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Everything posted by HereticChurch
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Pretty sure Counter said that was her Unathi, not yours, Beoni. Anyway, all this stuff is looking super good. I particularly like your pictures of RISSA. I definitely need to get on more to get to know them.
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I support this, sounds fun.
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Oh, how long I've wanted this. I think it would be cool to let the AI have a large amount of control in the VR world, giving them options similar to the holodeck. They could change the perceived environment, maybe even spawn in mobs for people to interact with. Nothing too major to distract them from actual station work, but enough to let them enjoy themselves with a bit more crew interaction. Let malf AI's shunt into VR as an extremely powerful character/boss mob who kills people outside the VR when they die to it, but anyone who jumps in to attack it gets powerful weapons to combat it.
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Goddamn Snakes on this Goddamn Spacestation
HereticChurch replied to LiquidNightfury's topic in Suggestions
I will always support more races, as long as they're unique and come with unique mechanics. Only downside to having more races aside from making Goofball have an aneurysm is having the Cyberiad suffer from "Cantina Syndrome". -
On the opposite side of the spectrum to Regen, I actually really like this idea. Giving a few players the ability to be the centcomm pencil pushers and fax readers would be kinda cool. While it's something we've never done, I feel it'd be an interesting way to involve some more of the community. There are definitely some restrictions and such that would have to be placed before it could really happen. It'd probably be best if a duty officer was spawned in with a button admins push, rather than be a roundstart thing. We'd have to give them a small area on Centcomm to do stuff which may be tedious and annoying, and we'd have to really restrict the access. I'm a bit skeptical about giving them a headset with the ERT channel, but it might be a neat thing to give them that + a camera system to let them act as a director of sorts. We wouldn't want to let them approve ERT requests or activate the BSA, that'd be restricted to admins. I do like the idea of possibly giving this opportunity to mentors/moderators to work as a whitelist, rather than throwing up a new section for applications. It's not much more than an IC mentor anyway. Overall though, this might take a bit too much micromanaging from admins to be really worth the effort, plus what Regen said is true. We've always restricted persistent Centcomm characters to admins, so we're probably going to be reluctant to let others in on our little fun thing (Though we still have our personal admin station that'd likely keep a BSA lock on the Duty Officer's area).
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I like the current system as-is. If we were to change anything, I'd probably want people who had just played an antag be barred from playing as other roundstart antags for a couple rounds, to give others a chance and not let the RNG favour them too hard.
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Stop Gibonite exploding instantly from Kinetic Accelerators.
HereticChurch replied to davidchan's topic in Suggestions
I thought this was a feature. Don't go shooting gibtonite. -
Kidan are actually herbivores, amusingly. This still makes them predatory, but only to Diona, their natural prey. 40% brute resistance would be fucking terrifying. Keep in mind, this is in addition to armor, so it could potentially lead to ridiculous protection. 20% is far more reasonable. I do like the idea of making them unpushable though. The other stuff I don't really have an opinion on. I did like the idea of them not going down in crit, but that's likely overpowered.
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If we give people a way to get into lockboxes outside of armory access + emags, it will happen literally every round. The new meta will be to get whatever is needed to unlock the lockboxes to science and just open everything, so lockboxes will be absolutely worthless. The balance of the game would tip back to science being a self sufficient fortress of gun toting validhunting powergamers.
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I believe Ponies has a vision for a new job specifically for dealing with implants and the like - biosurgeon or biomechanic or something along those lines. Roboticists don't have a particularly sterile environment suited for surgeries like these, they just have what they need to borg people - from bodies or heads. Using robotics for surgery other than borging would be unsanitary and without anesthetic, hence the direction to proper surgeons in Tully's SoP. If we end up getting a biomechanic department, it'd likely be split between robotics and medbay, I'd assume, and have a similar role as genetics, being split between the RD and CMO.
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[POLL]Slime people fragile/boneless limbs?
HereticChurch replied to Crazylemon's topic in Suggestions
In most cases where people lose limbs or break bones, they're bound to get a few infections or potentially internal bleeding, still facilitating a need to get to the medbay and possibly have surgery after conflicts. The nutrition costs and general time needed for limb replacement keeps it from being used all the time/in combat, and I think the idea of having the limbs disintegrate shortly after being lost would be a great addition regardless of what happens. Not having bones wouldn't really tip too much in their favor or be anything but a convenience, especially if they lose limbs quicker. The main reason people are suggesting this is for thematic reasons anyway. Bones in their slimes don't make sense. Or, you know, allow their bones to be regenerated like in my previous comment, to leave the debuffs for combat but letting them forgo the surgery for a broken hand or two. If you get royally fucked up by something and have lots of broken bones you're heading to surgery regardless. -
[POLL]Slime people fragile/boneless limbs?
HereticChurch replied to Crazylemon's topic in Suggestions
I would love to have boneless slime people, but that might be too much of a buff. I recall this was a feature originally in the slime person changes PR that got rejected due to being overpowered. I'd instead suggest the limb regrowth ability be buffed to also be able to fix bones, or better yet, another ability that is slightly faster, perhaps 30 seconds, and with a much lower nutrition cost, that fixes the bones instead. That way, the slime people can still suffer the debuffs of broken bones and will still be viable to weakening and such in combat, but they don't need to go to surgery to repair them (but still can if they're starving). Alternatively giving them a slow passive bone regen would be kinda cool. -
This was one of the original features in the PR that went through recently, and it was harshly rejected. Disregarding bone damage is a supremely powerful buff, basically leaving slimes capable of recovering from every possible conflict with food and drinks. Conversely, increased limb removal would be a dangerous debuff, throwing slimes around the combat effectiveness of IPCs, except people will always target the head for a quick decap kill leading to quicker deaths than almost any race.
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Got bored and threw these together.
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TG actually has this in their code, I think. It's neat, but yeah, we can't even think about having this without an overhaul to our guncode. If we did get this, I think it'd be something cool to give to the ERT, to limit the number of laser cartridges available.
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Pretty much. Something less noticable, or perhaps only viewable on their torso, below their clothes, and maybe around their eyes/head, under the hair.
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I like the idea of having a machine or something near the cryotubes or cloners which can revive dead brains over time. It'd probably take a bit of time, but get faster with research upgrades. It could even have the lights that the morgue has, going red for brains without a mind, purple for when the brain is ghosted, and green when the brain is occupied. Throwing one of these in robotics might be helpful too.
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I approve. I think it'd be neat to give them more techy organs, like augmented hearts, lungs, etc. but that's just my opinion. To make them at least a bit more unique compared to humans, looks wise, you could give them cybernetic-looking line... things, on some spots on their body, to represent their augmentations, but to make them distinct enough from robotic limbs so they're not super-vulnerable to EMPing. The glowing eyes might not be quite enough to tell them apart quickly. And make them bleed white. Because reasons~
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Dreamy's slowly approaching lethal levels of adorableness.
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This thread is a great example of a joke going much farther than the joker intended.
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I've not personally had problems with the new pod speed, but I can see how this would really be annoying combat wise. I feel pods need a few more options for weapons. Starting off the security pod with a burst-disabler, which is already in the code, might be handy. I think it does a burst of three disabler beams? Might make it a lot more useful. Adding in a few new weapons to the mechanic console might be good too, behind security-locked lockboxes so the pod pilot could open them themselves. A burst-laser would be good, after a bit of research. Perhaps a taser, for close range quick takedowns, and maybe even a laser cannon module for lategame. I did like the suggestion for engines being upgradable. Perhaps armor could be upgraded as well. The sec pod should probably have armor that can bounce some melee attacks off of it, to make it simpler to deal with carp or other mobs in space. IIRC, Sec pods have 400 health and all other pods have 250. If their speed is too low to dodge, they should likely get a buff in health, though I have no clue what'd be balanced. Giving the mechanic more options when it comes to pod armor really would be nice. Civilian white being literally the only option is kinda annoying. Giving them some other colour choices would be great, as well as adding the ability to possibly make the security pod pilot a replacement pod for when they get shot up by nukies or vox. Speaking of Nukies and Vox, I think they should get pods of their own! Not sure where to fit them on their ships, but it'd be a cool feature. Vox would obviously have a civilian model with disablers, but the nukies might have a military model with ballistics, or maybe even ion bolts, to deal with other pods effectively. Overall I'd prefer pods were fleshed out more, now that they've lost one of the only redeeming features that made bothering to pay 30 karma to play their dedicated jobs worth it. EDIT: What the hell... in testing, repairs use a shitton of welder fuel and take forever. It's 5 units of fuel for 10 health restored, and it has a slight delay. If you limp your sec pod back with 100 health, restoring it to 400 would take 150(!) units of welder fuel, and would take ages. That should probably be dialed down to something more reasonable.
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Things CO Jenkins is no longer allowed to do on CC
HereticChurch replied to TullyBBurnalot's topic in Stories of NSS Cyberiad
This is gold. -
The Paddywagon, for Tully~ A longsword/sword/thing I made because claymores are too big and katanas are not quite what I want. Lastly some blue Odysseus thing I'm not sure I like much.
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*cue mic drop*