michellebaren
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Everything posted by michellebaren
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Yes I have went through it a few times. I've seen many people make it through the map so far. Out of the 7 NPC's there only one of them is a Nuke Op. I do not believe killing one of them legitimately makes up for cheesing the other six. How exactly would this be "snowflake code"? All that suggestion was for, was to prevent people from yet again exploiting the NPC's bad AI and forcing them to kill the aliens themselves. There is nothing snowflakey about this. In fact, all it does is increases the challenge by hopefully making people fight them as intended. Interesting that you think a Greytider would be able to pull this off but not the challenge map.. These Alien's, when fought and not exploited actually hurt quite a bit. The Hunter's for example break bones in just a couple hits. You don't need a weapon for that away mission. You do need a drill/pickaxe and those also happen to have a force of 15. If for some reason that is not enough for you, bring a friend and medical supplies! All most of these suggestions are for is improving actual challenge and loot on these maps. I do not see how it is sucking the fun out of them. You will actually have to fight Syndicates with the proposed changes in order to get the goodies. If you like actual challenge then I believe you should like this.
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Away mission tweak suggestions Underground Outpost 45 (aka UOS45) This one's honestly my favorite away mission. It's fairly balanced as is and has lots to do already. However it really lacks backstory. My only suggestion for this one is.. adding clues, be it in the form of notes/diaries of what happened to the previous inhabitants. I know there's gibs and alien walls and such in the caves but eh.. It really doesn't make sense seeing there's no signs of struggle at all on the inside of the outpost. With whatever backstory is added to this one I'd like for it to be different than Moon Outpost 19 and not have any relation to Xenomorphs at all. Black Market Packers This one's neat in concept. A crashed ship that belonged to a bunch of black market traders before they met their demise.. One of the first things I noticed wrong with this map was despite its past crew having dealings with the Black Market and trading in general, the loot.. really sucked. And the lack of loot also made no sense as well as they were.. traders. My suggestion for this map: Add randomized contents to some of the crates on the ship. Contents could be: Small amount of rare refined minerals [moderate chance] This could be Gold, Diamond, Silver, Uranium, Bananium. Rare hats/clothing [moderate chance] Rare seeds [moderate chance] non-lethal Syndicate gear such as Chameleon Jumpsuits/Projectors [low chance]. Additionally, add in a low chance for one of the large crates in the ships cargo hold to either be a Ninja Crate or a Wizard Crate (I know there isn't one of these already but it'd be easy to make). Chance for this could be 5% and it should be impossible for both to spawn in the same round. Listening Post This one's another nice concept but it's so small it's kind of hard adding to it. About all I can think of is adding artifacts to it if they're not on it already and making the rarer artifacts spawn at a higher frequency here. Additionally, may want to make it so the Gun on this map actually spawns inside the safe too rather than on top of it.. Moon Outpost 19 The only addition I can really think of for this one is.. you may have guessed it, add in a Facehugger. It could spawn right next to the Queen. Balance wise, all I can think of for now is making it so alien NPC's can't kill each other with their projectiles. Challenge This one actually needs some balance changes made to it. Displaced wall girders make it too easy dealing with the Emitters and NPC's here. What was initially a daunting and legitimately challenging away mission has been turned in to: Walk in > Block Emitters with displaced Wall Girders > Try and get the right pathing with the NPC's so they walk on a space tile and kill themselves > Collect loot. The risk has mostly been thrown out the window and there is nothing left but the reward. Make it so Emitter's (or at least only Energy Cannon's) can fire through wall girders or at least destroy them with a few hits. Either remove the space tiles from inside the ship or swap out the reinforced windows for unbreakable ones (like the ones that are on the Syndicate Supply Depot) Allow NPC's to push wall girders and maybe even destroy them should they be used against them to block their pathing. This may seem like a lot of changes to ramp up the difficulty but it's honestly needed considering the loot you can get from this away mission I'd say it's justified. I'd honestly like to see this one removed due to the firepower obtainable here, but I'm sure some people would dislike that.
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Remove Stun Baton from Research Outpost
michellebaren replied to michellebaren's topic in Suggestions
It is indeed a massively abuseable for powergaming due to the massive amount of resources it offers: Plasma Tanks & various gas cannisters -- Easily complete a certain traitor objective with this. Or atmos grief. Assuming you can get your hands on the correct pipes and an O2 cannister, you can convert the isolation chambers in to a bomb mixing lab. You've already got the Heaters/Freezers. Three boxes of monkey cubes... If you get the needed boards from R&D (which anyone that has access to the outpost has) and if you're a Vampire/Changeling you can easily setup your very own mini genetics lab to produce humanized monkeys discretely. Space Cleaner -- No need to buy Syndie Soap. Easy access to space via mass driver or by simply leaving the outpost. Let's you get rid of bodies on outpost quickly if needed or allows you to escape.. Those are just some examples of some of its resources aside from the Chem Dispenser. Sorry for drifting off topic a bit there. But anyway, honestly and perhaps possibly better suited for another thread I'd suggest taking away some of those resources and perhaps keeping Research Outpost to being accessable by only: RD, Xenoarch, Anomalist. Other crew in the Science division really does no work there at all anyway. This would of course go both ways as well. Xenoarch's and Anomalist's would no longer have access to R&D as well. As it is right now, the current Research Outpost access for Scientist's would be equivalent to a Cargo Tech having access to the Mining Outpost... Which they've simply no need for. -
It's possible I'm wrong but I suspect the only reason the Stun Baton is there to begin with is so Xenoarchaeologist's can activate artifacts with an energetic interaction trigger. However, far too often I see antag Scientist's loot it at the start of a round and use it as a free tool (a very strong one at that) to assist them with their objectives. As such as the title says I suggest the removal of the Stun Baton from the Research Outpost. Replace it with a Multitool instead, because I believe those work for Energetic interaction triggers as well and are far less of a powergamey tool for antag Scientists to just scoop up at round start. If Scientist's really want/need their stun weapon they should have to obtain it like every other non-SEC crew member. that is make a Stun Prod for themselves. They've already all of the resources available to them at round start for that anyway.
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In most rounds I've been in or had dealings with Security, they're pretty much handed out like candy. SEC doesn't even use them as an alternative means to permabrigging people either. I've seen people Loyalty Implanted AND permabrigged/executed many a time recently. But yeah. 100% endorsed. The shitcurity of this server is disgusting and IMO it's time for changes to be implemented to fix it. Limiting the availability of these implants would help curb the problem a bit. Some additional measures need to be taken as well but that's for other threads.
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Recent map changes in Medbay have made Genetics super cramped and they even lost one of their Cloners in the process. Getting cloned in game was already god awfully slow at times and didn't really need to be slower with the loss of a cloner. Another change in Medbay was the addition of an examination room.. while it makes sense to have it and it's good for RP.. most people are going to get their examination right in the lobby and never step foot in this place. My suggestion is to: Remove Exam Room Swap Genetics and Morgue's placement on the map. Why swap Genetics and Morgue's placement? The aim of it is to make Genetics more accessible to crew, be it for dropping bodies off or to even have a window to go to (like chemistry) to pick up an SE they may need. Why remove exam room? It's.. useless. Pros: Makes Genetics more spacious! They could have their second Cloner back again. Genetics would also be more accessible to crew and this could make getting cloned faster due to them being able to see bodies left in the lobby. Not only that, but.. We could potentially see their SE's (super powers mostly) in use much more, and used by the crew at that rather than themselves. They could even have a window like Chemistry does for SE pickup/"prescriptions", heh. Cons: Morgue would still have to be accessible somehow for Chef and Chaplain without them having access to Genetics. I really don't have an answer for this one right now..
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Currently if you get cuffed in game be it by an antagonist or Security officer there is absolutely no way to escape from them if they're pulling you. I'm aware you can resist and try to REMOVE the cuffs but all the person that is subduing you has to do is move you a tile and it resets. If you try to move away from them in an attempt to escape them, guess what? You get spammed with something along the lines of "You are restrained and you can not move". This IMO is completely horrific balance and makes no sense at all. Whomever cuffed you now has free reign to do whatever they want with you and there's nothing you can do to stop it. My suggestions are: 1) Make it so people have a chance to run away when restrained. Maybe 2.5%~5% ( chance to break free from being restrained when they move when they're HANDCUFFED and 5~10% when they're CABLECUFFED. This "breaking free" would NOT remove the cuffs. So the person with their newly regained freedom still couldn't fight or open doors.. just run. 2) Make it no longer reset your Resist attempt to remove the cuffs when you're moved. You CAN still be stunned and such to reset it, though. Security would have no problem dealing with this. See someone resisting? Stun them. Antags however usually have scarcer resources.. And antags using restraints are what this suggestion is mostly focused at. 3) When buckle cuffed, make it so Resist attempts to remove the cuffs FIRST and not try to unbuckle you. It makes no sense that one can not slip out of cuffs when buckled in a chair or bed. Logical thing to do IC for the person cuffed is to remove cuffs first too.
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I think maintenance access is fine right now. It may not make sense for all jobs to have access to it, sure, but it livens up the gameplay a little with the possibilities it provides to player antagonists. Restricting it to only heads/engineers only makes (mainly engineers) more powerful in a gaming perspective. They've already got access to go outside station using airlocks (easier to space bodies), all the tools you could ask for, insulated gloves.. blah. Now with them potentially having maintenance all to themselves they could just leave bodies in there in a a locker and they'd likely never ever get found due to SEC not having access. This is a low/medium RP server so realism doesn't matter as much. Too much realism hinders gameplay too. If you're gonna change something like this think hard of the gameplay repercussions, please.
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This is the only thing that needs tweaked with Vox, IMO. Popular argument though is "Cortical Sacks" due to lore shouldn't be cloneable.. Perhaps instead of cloning them the cortical sacks could be extracted & sent to Cent Comm/Shoal and after a few minutes of being in limbo in death, they respawn at arrivals at full health, with nothing on them but an N2 Tank and a breathing mask. From there it's up to them to reclaim their past belongings. That or.. add some unique machine on the station that "fixes" Vox. Whichever, them dying and being stuck that way isn't cool. That goes for Vox and any other race for that matter, too.
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Make mining less boring. Add monsters to mining asteroid
michellebaren replied to michellebaren's topic in Suggestions
Not fun is mining ores all shift and missing out on what's going on at the station. Mining is WAY too peaceful. If it had monsters that you could kill for extra materials it'd definitely liven the job up. With it as is I really can't see how anyone could find the job fun. -
Make mining less boring. Add monsters to mining asteroid
michellebaren posted a topic in Suggestions
As the subject says. Shaft Miner is one of the most boring jobs in the game due to it being on the mining asteroid most of the time. While up there you're usually out of the loop of all the action going on the Space Station and are left doing nothing more than drilling at ores. Recently during some down time of Paradise I tried out TG Station again and ended up as a Shaft Miner. Their mining asteroid was very similar to the one on Paradise but there was one very big key difference: they had actual dangers on the mining asteroid for the miner to worry about. Dangers in the form of "wildlife/monsters": http://www.ss13.eu/wiki/index.php/Shaft_Miner#The_Wildlife Could wildlife/monsters be added to Paradise's mining asteroid too to liven things up for the Shaft Miner job? Give them something to worry about while up there.. * Note: Not meaning to advertise another server here. I Just liked that one feature of theirs.