Midaychi
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Everything posted by Midaychi
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Mini plastic PAI borgs, make them use the toy mech sprites without the base stand, and have them make higher pitch shifted, quieter versions of the mech sounds complete with REALISTIC sounding foam dart AC10's.
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Do the belts go opposite directions? Also, 'Club Vox' comes to mind as a name, which can also be a reference to Club Vox in Invisible War. Any chance of getting an external airlock added to the outside leading to space? Point vaguely it at the north easternmost vox raider ship warppoint.
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Take some gloves of some sort, cablecuff them up, and jury rig an igniter and a grenade casing to it, resulting in a construction that lets you load either shotgun shells, unstable goo/snap pops, or cigarettes into it one at a time. Wearing this glove and punching someone while on harm intent will fire the contents at the target with a small chance to backfire. Shotgun shells are self explanatory, snap pops would just be silly and unstable goo would do damage, but cigarettes need a little explaining: With cryostasis beakers you can load chemicals into cigarettes via dipping. The cigarette will be inert until it is lit, which causes the chemical reaction to occur. The usefulness of punching someone with such a thing is questionable but possible. I could see a condensed capsaicin smoke or a foam reaction maybe being useful if the aggressor wore glasses/galoshes.
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As the title suggests, why can't we continue NT's drive for using cheaper and shoddy materials whenever possible? With basic materials research, a new category on the robotics fabricators should open up: Plastic Robot parts. The same as normal robot parts, but uses plastic instead. Also would be nice to have plastic repair parts, that use plastic in their construction in return for being less durable (Plastic internals like actuators and binary etc would also be standard in plastiborgs instead of metal) Cyborgs built from this material are faster, use less charge during operation, cheaper (due to the absolute ease of making plastic), and have unique sprites (at least in colour/shading.). It would be kind of cool if they were purposely sprited to be smaller in size or otherwise look 'toy-like'. The major downsides: Much more susceptible to melting, and they require nanopaste to repair instead of welding tools. A couple good laser shots or a raging inferno will take them down to slag in no time. ---------- Possible expansions on the idea could be to use glass/sandstone to make a ceramic composite, or high tier research could use some of the under used materials like tritium or metallic hydrogen, osmium, platinum. Combine it with plastic or plasteel, and plasma to make other kinds of variants. Idk
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As in the title. A machine that cargo can order and set up, that starts with some basic supplies installed. The machine can be opened by unlocking with a cargo id and crowbarring, and new/alternate cartridges can be installed to unlock new options. Might even need to make the machine not wrenchable unless unlocked with an ID, so a random civ with a wrench doesn't run off with it. The machine would be a vendor, and would list various foods based on the installed cartridges and the material available in them. The selection would mostly be semi-uninteresting 3d-printer themed space food, so that if you want real food made with love and care (Or deep fried cereal) you can go to the chef instead. You, pick what you want, swipe your card and input your pin, and the vendor starts printing. The money goes to the company that sponsors the 3d printer, and in return they buy the station supply points. The cartridges can be ordered via shuttle, and can also be refilled with things produced on the station like biomass/produce/nutriment and certain chemicals/reagents. The cartridges can also be hacked to allow for spiking food with substances, in the case of antag qm/cargotechs. This idea can also be expanded to non food articles. Basically a pay autolathe-like machine that you can set up for public access, with proprietary cartridges and a supply-point refund mechanic. Print clothes, or other various misc things. I dunno. Print shitty guns with a chance to explode from plastic in it.
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Remove arrivals alert and change civ/arrival mech a little
Midaychi replied to Midaychi's topic in Suggestions
Could just remove customs officer as a karma job then, and make it a security officer subjob title instead? -
Remove arrivals alert and change civ/arrival mech a little
Midaychi replied to Midaychi's topic in Suggestions
Weird. I meant more just giving people access levels and manning it in their absence though. Pretty sure admins wouldn't mind that. -
Remove arrivals alert and change civ/arrival mech a little
Midaychi replied to Midaychi's topic in Suggestions
That does make a little sense I guess, but said ce could easily say over engineering channel ":e hey CE here, what's the status, just arrived" and effectively have the same thing. As for warning, I dunno that's tiptoeing the meta train a little and rev'sll be camping the hallway of that one way street there anyways. I guess if people want to keep arrivals alerts, wouldn't it make sense to expand it to announce people that board the arrivals area, and not just through the arrivals shuttle? What if they come out of the gateway? Or are a special ops squad? Wouldn't it be important for the crew to know that the ERT has arrived? Or the squad? Wouldn't there be a message for when heads leave the station and when they return? Arrivals are helpful but it's information that the entire crew really doesn't need. Especially not to the half-ass meta way it's been implemented for years. -
Remove arrivals alert and change civ/arrival mech a little
Midaychi replied to Midaychi's topic in Suggestions
Can you elaborate on that first part? If you mean "The station would suddenly require customs officer for every round" Not necessarily, if anything it would encourage customs officers to be more plentiful because of their importance. Heck might even need two customs officers slots. Also, it would mean that a good hop would ask security or trusty employees at round start "We don't have a customs officer, so can I get a volunteer to get their id updated and man it?" That easy. It's like not having a HOP at roundstart. Someone will fill the role eventually. A good fix would be to lower customs officer to 10 KP. People still have to earn it but it becomes much more common for people to have. AS to the second, part I'm not sure what you mean? 'New crewmembers mixing with old'? You mean people with new identities or something? Any way I look at it, I can't help but think that all it would do would give the detective something to do besides pretending to be a security officer. (Edited 'cause I was being a dick for no raisin) -
Remove arrivals alert and change civ/arrival mech a little
Midaychi replied to Midaychi's topic in Suggestions
As a Fringe benefit, it suddenly makes customs officers worth keeping tabs on/keeping loyalty implanted, because an antag customs officer would become far more impacting than as they are now; basically a fancy security officer. -
Remove arrivals alert and change civ/arrival mech a little
Midaychi replied to Midaychi's topic in Suggestions
It would only make antags easier if the station staff was pre-occupied or inexperienced. A proper customs officer would still mean that said antags would have difficulty, as they would at least have to be unsuspicious and make up a good cover story. Also, holy shit, an actual reason to use the x-ray machine. Searching people to make sure they're not bringing illegal things onboard. THE CONCEPT, MY MIND. We have the tools to defeat this stealth tactic, but the stealth tactic is rarely used because there are meta-concepts described above in effect. Remove those concepts, and bam suddenly the stealth tactic is used more, bam suddenly customs officer is the hero the station needs. TL;DR: >IT WOULD NOT make it easier for antags, unless the crew made it easier for them by not using the tools already available to them ingame< -
Then we're all doomed anyways.
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As a preface: This suggestion is mostly to benefit antags. It has a side benefit of helping the customs officer. First step: Remove arrivals alert. Why?: There are very few in character benefits to the arrivals alert. Even for the few that there are, it doesn't work in a sensible way. The ic benefits of having arrivals alert: 1. You know when you man the customs station 2. You know when to stalk the hallways to drag a newcomer into maintnence 3. You know when someone boards your station, but it never announces people who come through arrivals, just people who spawn on the darn shuttle. Kinda dumb. You'd think they'd announce anyone who came through those doors or the ERT but no. The OOC benefits of having arrivals alert: 1. You know that a person just recently joined 2. You know if Robin Rainwater needs to be set to arrest the moment they step foot on the station. 3. You know that because the arrivals never announced someone, then they must not be new arrivals and must be fakes! It's just plain dumb, hurts antags and allows attentive people to meta. Remove it. -- The next step: Have civilians spawn without an id card, and have them not registered on the crew manifest. Make it so that the customs officer (or HOP/Recruiter if the customs officer isn't availible) has a box of civilian ids and a Civilian ID computer. The computer allows them to add people to the crew manifest and give them basic id levels. The computer would not accept normal id cards (besides for verification slot), and would not allow you to give someone all access (that's the HOP's job). This is so the civilians can be registered/wander about the station/visit the hop or recruiters office. Why? This and the removal of the arrivals alert console would allow cunning antags to infiltrate the station. It would allow Vox Raiders, Nuke Ops, Wizards, and Admin Event spawned people to legitimately infiltrate the station as civilians and avoid the constant meta that often gets them caught. Assuming of course the customs officer doesn't catch them, as it suddenly also gives the Customs Officer job EXTREME IMPORTANCE, as it originally should have been. This would also allow cunning existing antags like traitors/changlings/vampires to lay low and change their identities, and then attempt to sneak back aboard under the guise of new civilians. No longer are burned antags forced to ruin the station for everyone! Now they have an option, if they're cunning enough to do it!
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Yeah stuff like that would work great, and I especially like the camera glasses. Maybe that'd be part of an objective? To photograph a security or command or otherwise well dressed official on the station near a bloody body they've recently beaten. Bonus points if they're also covered in blood. I guess if you try really hard you can also fake/stage it by having another grey tide dress up with a forged id and the real clothes/equipment.
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Again, I think it might even be worth insisting in the spawn-antag description you get that you're NOT expected to kill anyone, and should avoid as much as possible. Your job is to make disruptions that can be seen in the news later and used as fodder by the syndicate. Won't work if you're also being investigated for murder. Also that they don't necessarily know they've been hired by the syndicate. More some random third party that's covertly working for the syndicate. Might be interesting if they could see each other, ala rev round but with big grey C's. Or just a tiny grey tsunami wave.
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Good, you got past the title. Here's the actual suggestion: Commerce Disruption round. To start up, the station is normal and nobody's really an antag. This round can also be layered ontop of autotraitor/vampire/traitorchan rounds if the population is decent enough. Any civilian that spawns at roundstart, and any latejoin after, has a chance to be an antag if they have the option on. These Civilians have access to an uplink, but the uplink goes to a different market. This new market has items that are not really for killing, and are themed more around sabotage or havok-causing or otherwise hurting commerce. Basically the syndicate don't trust these civs with the fancy agent stuff and have a different purpose for them in mind as well. In addition, as they are not trained syndicate agents and only basically trained through third parties, they are not expected to kill anyone. Their objectives are themed more around disrupting commerce and sabotage, or otherwise making a scene that the news can pick up on, and less about stealing/killing. The fluff: The syndicate has taken to hiring civilians through clandestine parties to cause havok and seriously put a hurting on Nanotrasen's stock prices. They have set up numerous sleepers who covertly recruit non-employees, run them through basic training, and send them as potential hires for nanotrasen commerce stations. Once there, and possibly infiltrated, they are to accomplish their objectives. Any survivors who do a good job are usually scouted for becoming actual syndicate agents.
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yeah, and an anti-toxins generating stage 3 so people can be toxin-free.
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A virus that was the Vox version of kingston, without the ker-deadening, would be hilarious. Also a second stage virus that generated virus food in the host.
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A proposition to un-nerf IPCs and add Robotics fun
Midaychi replied to Midaychi's topic in Suggestions
The level of automation was mostly to simplify implementation, but if coderbus wants to make complicated construction/surgery steps for it then that'd probably be better. -
As in the title, I've another stupid idea. This time: Partially for robotics. Partially for IPCs. The first step that we could strive to develop: Make suit coolers printed out from robotics with ok research, and have the ability for their batteries to be replaced with better ones. Next step: Add an assembly device. To start out, the only thing you can put in there are materials positrons, ipc heads, and ipc bodies. They can synch research just like robotics fabricators. If a non-ssd positron or ipc head is put in, you have the ability to que up an entire ipc body to build around it. The machine will slowly process resources and energy, and assuming you have enough of such (and the head/positron doesn't go SSD), a fully functional IPC will pop out. If an IPC body is put in, you have the option of putting a positron or ipc head in, as well as any potential missing body parts. The device will require wires and welding fuel, and can re-attach the parts/print a new head around the positron. The result is a fully functional and repaired IPC. If the IPC body put in already has a head, the machine can only repair damage to the ipc. ------- The next step! Byond the basic functionality. This is advanced stuff we could strive for later. Higher research levels will let you print out new/replace ipc bodies with implanted upgrades and/or better materials, as well as spraypaint the result. Implanted cooling device? Gold IPC frame? Diamond? Plastic? Hot Pink Plasma chassis? You betcha. Even byond that? Cyborgs! Stuff a cyborg in there for enhanced diagnostics and easy battery/upgrade management. Maybe even give them limbs and upgradable chassis as well? Even byond THAT? Stuff a normal crewmember in there, implant them with cybernetic augments and nanotech. Make THE Super Assistant
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Now, see this is operating on the stipulation that it's way too easy to cause controlled mass mayhem through releasing virii. Personally when I play virologist, the round stays clean except for the occasional random outbreak that I respond to quickly. Never gotten lynched as a virologist. Anyways, the possible fix that I might suggest is to make all the symptoms show up as randomized-at-roundstart codes rather than their names. This means that, while yes you can just release your starting virii and griff the station; if you actually want to make a controlled virus then you have to test what symptom does what. Then you can label the symptoms using the interface and see it defined on all further analysis. This does not make cures harder to make, only makes intentional virus releasing a more time consuming affair because you have to research the symptoms rather than just instantly knowing what they do. You have to have a supply of monkeys and radium, or spacacilin and luck. Major problem I can see is that not all virus symptoms have an outward visible or hearable effect, so there would need to be alternate ways to figure out the symptoms. Or I guess you could experiment on yourself, or abduct a civilian. Also to those who complain that it would take way too long: You can inject the victim with virus food. Virus food speeds up virus symptom progress when its in the holder.
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To the heart of the matter; You can design something in the way that can be positive without needing to also develop a counterbalance negative. Developing a counterbalance is just only one of many ways game designers approach things.
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Silliness aside, I'm with Fj45 here. We already have IPC, and they're eventually going to be constructable, and you can accomplish cyborglike tasks just by equipping yourself right. About the only thing we're missing are some tools from bay12 like welding fuel backpacks.
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Janitor borg has space cleaner, and so do maintenance drones. As for recharge in medical, you can literally cut through the maintenance behind genetics to get to the robotics mech bay rechargers.
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-Just a bit of a change to brig, make it so the prison time is set on the security record, rather than on the cells themselves. -When the time is set on the security consoles, the game will check if the person with the ID is located in the brig or a prison cell or such. -If the id of the person is being worn by someone who's in a brig cell, the timer will start ticking down and display if applicable on the cell's timer. -When the timer is complete, the brig cell will open as normal, and a toggle will be set on the id. Why the above? The Rehabilitation chute. -Special chutes are set up in the brig cell area that people can enter, that will do nothing unless the above toggle is set. If the above toggle is detected, it will eject the prisoner into the security lobby nonlethally (unless hacked of course) --- Finally: Prison mining. Needs some sort of small add-ons, specifically: 1.Station camera devices that show either entertainment network or the station cameras 2. A growing area with some dirt or trays, basic seeds, mini biogenerator that can only make fertilizer, a seed extractor, a sink, a smartfridge on the prison shuttle, some basic gardening tools, and a beaker. This way, security can be encouraged to stuff belligerents into these places more, and it becomes a little more interesting for people arrested. Also provides a few new ways to escape for clever people.