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BadApple797

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Everything posted by BadApple797

  1. 1) This is really awesome 2) An ideal engine is kinda like atmos is now: Fine for the round unless something goes wrong, lots of ways to upgrade and run, few ways to royally fuck up - If its really complex we'll just never have enough trained people on to run it, so I think its really about balancing and tweaking the thresholds to make it pretty idiot proof 3) Nice to have rad system than instant toxins and the hallucinations and stuff. I've noticed we got a full rad level system you can even scan people for, but it would be nice if radiation was more about long delayed toxins release, horrible mutations, and burns at high levels, Meaning people can go into high rad areas and fix stuff at the price of a slow, extremely horrible death later, rather than instantly falling on the floor and puking. Gives us more Chernobyl like events with nuclear reactors 4) Big coding problem I see up front is the steam - I was under the impression that all 5 gases in game are hard coded in, so adding a new one would be a big challenge. So its use the smoke system that all the chemicals use (which is kinda weird and probably wouldn't work fantastic) or use hot air ( which would work pretty well)
  2. The cart is awesome lemme just say that - normally I need extra batteries, metal, glass, extra wire (and thats the backpack filled up) glass, plasteel, and electrical toolbox filled electronics, not to mention two pipe dispensers and floor tiles / Rglass that I make onsite, to fix any major explosion. While the engineering cart only saves you a single trip as the sole (working) engineer, it also greatly serves organisation, as you can store half of those goodies on it where they won't be stolen as much or sucked out a breach, or get mixed up with the huge multitude of shit lying around. Personally I want it to hold power cells, wire, floor tiles and rods, as those are the things I most often have trouble carrying back after fixing something, and what I access most while fixing something, but don't always have room for in my backpack. Of course we could always use lockers, which hold a fuckton of anything you can physically move, but thats no fun. Also it would be SUPER FUCKING COOL if it had an automatic pickup function for any glass, metal, rods or floor tiles it rolls over, but I imagine that is something for me to salivate in my sleep over.
  3. Well one round a scientist and NT req stole a shield genrator. My response was to cut off power, hoping their APC would simply lose charge in a matter of moments, but it seemed to just sit pretty on 97% despite the fact that it had load of like, 600 000 watts
  4. A nice as it would be to use the supermatter, with all the cool modifications you can make, it would get ejected at least every third round. and really at this point it doesn't matter, because the station never loses power unless an engi traitor uses a power sink (in which case they sabotage the power supply anyway)
  5. maybe make it work a bit like IPC revival - if you manage to remove some of the damage that killed them, and they haven't been dead for long, it can bring them back, meaning it can save people who only just don't make it under the hands of a competent doctor, but won't just give medbay a huge buff But supposedly Defibs IRL can only help people who are still alive with a minor heartbeat, and I think are mostly useful for people undergoing cardiac arrest. As most people die from pure brute or o2 suffocation I'm not sure it would be, factually correct (if we care about it that much)
  6. There is only one good thing that would come from being able to build or move a chem dispenser, and that would be being able to build and move a booze dispenser (an almost identical machine)
  7. Well any engineer can fuck the station with the supermatter or singlo, any atmos tech can gas the entire station, any scientist can do any number of horrible things.....if we start karma-locking every job that has a chance to cause mass grief, slippery slope and all that Maybe give the virologist something more useful to do, seeing how any useful viruses they do make always seem to have some hidden horrible symptom or mutated one
  8. Wouldn't a humanised monkey work like you described?
  9. Yeah problem is you get fucked lungs to easily, from broken ribs or decompresses - also, can't you live with a single lung anyway? Do we even have two seperate lungs in this game? And I thought space was cold because you lost energy from infra-red radiation
  10. Doesn't stop people blowing the supermatter, someone sets up all three emitters, it almost impossible to space in time For an engineer to get to it and fix would take long enough for it to eat a bit of it's containment, especially if whoever sabotaged it put up some 'obstacles', or cut containment But it would stop dumb engineers letting it out by accident
  11. Nothing makes me mad like when you fix an entire bomb site and there is a pipe broken under some immobile, indestructible(nearly) object. Also non-painted pipes showing up on tray would help alot
  12. Maybe if the singularity had a monitor that announced when it grew in size and if containment was up, it could reduce the amount of loose singularities. I'm mean this might have to be coded to the emitters and generators that spawn in(and maybe not work if they are replaced) but that would be better than nothing
  13. Recently I discovered the magic of telecomms (mainly the scripting), and I love it to death Problem is, I either got to go CE or beg for access to do it, and it takes a long time to develop scripts. I was thinking it would be great if a job like "Telecomms administrator' could be added, someone who's job it is to script telecomms, as well as fix it if it goes down, repair the relay on mining ect ect. Obviously the first problem is that someone who doesn't know what they're doing could easily fuck up telecomms really bad so maybe it should be karma locked or something along those lines.
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