GelatinousGlob
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Everything posted by GelatinousGlob
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I think any amount of work is worth it for a completely new map. I would happily help but the problem has always been getting enough people on board who can work together.
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[Karma shop suggestion]Price swap for kidan and plasma man
GelatinousGlob replied to Mister Mann's topic in Suggestions
You act like Kidan are OP when they are the exact opposite. No sec huds, no flash protection, can't change records without a computer, no medical huds, no night vision, no mesons for mining, no mesons for engineering which makes you vulnerable to radiation, and more. The 'armor' is only good for boxing because it doesn't stack well with other armors and really, how often are you going hand-to-hand with low damage weapons or your fists without using stuns? -
But powergloves are already hilariously lethal if you hotwire the power. Yeah except nobody hotwires the engine anymore because it makes APCs spark all over so the problem is immediately fixed making your gloves worthless.
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I think wanted posters would get looked at more. I rarely ever check the newscaster but I will check newspapers laying around.
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Enough hats are missing that someone should just try on all the ones from the laundry room vendors and make a list.
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Remove access requirement from post-roundstart RnD Consoles
GelatinousGlob replied to swaggaboy112's topic in Suggestions
I completely agree and have made a similar post not long ago. -
Restore Old Space Law Definition of Vandalism
GelatinousGlob replied to unmovedmover's topic in Suggestions
Graffiti should not be a crime at all, it literally takes 10 seconds to clean 10 minutes worth of graffiti. -
I think part of the problem is how easy it is for an alien to strap you into the nest making survival by surgery near impossible or even escape even if you know you are going to die. Maybe the resin nests should be easier or faster to escape from so aliens have to actively prevent escape. Not just disarm everyone after 2 minutes to prevent escape
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I was tempted to say engineers too but I couldn't remember if they had access. I think last time I was an engineer the HoP must have game me access without me asking.
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They are essentially nerfed engineers with fireproof hardsuits and one of their only duties is fixing breaches and walls and such. Why don't they have access to these materials? It would also allow them access to plasma glass which is necessary for any adventurous atmosians to not burn the station down. No real downsides to it that I know of.
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Remove research console ID lock/check
GelatinousGlob replied to GelatinousGlob's topic in Suggestions
Would it be possible to make new built R&D stations lack the lock or start unlocked at least? That would be enough to get rid of any of my problems really. Also I do understand you don't want people busting into science but the same could be said of nearly every department including all of science's sub departments like toxins and chem lab. Personally, I don't think people breaking in is really much of a problem. They have shutters on the front window, people can hear doors being forced open. AI and others can easily bolt the intruder in there without warning trapping them for security. What kind of powergaming stuff are you worried about getting out? Nearly any and every item not in a lockbox will be given no questions asked by science personnel. If science is so obviously powerful and broken to make even the threat of someone getting inside a game ending problem then science itself has a problem. -
Should you vomit on coming in contact with a corpse?
GelatinousGlob replied to FlattestGuitar's topic in Suggestions
When I vomit from decaying corpses it makes me completely stop and I can't walk or do anything for multiple seconds, IE a stun. -
Should you vomit on coming in contact with a corpse?
GelatinousGlob replied to FlattestGuitar's topic in Suggestions
So your dragging a wounded buddy to medbay and as soon as he dies everyone on screen without a mask just vomits? Dead bodies becomes the ultimate stunning weapon. -
Remove research console ID lock/check
GelatinousGlob replied to GelatinousGlob's topic in Suggestions
That is pretty shitty to wipe science servers but that could be prevented without too much trouble. Proximity alarm camera in server room, bolted door on round start, requiring more difficult deletion procedures. -
All the good shit is now in lockboxes, research even has window shutters, there is no longer any reason for an ID locked computer. Possibly making it so the RD can lock it to science only if he wishes. I think it is pretty shitty that even an engineer that gets allt he parts and builds research equipment can't use it without a science ID which negates any reason or purpose to building it since they can just go work in science. It wasn't ever a problem in the first place that I know of. Only a few people theorycrafting about randoms printing themselves guns on their hidden protolathe, but that isn't a problem with lockboxes which are even harder to get access to than research. Engineering building their own protolathe was always fun, great for autism forts, and helps balance against science's power. If they don't want engineering to make their own protolathe for some reason they can just deny the parts needed or have a head take the boards from tech storage.
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I love the idea however it might be too slow for the speed the station runs at
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I figured it would have some more modern tools, just call them the blacksmith because its cool. We could use presses, power hammers, drop forging, lathes, english wheels and more to choose from for whatever operation. Possibly have more machines that are built when needed. It could maybe be used as a way to balance against science's massive power over pretty much every other job. Besides things like better tools and utility objects that could be made, I think armor would be a good focus, especially if you end up using a number of different exotic materials to work with. Stab vests, bulletproof vests, ablative vests. Hell you could even have a reactive teleport vest that is embedded with bluecrystals giving it limited uses. Each shot breaks a crystal. Science's top teir stuff has a lot of powerful guns and lasers, a metalsmiths top teir gear would have strong armor. There are other things that could be embedded in custom armor pieces likes health monitors, drug injection systems, anti-stun. Of course some of this stuff should probably be either locked or otherwise very difficult to get the materials for. Also, imagine the clown in a banana yellow samurai suit.
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I think a blacksmith would be pretty cool and there are a lot of parts and pieces and shit that could be moved to a blacksmith job. I don't think we need to combine it with mechanic though. It could possibly be part of cargo or be an engineering and cargo cross department. A plasma forge could be how you make plasteel or plasma glass too. Or if not, it could be used to make more refined materials that could be stronger, even possibly a different material for walls and floors. There are many many possibilities and options available for a blacksmithing or metal working shop. You could have a drop forge for producing better or stronger crowbars, wrenches, cutting tools like scalpels, knives, circular saws. Blacksmithing could be used to produce better security armors and helmets. Produce better mech armors than robotics, they could make riot shields and such. It could even be used to upgrade jumpsuits or other clothings. Give a jumpsuit 10% melee resist or 10% bullet resist, 10% rad resistance, air pressure loss resistance. You would of course have to choose which and have the materials, some possibly rare or hard to acquire. Some pieces might require production by research but installed via a blacksmith. Improve robotics limbs or attach addons,, maybe some small EMP resistances. You could have parolees get stuck with a tracking legband that is riveted on by the blacksmith. Honestly, there is an almost endless amount of shit we could make or even already make via autolathes and protolathes that could be produced by a blacksmith position.
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We could at least used a larger area that has air in it to build. Right now there is no safe area for an SM. The engine containment area could be modified to be easier to use but its full of all the tesla shit and containment field. Containment is currently two separate zones, a ring set around the emitters and an undesignated spacezone in the middle. it also has no air and you can't use rad suits without air. The current shards you can max out without too much trouble. I lit one on fire because the secondary TEG we ran off it was setup backwards, as soon as I flipped my full SM cooling it froze out the fire and dropped a full powered shard to 200K max, you can run an SM crystal with close lose to 600K and I bet you could even max out a full powered crystal if you also installed a heat exchange loop. What I think would be a good compromise, have a reactor for the small SM shard, 3x3 plasmaglass containment, basic filtering and cooling. With the room already setup, you could have a full SM crystal orderable and allow engineers to improve the reactor chamber for it. Extra heat exchange space loops, extra gas filtering, more air injectors, ect. The only problem with SMs now is there is no good place to put them anywhere on station unless you don't mind irradiating half the crew through the normal walls.
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And how much does a loose singularity eat? Its not like SM explode randomly and if there is an area suited for it people will know where to run away from.
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I made a SM engine last night and found the simple shard to be wimpy. I had four emitters blasting it and it never broke 0C when running full capacity and we were running a TEG off it at the same time. What happened to the old full SM crystal taht came in that large black lead box from cargo? Also, we really need a wide open engineering area to build stuff like this more often. The Sm containment area is composed of two separate zones in rings which makes bringing power in for pipes and vents and shit really difficult and annoying. I don't know why the whole thing isn't just a powered room. Even then with all the SM and tesla shit it is super cluttered. I know engineering got new maintenance areas for some stuff but you can't build a SM without reinforced walls and a large pipe setup for filter and cooling gas along with the chamber itself.
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I would certainly support this, it would also give bored assistance something to do, a fort to hide out in and not terrorize people. May also be useful for antags if they are lucky.
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That is an interesting idea, overpowering the SMES could either cause heat or allow excess power to leak through them. It would be cool if we had a cooling system or room for SMESs or otherwise had to balance the engine power to them. Maybe bother, if SMESs get too hot then excess power starts to leak through. This means SMESs would benefit from science upgrades, you can use atmos systems to cool SMES, and you can balance the engine power to how many SMESs you have.
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Move medbay's syringe guns to secure medical storage
GelatinousGlob replied to Doukan's topic in Suggestions
I wouldn't mind if it was stored in the back of medbay so it is still able to be stolen but its not as easy as running passed an open door and taking off. It is very useful for highly visible targets, like the CMO. Just the other day I used one because here was no way to steal CMOs hypospray in the middle of crowded medbay with a giant valid storm descending on me. Had to get a gargleblaster from the bartender and ether from the chemist and use that in a syringe gun I conveniently found 20 minutes earlier in maintenance to stun them during surgery on a knocked out patient. It was still enought ime to scream for help but I never would have gotten more than 10 steps without blasting everyones face off with a gun. -
This right here. There is literally no good place to setup a supermatter engine either because we need a larger, reinforced wall area. However certain admins complain everytime we want an area for it because 'its just a large empty box' except that is exactly what is needed. No vents or pipes (besides maybe the edge of the room if you must) and a large square powered area. The only 'safe' place for a SM is secure storage which requires removing all that trash in there, making an ultra-compact SM with an extremely confusing layout of normal, scrubber, and supply pipes layered on top of eachother. The new areas around maintenance? Barely large enough to autism fort and lack reinforced walls which means everyone will die from radiation. I built one int he old bar once and literally had to block off all the way down to the chapel due to radiation killing people. Back to the topic at hand, Tesla is too power, too easy, no downsides. Unless tesla becomes far more dangerous or requires some maintenance, it should have far far far lower energy output, barely meeting station needs early int he shift. Safety should have a cost.