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Midaychi

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Everything posted by Midaychi

  1. Just as in the title. Vg mommis are basically superior in every way to paradise drones, and work perfectly within the confines of spacestation 13 due to their lawset. And they can wear hats.
  2. You could always steal vg's code for mechanics. They've got a whole goon-like thing going.
  3. You could use heat capacity instead of temperature. Tufs could have a moisture content that drops when the pressure drops below a critical point and is automatically slowly replenished by station atmosphere vents. Once the atmosphere drops below a critical point, the heat capacity of the air stops being significant to the human body and the evaporation of moisture and black body radiation takes over. You could say humans have a heat capacity and atmospheres with a higher heat capacity fluctuations can affect humans more than atmospheres with a lower heat capacity of humans. A human in boiling water would heat up a lot more effectively than a human in air mix with the same temperature, and a human would barely be affected by an atmosphere with a tiny heat capacity like vacuum. The problem is that humans are also moisture based beings, and moisture evaporates incredibly fast in a vacuum. A human in a vacuum, (in addition to the normal brue effects of sudden decompression such as nitrogen bubbling) would encounter suddenly that all the moisture on their surfaces and orifices decided to go into space for an adventure, taking their heat energy with them. Thus, while the temperature of a vacuum is negligible (and in fact a human can technically overheat in a vacuum, hence why vox have that silly heat exchanging tail), the rapid expulsion of evaporating moisture leaves them both uncomfortably dry and fucking amazingly cold (water has a pretty great heat capacity).
  4. Was informing someone that all rounds have a timer that dis-allows instant round ending shuttle calls due to the shuttle refueling and I suddenly was struck with an idea: Sort of a "Well most of our crew's dead but we're generating a lot of power, oh hey a distant station needs evacuating lets help them out and get replacement crew (and supplies) in the process." Tl;dr: Like an impromptu roleplay ERT but for summoning random new crew instead of special troopers. Also a way to obtain some rare goods and materials. Uses station power shoved into capacitors to fuel and has a cooldown. _---_ The idea: Engineering sure generates a lot of excess power, and I'd assume power is what powers bluespace engines and what the shuttle is being refueled from. What if for some crazy reason, The station arrival wing was given a recovery shuttle with MASSIVE bluespace engine capacitors? Engineering could spend a while generating power to stuff into it. The result? Once fully fueled, a ranking officer could enable the shuttle and allow it to be called, via event or admin or just randomly. The recovery shuttle ICly, once called, would traverse to a far off station that needs a transfer or emergency evacuation of goods and/or people, supposedly one further away from centcom than the current station. Crew and/or goods from that remote station would come, usually as a result of a transfer or an emergency evacuation. Basically like an emergency shuttle but for THEM rather than you. OOCLy, though, and mechanically: Ghosts signed up for it would be teleported into the shuttle mid-hyperspace as randomized people (random races, job titles, names, cyborgs,etc) and the shuttle would also sometimes have various goods on it (rare or otherwise). If no ghosts signed up it'd maybe have a few braindeads and a lot of goods on it. Most of these people would be loyal to nanotrasen (though maybe some could be secret antags). They'd have a little time to prepare and get in character as the shuttle returned, possible with a small chance of randomized topical damage to represent coming from a literal fire of monkeys or other form of catastrophe. Their cards would have the access level of civilians so they'd need to be re-assigned, even though they might have job titles. They'd also be a bit disheveled and randomly roughed up and might need medical attention, but can also sometimes spawn with random items in their pack and such.
  5. Or just like, port over the random seed + kudzu change bay did to exotic seed crates. Then you can bug cargo for like 5 randomized seeds to splice from instead of using a salt shaker at 1 unit unstable mutagen a dump at that mutmod you have there, and you could do it without ruining the praying the RNGjesus balance that Zuhayr made.
  6. Adopt what VG did and put everything in semi secure lockboxes instead? Any id level can open them but they log the id used to open them.
  7. This is actually a process scheduler to aid an existing master controller. Its job is to schedule high intensity jobs and effectively allows different master controller processes to run concurrently. Normal behaviour is that jobs are run in order of being received and can lock the master controller from running other processes until the first process is completed. This is why people can still run around like chickens even while bombs are going off on LLJK servers, while we cannot. There will still be lag, and we'd need to port over tg's garbage collector to fix that; This process scheduler would just mitigate and sometimes outright prevent logjams that usually cause server-wide halts over things that take too long to execute..
  8. Why emagged? Just dip the cigarette in 14 thermite and 1 iron. Would be neat but would require the cigs to also splat their reagents on lit which they don't do currently.
  9. First part of this suggestion is simple: Make thrown cigarettes (either by hand or from mass driver or from pneumatic cannon) self ignite if they contain at least 1 unit of iron on impact with a mob/structure/wall. Make the chance of igniting based on the speed launched; thrown would have a chance of failure while a maxed out overpressured science-augmented pneumatic cannon would probably have a 100% chance. Second part: Make cigars just bigger cigarettes with special requirements to light normally (Ie, as they are now), and make them require at 5 units of iron to ignite on impact. In return, give them a bigger reagent capacity. What this would accomplish: It would improve the versatility of chemistry-based shenanigans, but would make the science department more capable of abusing it then the chemistry department.
  10. I dunno. You're not giving it credit. At base it just greys you out and faces you away from cover direction, and changes how your attack code works. Also transform turns you around and pops you out and recolours you. Chance of dodging or deflections. Bomb code affects. Some walking synchronization. If its not a situation people want to use it, then they won't. If its a situation where they want to use it, they will.
  11. It occurs to me that ss13 is lacking a crucial element of modern shooters for its otherwise fully Robust Combat™: Taking cover. What is? This is a verb, and a keyboard shortcut. Using it near a valid surface will make your character face away from the valid surface and turn a bit grey. This cannot be used by synthetics or xenomorphs (but can be used by IPCS). The first valid surface tested is the one you're facing, then the one behind you, then the ones to your sides. Cover is directional, meaning that flanking can bypass cover. Valid surfaces are: Walls, other mobs that are at least of cyborg type, or are humanoids and in cover (yes, the fabled chest high wall-apede), exosuits, medium density objects like tables and consoles and kicked over tables, and syndicate energy shields / riot shields. What do? The effect of taking cover: If you take cover on a fully dense object, nothing but the cover it'd normally provide anyways. Your vision of the opposing direction to the cover may be limited. If you take cover behind say, a table or a computer console, shots that normally would hit you can pass overhead or hit the cover instead, but isn't as effective as full cover. If you take cover behind a mob, that mob will get hit instead. You will also move along with the mob if its a cyborg, but only if its on help intent. The cyborg will be slowed to a walk, and changing to any other intent will break and prevent further cover taking. Taking cover behind an exosuit works like taking cover behind mobs, but you cannot move with the exosuit like you could with a cyborg. If you take cover behind a shield, you are reduced to a percentage chance to get hit or get a deflection, and you have to use the next mechanic to throw or shoot. Taking cover can narrow your field of view or alter what you can see, based on what you take cover behind. All forms of taking cover can take the brunt of explosions from the proper direction, but not entirely (unless its like, an Rwall or something) How do? While in cover, you are harder to hit. Sometimes much harder to hit. HOWEVER, to use ranged weapons or throw objects, you must pop out of cover. This is done automatically; You use the weapon or throw the thing in the direction (with snowflake code to let you target black spaces incase your view is limited), this makes you faed back to full colour and face the opposite direction you were facing while in cover. There is a very short delay before actually throwing/shooting so that other people can see that you're leavin cover and can react. You then take fire or throw an object, and are no longer protected by that cover (other than what you'd be protected from anyways under normal Robust Combat™). This is the window for opposing forces to strike. Once you throw an object or shoot, you have a cooldown, and then automatically return to cover. Shooting or throwing resets this cooldown, so you continuously stay out of cover. Why do? Because getting shot sucks, and grenades could use a buff, and it would amuse me if you could take less damage from bombs by kicking over tables and duck+covering. When do? Whenever you don't need to chase someone down, but also don't want to get shot. Getting out of cover is as simple as either being pushed out of cover by a malicious blast or force or entity, or just moving yourself voluntarily. With shields, dropping the object also cancels cover. Also do? Optional suggestion: Using the take cover button while running at a table or crate but before you actually touch the crate will make you dive over said objects and slide over subsequent objects. This of course, has a chance to cause you to hilariously biff and drop shit mid slide, falling over to your doom, but would be cool. Second optional suggestion: You take cover on the other side, after a successful slide. Third optional suggestion: People with riot shields or similar can take cover behind riot shields, and move at a walk pace. If anyone in said state has their back or side to another person in said state, they will combine into a cover phalanx and move together. This way you can create a security team shield turtle.
  12. I really don't end up on the receiving or sending end of tasers much, so this whole stun change thing is kind of ambivalent to me. I guess I'll make a suggestion though? First this would require a port of this: https://github.com/d3athrow/vgstation13/pull/1681 Second it would need a new weapon made: Temperature pistol. Temperature pistol doesn't self recharge, and can only cool. The cooling can only do stamina damage rather than brute/burn. The stamina damage rate is slower than the disabler. The cooling, however, DOES slow people down. Emagging changes damage to same as the rifle variant instead of stamina damage. The rifle is better because of recharging and can also heat. Setting people on fire is a good way to take down hard suited individuals and xenomorphs. Temperature pistol is the same size as the old taser and can be stuffed into similar containers. Temperature gun can harm the blob-shaped slimes, but not as much as the rifle variant. Third, replace all instances of the insta-stun 7 range taser with this. Then, sec has a gun that can slow people down to make them easier to hit, and another that can knock them over (the disabler.) None of them are instant I win buttons, and both can be combated by wearing hardsuits.
  13. Probably would work better if its just middle click. Then its basically ai point.
  14. What if normal tasers worked like payday2 instead of insta stun? Ie; has a charge up with a noise, semi short range, sticks you in place spasming and firing off whatever you have in your hands in the direction you're facing until your stamina gives out and you fall over? DIsrupting the person doing the tasing breaks the effect? Then you could either use those or disablers. Both with their advantages and disadvantages.
  15. Tl;Dr imagine doing this while a clown sneaks up behind you in the medbay-science hallway: The hallway side tables are dumb. Need replace. Suggest automat: Dense vending machines that start empty and are difficult to see through. Can be unlocked and programmed with chef id or better, but only from the kitchen side. Chef can place 'edible' objects in automat and define whether they are free or cost things. Costs are defined entirely by the chef and proceeds go directly to the linked id's account (possibly after nt tax). Automat can be loaded but only from the kitchen side. Automat changes sprite between empty sprite and containing things sprite based on if it contains vendable objects or not. If chef still wants to lay shit out for people to consume, they can do it on the bar kitchen lobby side.
  16. As said previously, only the 7 tile range *non windowpassing* taser can insta stun, and the one that has laser range and can pass through windows needs to hit the target 3-4 times to reduce their stamina to 0. Each hit with a disabler takes about 33% stamina. This commit is almost directly ported from tg, and exists as part of their efforts to deal with their obligatorily powergaming community, and their different game flow. (Tg is a bit smoother and less laggy due to their garbage collector and LINDA, and basically everyone is expected to know every job in detail.) The commit also reduces the availability of these stunning weapons and moves the original tasers to the armoury, and that change was specifically to reduce the amount of 'free stuns' available to powergamers who took advantage of their easy to get availability. Community snafu or not, this change was intended for an entirely different community.
  17. Ridiculous suggestion to give all cameras a laser pointer, that can't blind unless code delta has been announced. All ais, malf or not, could have access to this if the camera light is powered. AI can press a hotkey to emit a special laser pointer from the nearest camera when they left click something. Instead of a laser dot, the words "AI" appear in a holographic manner, with a down arrow pointing at the laserpoint location. If pointed at people or cyborgs after you've announced code delta, and they have no eye protection, it gives a good chance to do the laser pointer blind. Incentive for them to at least disable the camera lights.
  18. Yeah. I meant it'd work as a replacement only ingame. Ninja would still be in, just not in event rotation. Jumping spider clan would ideally be a re-write that inherited abilities from other places in the code without directly modifying them, and kept its own snowflake changes internal to its module. That way if you have to change anything then the spider will inherit the changes, and if you need to change spider specifically you don't have to hunt down a million little things in separated code files.
  19. I've heard people say that ninja code is horrible and a mess to maintain, so maybe I suggest an alternative? Actual spider clan? You spawn as a giant jumping spider with all speech, and have a mask slot, and id slot, a hat slot, a belt slot, two manipulator hands, a back slot, and two pockets. You're assumed to always be wearing a jumpsuit because spider. Only the hat and inhand sprites show up visually, and the sprites are transform-moved down so you can wear hilarious headgear and dual wield stun batons to disarm the crew's otherwise malicious intent. You start with: - a backpack - contains the cocoon teleporter for abducting. - a high tech belt that has internals and a power source and your spider clan kit and a pda interface, all in one - a spider clan gas mask- Acts like syndicate gas mask, but is immune to acid and counts as eyeware. - an agent card You get objectives like ninja. Maybe ones not so dumb. Ones related more towards abduction or subterfuge. Maybe you even get peaceful or beneficial to NT ones. Your abilities: - Still need to breathe station atmosphere, but your belt is a 70 capacity tank and functions as a mask because book lungs. -Xeno Hunter Shadow Cloak -Xeno Hunter leap -Vent Crawl. Vent crawling produces no sound or visual emote. - Ability to use the hide ability, and doing so makes you not block people or pulled objects when they try to pass you, knowingly or not. This allows you to not get discovered while trolling around narrow maintenance tunnels. We're assuming its crawling on the ceiling or something. Using hide also grants tablepass. -Spider cocoon + ability to drag cocoons around and through vents behind you. Ability to lay nearly invisible web traps to ensnare people who traverse dark maintenance tunnels unawares. Ability to inject poison into cocoons via disarm. -Count as always wearing a hardsuit and mag boots -Nutrition powered ninja vanish, that works like ethereal jaunt but you can't go through walls.. -Choose between normal vision, t-ray vision, and optical mesons with a keybind or verb. -Inject poison when you disarm or harm intent a target while bare handed. -Ability to change what type of poison you inject when you disarm or harm intent through a verb or keybind. Choose between toxic, sleep, mute, EMP, and plain stun. You have a recharging chemical reservoir, so don't over exert yourself. -Chemicals, web, ninja vanish, and vision modes run off of nutrition, and you recharge nutrition the same way IPCs do. -Your disarm attempts are silent and have a higher chance to succeed. They can also be used while hunter cloaked, but using more than once or twice in quick succession can reveal you. -Removing the belt causes Spider to need to eat normally, and lose all abilities except the hide, web, leap and counting as wearing a hardsuit/magboots. They still poison on disarm/harm and disarm is still silent, but it can only do toxic damage. - Spider clan belt is pretty much worthless to normal bipeds that aren't trained in its use. - Spider without belt can nom on cocooned simple animals and people to gain nutrition. -Spider clan mask can be removed and replaced with a ball gag to prevent them from biting, and leap and webbing and vent crawl doesn't work when handcuffed because of THE LAW. -Actual spider clan can be handcuffed and stunned, and such things work as intended on them.
  20. Sushi train anyone? Really like the idea but it would need a good number of sprites. Heh, an actual miniature train that runs on the tracks and delivers the goods. Let's see. Sprites you'd need for example food: I'm assuming you can recolour something in code rather than making separate sprites for each colour, and just make the base object grey. 1. cube 2. sphere 3. Bag with liquid and straw 3. Hypercube 4. Tube 5. Tube with ramen symbol 6. Futuristic dessert cup 7. Nt burger single/double/triple and nt fries, if they're different from normal ones sprite-wise 8. Potato man 9. Jiggling Spaghetti attack 10 Bluespace cube 11. an artichoke Yeah it would need a lot of sprites. I bet we could cheat though by putting the majority in it in generic food tubes and stuff.
  21. Additional use: Load paintball into tech shell for shotgun action. Tech shell would probably make the paintball 95-100% reliable. Possible payload and uses of paintball: potassium and water - Explosive stun round, too little in amount to really kill anyone but can gib corpses uranium and iron - EMP round Aluminum, potassium, and sulfur - Stun round with no chance to gib potassium sugar and phosphorous with an additional reagent payload - Smoke round Surfactant and water + payload - Foam with payload Foaming agent, iron/aluminum, and pacid - Metal foam sealant shot Addtional plasma aluminum and sulfuric acid - Low intensity napalm shot Glycerol Pacid and Sacid - Nitroglycerin reaction, bigger explosion than potassium+water but still not very large due to small reagent amount. Thermite + at least 1 unit of iron - Wall breacher shot Welding fuel + at least 1 unit of iron - Set target on fire Pacid - Set people on acid Plant b gone - Anti-diona shot Just lube - Tactical single tile splash of lube. --- Suggested snowflake code exceptions for additional uses - Just lube - makes it difficult for the target to grasp objects in their hands, giving the target temporary clown clumsiness based on the lube amount in seconds. - 10 units Frost oil and 5 units Ice - Makes target uncomfortably cold and reduces their stamina to 25% if they're not wearing a hardsuit. - 9 units of metal foam reagents + frost oil - Encase hit target in metal that they need to struggle themselves free of. - 5 units of plasma and 5 units of frost oil and 5 units of iron - Mini plasma solidification that makes target VERY flammable, and sets them on plasma fire.
  22. Alternate suggestion: a chemical reaction that takes 5 units of plasma, 5 units of frost oil, and 5 units of clonexadone. You must also use a cryostasis beaker, or else it won't work. This (ab)uses snowflake code to make a reaction within a cryostasis beaker that wouldn't normally happen otherwise, as cryostasis beakers prevent reactions. The mixture must be heated via bunsen burner in the beaker to create 5 units of plasma and 10 units of frozen clonexadone, and then quickly (while still on the burner) 5 units of blood to create 5 units of plasma and 10 units of congealed synthgeletin. You have about 30 seconds to add the blood before the frozen clonexadone denatures into water iron and sodium. Pour into this (while still on the bunsen burner) 15 units of whatever reagents you want, 10 units of of aluminum and 10 units of sulfuric acid. 10 units sulfuric acid, 10 units aluminum, and 5 units of plasma would usually react at 5,5,5 to make napalm. The cryostasis beaker would prevent this, and the snowflake exception code would create a paintball at the beaker's location using 10 sacid 10 aluminum 10 units congealed synthgeletin and 5 plasma, and put the remaining chemicals into the paintball. The paintball would be a gelatin ball with !noreact that has a chance to rupture when its impacted against a mob or an object or a structure. The chance to impact scales up with the speed. This paintball can be thrown, or launched from a disposal chute, or launched from a pneumatic cannon, etc. A failed impact will just result in a bounce and the paintball on the ground. A successful rupture would do two things; It would first combine the contents. If reagents were left from said combination (ie if it smoked or napalmed or whatever then there wouldn't be reagents left) then it would splash those reagents on the target. If there was at least 1 unit of iron in the reagents that were left, it will also ignite the resultant splash (So welding fuel or thermite etc would also ignite after impact) Aiming at the eyes has a chance to actually hit them, and successfully hitting unprotected eyes will splash the remaining reagents into them instead of onto the target.
  23. Yeah you have to toggle it with antag preferences in the tab menus ingame.
  24. Or the more likely case: It's set to a really low chance on the round rotation file and it reverts to lobby on start because someone changed the minimum players signed up requirement or something. I doubt many people are signed up for it.
  25. Huh? Are you sure? I'm pretty sure they're the same round, and raider vs trader is entirely up to the vox.
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