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Robinkhaliq

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    robinkhaliq

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  1. +1 from me. The more powerful cybernetics could give a roboticist more to do and allow for some interesting antag plays. The less powerful ones could be used obviously for convenience's sake, but also as a way to start rp, perhaps between someone who finds it unnatural and is against it and somebody who believes it is the way forward. This could allow for a lot of intriguing character concepts. However, at least for department restricted cybernetics, they'd need to be easily removed lore-wise, as it's not uncommon for people to turn up as a visitor rather than their normal job, which would be impossible if they had something irremovable built in.
  2. When you use disarm while aggressively grabbing someone, you push them to the floor. I think that you should still be able to do this with a neck grab, as being able to pin someone on the floor reduces their chance of escaping (I believe). Also, it's just cool in a lot of situations. While in this state, while the victim would have less chance of escaping, they should not function as a human shield. So that it trades off your protection for less chance of an escape.
  3. So, any progress on this? This proposal seems very cool as an idea.
  4. I'm fully for removing detective's lethals. Though I say replace the revolver as a whole with a stunbaton (which detectives should absolutely have IMO). No gun really needed for a job that's meant to be pretty much entirely investigative. If, as detective, you're going to get into a conflict too big for your stunbaton, call security. Although I'm sure not many will agree with this idea, so I'd support rubbers - I just do think the detective needs to lose the lethals (which outclass officers' and HoS' default code green weapons btw.)
  5. That's all well and good, but it is actually against the rules to job hop like that now, as it makes your character far overqualified. Plus, that is kinda the purpose of having multiple characters. You'll not want to be changing jobs all the time with the same character.
  6. You're gonna want a character to be their own, and only work one job (or at least department). Also, strong backstories are important for defining how a character acts and why. Without a backstory or even a defined job, I'm gonna -1 this.
  7. All good suicides are followed by a romance arc.
  8. Maybe it'd be possible to have it cycle, but also you can just select someone particular by right clicking, and having it be an option there (for when there is a crowd or something on screen.) I'm not sure if middle clicking on someone does anything currently but perhaps that? To be honest this is a problem easily solved by someone familiar with the capabilities of the code. I'm in full support of this overhaul. Middle clicking is currently an option for use of hardsuit modules. But yeah, the controls are a trivial matter tbh, they're easily solved. This suggestion gets my 100% approval, I really want combat to be more than RNG.
  9. Maybe it'd be possible to have it cycle, but also you can just select someone particular by right clicking, and having it be an option there (for when there is a crowd or something on screen.)
  10. Other than having his name spelled stupidly, what are your thoughts on this character? I'll take criticism to improve because I'm sure as hell not perfect, but I also want to know whats good about him. Now to prepare for the wave of rage that comes from him wearing the Armored Trenchcoat... alright, gimme.
  11. Surely it'd be possible to have this combat aim selected similarly to examine. So something + click. Only issue I see is alt, ctrl and shift are already taken. But then perhaps it could be a small icon on the screen - like the one that determines whether you are aiming or shooting, and it could either bring up a menu of who to select out of mobs on screen, or just cycle between them with each click.
  12. Combat that isn't just RNG? Blasphemy. Seriously though, this sounds so good. Actually having strategy in combat? Brilliant.
  13. The delay is currently 3 seconds I believe, which is more than enough time for someone to say "Oh crap, there's a giant crosshair on me!" and stop whatever they were doing. Making it more would give far too much time for the person to run and disarm the person aiming. -1
  14. +1 from me. I've seen multiple cadets who are detective cadets. The thing is, they're geared (and meant to act) like a mini-officer, so it doesn't really work out. If there was this then it'd be much easier for people to get into roles like Detective and CSI. I agree with this 100%. Hell, we have alt-titles that stray WAAAAY further from the main job, so I really can't see an issue with this.
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