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About thebeoni
- Birthday 05/17/1997
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At the moment when we look at Paradise ICly it would be a research station. But codewise we did not really add anything about research except for the strange object thingy which is used for RnD anyway. Only IC goal on station at the moment is either free for all/build DNA vault, Bluespace Artilery etc... In past Zomg wanted to implement Ambassadors which when he suddenly left for Deep Station project was left unfinished and essentialy it was removed. I would like to propose iteration of this but instead of Ambassador per race it would be two Ambassadors having their own "traitor" objectives which they would have to fullfil which would essentialy opose each other. Though i am not entirely sure how this would flesh out so i am here for your ideas.
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Nerfed version of medibeam for blueshield. Discuss
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We had this talk before and we nerfed the stuns before and i sucked. Even if you would make sucha PR it would get rejected.
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We used to do that when Unathi and Tajara had claws that could decapitate... i allowed people to come with weapons against but they always ended heads off. But yes there is no night time at Paradise. For example i am from Europe, but Neca and Fox are from Canada and Australia... So yeah.
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I am not talking about nerf, i am talking about revamp. Memechems will stay. Magical dispenser should go away.
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thebeoni changed their profile photo
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So, for a long i have had this idea in my head, and so many people complained about this. So, chemistry is easy. There is no doubt about it none of you can say it is not. To be perfectly clear gimme 20 minutes alone in scichem and i can hijack shuttle as non antag while wiping 90% of the crew and borgs. My actual idea here is complete painfuly coded revamp of chemistry. If any of you do play lifeweb you might know how lifeweb alchemy works for those who do not, read: I do not propose a complete change of reactions i just propose using actual laboratory equipment instead of magical machine with all of chemicals. Still the basic chemicals could be given by the machine provided there is biomass or other fuel inserted into machine so it can do it's proton and electron changing magic.
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I have good reason to believe that is Jas'Tijrs only true liznerd to ever play on para
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I was thinking more about medical welder which can only repair but not weld stuff down. Also we could get something i would call "Hardware overdrive" which would essentialy act as epipen even though IPCs do not get oxy damage, this could just act as a thing that prevents them from droping stuff with mechanical hands so they could heal themselves with Welder they aquire legitemately.
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I might do it if i have time today
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oh no, we must share this onto reddit
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I have DST and i usually play it with either alone or with cousin, altough i would really like to see how a game with a bit more players would look like, we could have a few gaming sesions and have some fun
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Diversity through Drunkenness: Alien reactions to alcohol
thebeoni replied to HugoLuman's topic in Suggestions
yes please -
Fungaloids alias - Beoni is not lazy it's just hard.
thebeoni replied to thebeoni's topic in Suggestions
Not when it dies it can sacfrice mobility and and drop all items much like when sling is changing and it takes longer but it heals all internal and external damage -
Fungaloids alias - Beoni is not lazy it's just hard.
thebeoni replied to thebeoni's topic in Suggestions
We are not talking about Earth shrooms i am talking about alium shrooms whose base element is not carbon but sulphur -
So i have brought up fungus race a long time ago and many of you "may" be wondering why there was no update on them. Do not fear the conclusion is near. So i am not slacking off my ideas are just veeeery hard to put in place and make it work. The first idea was they would just regenerate after dropping everything and ataching themselves to the wall and this ability is working and it stays BUT i decided to revork the whole chemistry effects just for them which is fairly hard it is bugged and it's nightmare to code. What i have for now ? They can hold chemicals in their reservoirs and use them to gain ablities. There only can be one ability active at the time which heavily decreases the chance of powergaming. And they also are even more squishy then IPCs. Well abilities for now. Since they can not wear helmet (cause they have giant mushroom at the top) They can use iron as a chemical (engineers and miners start with some, as well as other EVA jobs) with iron they can create thick scales that form something like EVA proof softsuit this provides only some base armor and slows them down. If you pick another power the suit will crumble to dust it also can not be taken off only ability can be momentarily turned off. Nutriment from food. If they fill at least two slots of their chemical reservoirs with nutriment they can gain the ability i pointed out earlier in this post which is slow regeneration for cost of mobility. takes over 8 minutes for full regeneration. Chemicals that normaly create toxin damage heal them and the other way around. Water, yes there is ability for water. Makes them almost immune to fire is only temporary - half a minute. Drugs affect them normaly except for toxins that heal them instead of hurting them. Aaand this is why it is taking so long. I want to make at least 5 more powers so i will feel as being done. I aim at making something unique which will be fun for everyone.