prods now have a timer on switching the equipped power cell.
  10. Title says it all, kind of silly if you ask me that despite being able to protect against heat almost as hot as the surface of the sun (exaggeration), this itty bitty funny light from a star still bakes you through it. Additionally, gamma ERTs probably shouldn't be getting baked just for getting off their shuttle when there's a funny event going on. In general this feels like something that would make sense.
  11. So, as it is currently whenever the hostile vendors actually happen, they make a lot of breaches all over the station, this of course ticks up atmos and can make things fucky, my suggestion is this, make their explosions have no devastation value (the part that breaches) but in compensation bump up the heavy values (the part that breaks walls, etc) a little bit. This way the event is still fairly damaging but doesn't make atmos explode and cause problems.
  12. As already stated by General Do Nothing, engineering borgs are already effectively superior to engineers in many fields (infinite RCD, effectively infinite metal and glass, innate atmos and rad immunity, etc). They do not need more buffs. Additionally being able to outright print things on the fly, most likely at the mere cost of energy because of how cyborgs work which is a whole other can of worms, is an entirely different ability from having to go to an autolathe/circuit vendor, get a locker, then haul that locker out to where repairs are being done, as a side note there's nothing stopping an engi borg from just always having a circuit in their grasper. Maybe if this was basically just a personal case it'd be more possible but I doubt it'd be accepted to begin with due to the above mentioned reasons. Cyborgs are meant to have certain things about them weaker than their organic counterpart because there'd be no reason to not play a cyborg at that point.
  13. It has been stated before that if you become a Xeno or Terror, your consciousness is subsumed by the hivemind and you are to work towards the goals of said hive. Syndie borgs are given the syndicate lawset as above, Outside of those instances people shouldn't suddenly start wrecking up the place.
  14. Simple mob slimes are nuts, regardless of whether or not they're spawned by the SM, to list a couple things, adult slimes can do around IIRC 20-30 brute damage with their basic attack, if they have fed on something their attack can also stun people, their latch does genetic damage, completely immune to laser weaponry, have a "backup" life if they're defeated as an adult splitting into 4 slimes all of which are hostile mind you, and laser weapons/hot temperatures make them go faster than meth, it's not so much an issue with pyro slimes being too strong and moreso that simple slimes are busted but usually aren't too much of an issue because they can normally only become sentient via potions.
  15. EMPs when used in large quantities, such as several separate ion guns actually handle mechs quite handily, they drain charge from the cell on top of damaging the suit, they also ignore the armor that mechs have, mechs crush just about anything lacking ranged attacks but the swarmers are equipped with ranged weapons and movement blocking structures creating opportunity for the swarmers to rail on the mechs from behind cover.
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