BadApple797
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It would be cool if it was harder to make power and had more benefits to departments.
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I remember once I got cluwned along with a whole bunch of others by a wizard. I tried to take us all and start a cluwne colony in gateway, a new life for us all... A cluwnunity
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This is just so we can put funny signs on the HOS' back?
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Colonial Marines Security is the worlds most huggiest hugbox. It works for them since every player has access to lethal firearms but this is a horrible idea for paradise. With great gear comes great responsibility.
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Station/environement/hazard penalties for bad hygiene/cleaning
BadApple797 replied to Landerlow's topic in Suggestions
I like the idea of total messy tiles increasing chances of the biohazard event. Cheap easy way to make cleaning a priority -
Back again with my classic bars and pranks. Built a bar in a prison cell, and convinced the HOS to wear an electropack
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Improving Jobs: Scientist/Roboticist/Research Director
BadApple797 replied to Keroman's topic in Suggestions
Personally I think engineering needs improvements. Its mostly obsolete with the new atmos(there is no need for any atmos techs). I used to play Engineer exclusively, but it is hard to muster the will to fix window number 15859 when no one cares about it in the first place, and the only really special gear you get access to are hardsuits and pipe dispensers. I think science is one of the better off jobs. It is extremely powerful, for both antags (Those damn Traitor RDs always cause trouble) both also for the crew (guns, fast hardsuits, chems, artifacts) But some cool ideas (imo) that I had to add to science were: Change strange objects and the experiementor. Or expand, really. Currently strange objects are basically button press things, and they don't do anything until they are experimented on. Add it so that the objects can be armor, weapons, medical devices, and can work from the getgo (but without giving away what they do). They could have properties such as: Inject a chem into the wielder / victim protect from certain kind of damage over certain body areas mutate the wielder / victim RP effects. Some of the older players may remember a cult that formed around an xeno-arch artifact that simply made people who touched it "feel good" Deal certain kind of damage / heal certain kind of damage Require charge (like tasers) Charge other items (eg armor that charges your taser while you hold it) Cause a non-transmissible virus (spider eggs, nanites, ect) Spell Effects Grenade Effects Self Destruction of the object Scan things (detective, atmos, medical, ect) Heal / Deal organ damage Then change the experimentor system to work a bit more like botany with genes. Scientists can identify attributes of the device, and then apply them (with some kind of limiting factor, botany uses "gene corruption" or such, maybe an overall strength that gets divided among all the attributes) to new objects (probably make them cost minerals) This would make science more interesting each round, more powerful given time ( in botany it typically takes me about 45mins to produce genetically weaponized tomatoes) and would make artifacts in maint fun but dangerous to use - maybe you find a thing that injects you with omnizine, but secretly does brain damage as well -
I really want this, I like how it it's not murdering people directly, which is a change from the other gamemodes.
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I wish we could appear momentarily as ghosts, your sprite is usually super spooky, covered in blood, missing limbs and on fire.
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So negative light values are a thing now I am pretty sure, cult stuff seems to use it, harvesters and constructs actually ''suck in light'' or make the tiles around them darker. So I suggest a dark flashlight, or a flashlight that produces DARKNESS, equivalent to a standard flashlight. It would be an RnD item available at whatever tech level. Possibly Stronger ones available for traitors? USES: well obviously this makes it much easier if you get turned into a shadow person, you can at least wander the halls provided you don't get near someone with a flashlight. People trying to be a bit stealthy, stops people seeing your sprite, and good science in shadowling rounds is gunna have a ball. Creative way to kill a diona. Hiding an item somewhere. Weird botanists trying to adjust tricky light levels for strange plants. And it is nice to be able to utilize this nifty mechanic we now have. BALANCE: Well for normal players, it would mostly stop people seeing your sprite. As is you can mouse over dark tiles and see the name of what you are hovering over, AND you can now click on tiles that you cannot even see (behind a wall say). You're not gunna become completely invisible. For shadowling mode: really to balance it it just needs the appropriate material and tech requirements. If it is butt easy the lings are gunna run rampant with a handful of these lights, if it is high they will probably rarely get em. Also shadowlings (once hatched) can't wear jumpsuits and consequently can't run around with them without filling up their hands? Obviously they can be countered by the same amount regular flashlights. If you wanted to be a bit more complicated but have them less powerful, then we could just have dark flares, essentially the same thing but with limited use. Additionally, if you wanted, there could be a ''dark spotlight'' buildable from a machine frame and board + parts or something, but that sounds like a bit of work.
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Personally, I find some baldie who welder-bombs sec five minutes in or an NT rep that runs around recruiting people for a pizza party gateway mission worse than snowflakey RP people with neon fur or hair. Just wait until you roll antag with them as a target and laugh as they scream exposition-ed backstory while you stab them. Also on the reflection thing: yes I understand the mirror eye thing. If their darksight is working, then the light it is''amplifying'' or whatever is the light that would be reflecting and ''lighting up'' their eyes. And to clarify, this suggestion isn't about producing light in anyway, the tile they are on remains the exact same, their sprite just has pixels that are always illuminated, like a harvester, which is a mob that actually reduces light where it is standing but is always visible.
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What a long, strange trip it's been
BadApple797 replied to dreadweaver's topic in Stories of NSS Cyberiad
Goodbye Bulma, and the best mime there ever was I promised myself I wouldn't cry -
They can ''see in the dark'' like cats. Eyes should ''glow'' like cat eyes, a la harvester sprites or those computer screens we had(have?) Ideally covering the eyes with an eye covering thing (gasmask, meson,sunglasses, sechelmet) would also cover the eyes. Same should go for any other ''darksight'' species. Issues: I think the code we had for the glowing stuff made them always the foremost sprite (the computer screen covering items thing.) If this ended up being an issue with the eyes, maybe check for the tag or whatever that prevents you from poking peoples eyes out (I don't think there is really any item missing that) before drawing the glowey eyes. That issue would also mean a tajaran hiding under a pile of paper would have his eyes glowing through them. I personally would like that. Balance: Well it would mean when a tajaran is sitting in the dark staring at you without eye cover, without facing ''away'' you could see his two eyes, and isn't a bad trade-off for seeing in the dark
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Can byond support HTML flash?
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Anyone who wants to die badly enough to use it isn't gunna be fun to deal with when they are forced to log-out instead or keep playing instead. It'll be worse without suicide