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Everything posted by SomeoneOutTher3
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Well compare it to the current cult. Right now, the current cult is about blood, and general murder. Most spells are about murder, resisting conversion burns, you have to kill certain people and soul shard them to get them to do things. This cult is more defense based and less murder-y in general. Should bring down ganking a lot and allow more opportunities for RP to develop. Current cult can allow for some gimmicks, such as preaching a new religion, or hell, maybe even pretending that the cult powers were given to the cultists by nanites (Last time I did that, it was a disaster, however). What sort of gimmick would a cult about building structures without getting taken down because "muh paperwork" allow for? Going to have to rephrase this: The Nar-sie cult does allow for RP to occur, and has room for some gimmicks, since the cultists will have room for a backstory. The Clockwork cult is based entirely on base-building, judging by the wiki page. I do not know how that will tie in with the server's RP. A cult based on building structures, which are probably going to be taken down by security desperate for valids that will find any excuse to do so, is probably not going to allow room for creative RP. All of the cult structures are aggressive towards non-cultists (Mania motor,vitality matrix,etc.), this is sure to rally security against the cult. People are also not going to be kind towards a cult that makes structures that drain life, cause brain damage, or cause damage to anybody near such structure, so I anticipate that gank will still happen. As far as I am aware, that is precisely the case.
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How To Be A Good Chemist(WIP)
SomeoneOutTher3 replied to SomeoneOutTher3's topic in Guides & Tutorials
I appreciate the effort of getting that image, but I've noticed a few problems with the visual guide. Dylovene is found in all the nanomeds on the station, there is absolutely no reason to waste resources on mass production. The Dexalin Plus recipe only makes one bottle at a time rather than two. For recipes involving phoron, the phoron will have to be separated out after it has been put to use,otherwise it will screw up the recipe slightly. The recipe for tramadol needs slight tweaking. The carbon,oxygen, and sugar will make 60U of inaprovaline, so you will need at least 60U of ethanol and Oxygen to fully convert it to tramadol, for a total of 180U of reagents being used up. Large beakers simply don't have that much space. The chemical reagent amounts for Citalopram are also slightly screwed up. After the initial dylovene is made, you need 30U of silicon and 30U of hydrogen to convert it all to mindbreaker toxin, not 10U. The amounts for ethylredoxrazine are also slightly screwed over. The recipe for chloral hydrate produces only 10U at a time rather than 20. The "Supermatter" chemical mixture is actually just a mixture of synaptizine,hyronalin, and dylovene, and if you follow the guide word-for-word, all of it will not fit into a single beaker, much less a pill. Leporazine, ipecac, lipozine, methylphenidate, paroxetine, oxycodone, paracetamol, and hyperzine are not mentioned on the visual guide. The image guide is far from complete, but it has potential if tweaked a bit. -
Well compare it to the current cult. Right now, the current cult is about blood, and general murder. Most spells are about murder, resisting conversion burns, you have to kill certain people and soul shard them to get them to do things. This cult is more defense based and less murder-y in general. Should bring down ganking a lot and allow more opportunities for RP to develop. Current cult can allow for some gimmicks, such as preaching a new religion, or hell, maybe even pretending that the cult powers were given to the cultists by nanites (Last time I did that, it was a disaster, however). What sort of gimmick would a cult about building structures without getting taken down because "muh paperwork" allow for?
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How will it help generate RP while making the game interesting?
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Player Complaint: Adam Evans, K0NFL1QT, CMO.
SomeoneOutTher3 replied to SomeoneOutTher3's topic in Complaints Boards Archive
IRL, I would be more worried about the other present security personnel shooting me in the back if I turned away. I was also in a position where I would have had coverage of the hostages should one of them attempt to escape and robust me, while having clear sight of sec. Any other place for me to be, in my opinion, was unfitting. If I pointed my gun away from security, then sec would have had a clear shot at me with little consequences. And Vera, body protection wouldn't have helped, the CMO would have targetted my limbs or head. I also didn't have access to a vest at the time. I think the CMO's actions ruined whatever RP there would have been regarding the situation. Now,let's assume I did point my gun at him, it still would have taken him a second to run up to me and hypospray. -
BYOND Key: ) SomeoneOutThere Game ID: bSG0Wf Player Byond Key: K0NFL1QT Staff involved: Alberyk, TheMuncorn Reason for complaint: Borderline- Ramboing a massive hostage situation and endangering the hostages. During the round in question, I was a traitor. For two hours, I went about my normal non-antag business, since I didn't have ideas for what I should do as a traitor. Then, the detective, Connor Scott (Wesmas), told me that we should take the bar hostages, where a grand total of six people were located(!!!). We made some preparations for the situation, including getting tommyguns and their ammunition, making potassium chlorophoride smoke grenades in case we got roasted (Chlorophoride is highly lethal), and donning gas masks and goggles. We then stormed the bar and took everyone hostage, this went somewhat well. Then, security and the Captain arrived on the scene, and we demanded all the wealth in the vault, plus a mech. Due to some earlier shenanigans, a hostage was wounded by gunfire, so we let the CMO in to treat them. This is where it all went to hell. After treating the wounded hostage, the CMO, KONFLIQT, jabbed both of us with a hypospray containing chloral hydrate. This is the part in question I am making a complaint about, as this is something I believe constitutes ramboing a hostage situation. Realistically, we would see the CMO coming up behind us and jabbing us with a hypospray, not to mention that such a stunt instantly annihilated all roleplay that we were working towards. So here I am,making a player complaint against the CMO for pulling a stunt like that. Did you attempt to adminhelp the issue at the time? If so, what was the known action taken by administration/moderation? Yes,I adminhelped the issue. It was decided that the issue was IC, but a complaint would be valid. Approximate Date/Time: 3:30 PM, American Central.
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All the reasons I need to like this suggestion. But seriously, how will it be much different from a normal MULE?
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I am pretty sure virus crates actually give you viruses with new antigen codes. I have never been able to get a virus change its antigen code via irradiation, so I begged for viro crates (A lot quicker than irradiation) from cargo to make super-vaccines.
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Fair enough. The staff seems to blow these minor diseases out of proportion when I'm on, if that's all they typically are. This is most likely to prevent people from releasing viruses that cause all of the super deadly symptoms at once while rendering the victim unable to seek help.On TG and servers with TG viro (like Hippie), it is extremely easy to make airborne viruses that are lethal as hell and require rare cures. While I understand this, this isn't how it really works. You can have a virus with a single symptom (None of this same symptom duplication either... that is just... infuriating to see). A virus with a single symptom, maybe even two, while rare isn't impossible. It's one that's specialized itself down to doing just one or two things, besides propagation in the host body. It's a virus that's really good at what it does, and literally nothing else. My proposal is to have a way to make single/double/triple symptom viruses without having to spend hours at the incubator, irradiating the crap out of a virus to get that chance duplicate symptom you're looking for at a higher/lower level... because then you're just wasting your time beating your face against the wall. See my first few sentences. What would be so wrong with having the ability to insert Stage 1 Symptoms at Stages 3 or 4? It would make a great tool for antag virologists who don't wanna kill anyone (because watchout banhammer), but still incapacitate the crew to the point where they are not able to do much against them because they're constantly dropping weapons due to sneezing/coughing/whatever... (and yet still leaving them capable of fighting back at the same time) Either there is some miscommunication here, or you don't know how BayViro works. You can in fact insert lower-stage symptoms into higher stages, but not the other way around, by using the gene splicer located next to the analyzer machine. You can insert stage 1 symptoms (Refer to the Bay Wiki to see those) into higher stage- symptoms, but not the other way around. So yes, you can splice in symptoms like waiting syndrome (a stage 1 symptom) into stages 2, 3, and 4. I have done that a couple times. You can just overwrite the worst symptom with Waiting Syndrome. I do agree that you should be able to remove some virus symptoms. Provided you can get Waiting Syndrome at the proper Stage by random happenstance. You can't insert Waiting Syndrome into any Stage except its own, which is only Stage One. You might get lucky and get a Stage Three Waiting Syndrome... but you've gotta be like... right hand of Singulo God lucky. See my previous reply to get my suggestion for this. Again, use the gene splicer machine in the viro lab (computer right next to the virus analyzer that looks like a crew monitoring console). Take a sample of a virus that has Waiting syndrome anywhere, get another copy,culture it, put it in the computer, then isolate Waiting and save it to a disk. I am going to agree with you on that one. Boring and tedious, ain't it? Indeed. When I actively played viro, I usually begged for multiple virus crates. 1. You can already do that. A lot of times, viruses are just an annoyance. Not to my knowledge. 6 out of 11 Stage Four symptoms are lethal. 4 of the remaining 5 have consequences that can be considered pretty hard to 'live with', and would likely kill a lot of RP. You can splice in lower-tier symptoms for the higher stages (Such as coldington(Normally stage 1) for stage 4 if you can operate the gene splicer located in the virology lab) It's common knowledge that Orange Juice can assist in clearing up a cold, while milk can make it worse, depending on the bug. Going to the bar/kitchen for a glass of OJ will free up Medical in the event of an emergency if all the patient is exhibiting is coughing/sneezing. This works in conjunction with my 'lesser virus' proposal above. 3. Good point. Right? I remember making a literal zombie virus from the symptoms on TG, with everything except reanimation of the corpse. It consisted of TG's following symptoms: Autophagocytosis Necrosis Coughing Confusion Deoxyribonucleic Acid Saboteur Eternal Youth Fever Flesh Mending Heat Resistance Sensory Destruction Viral Self-Adaptation Projectile Vomiting Vomiting Blood Basically, the infected healed themselves of almost all damage (at a slow rate). The infected would take cellular damage from the Necrosis and be -really- hungry... However, the cellular damage would be healed by Flesh-Mending, which would convert it to burn damage, which was then healed by Heat Resistance. Brute damage would also be healed by Flesh Mending as well, so the infected was nigh-invincible, if in a one on one/two/three scenario. I do think that being able to make a virus like that would be cool, it would be a bit over-powered. Sensory Destruction would ensure that their senses would dull over time and they'd suffer brain damage (though that was healed almost as quickly as it was caused. This would lead to the infected's inevitable death, should they not be cured in time) at the same time. V. Self Adaptation would ensure the virus was fuckin' brutal to cure and slightly stealthier than it would be without... but this addition was mainly for the cure difficulty. The two types of vomiting were for the lulz. Fever, confusion and coughing are all symptoms of basic bugs and can be found in most of the starting stuff you get. Also, that's typically how an Outbreak is shown to be spreading. 4. People will just make pills of every medicine possible and pass them out when an outbreak happens. And that would kinda be meta, if you ask me... which would automatically make it against the rules and AHelp material. Also, this concern is just a repost of concern #2, worded differently. 5. You can already do that, albeit with a lot of dedication. (Telepathy, beneficial chemical synthesis, and adrenaline extra). With TG virology,it is too easy to make viruses that remove the need to breathe, convert all of the damage you take to toxin, purge that toxin damage, and produce antibodies for all other diseases. Viruses should not be too beneficial or sources of super powers. I think the beneficial symptoms you can get with BayViro are enough. Stage One has no beneficial symptoms. Stage Two has Adrenaline Extra, but that can kill someone with an OD. Adrenaline Extra, according to the wiki, produces hyperzine. Yes, a unit of hyperzine lasts some time, but the rate of production might not be high enough to cause buildup. Also, an overdose does not mean lethal dose in terms of Aurora mechanics. An overdose of something will simply cause you to take toxin damage for every unit you metabolize past the OD threshold. This can be countered with a couple Dylovene pills. Stage Three has Telepathy (the only "beneficial" symptom on this list) and Chemical Synthesis, which can kill as easily as it can be good. Stage Four has no beneficial symptoms. I'm not saying give Viro the power to make stuff that's unbelievable, like TG has. Things like DNA Hardening to make it more difficult for viruses to infect, a modified Weight Even, so your body burns excess fat and you don't get stuck with that stupid grey burger on the side of your screen because you accidentally took one bite more than you needed to, Toxic Filter for people who work with toxins in their job to keep them from getting killed because a chucklefuck accidentally/purposely loosed phoron into the air in the tiniest amount, or the Engineer went into the SM Core without their suit on to make an emergency coolant flush. Simple things. Things that are 'believable', yet still pushing that sci-fi boundary into what's possible. Going to reply to each point that I can with colored text. Edit: RIP formatting.(Fixed now) From the Baystation guide to virology: These are all the symptoms and their effects. Symptoms may appear in any stage above their current stage; and are not restricted to one stage. (Except Stage 4 Symptoms). (E.g: Stage 1 Symptoms can appear in stages 1,2,3 or 4. Stage 3 in 3 or 4) Duplicate symptoms will not happen.
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Bump
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Being Robust, what it can do for you!
SomeoneOutTher3 replied to coolbc2000's topic in Guides & Tutorials
Oh dear, had that happen to me once, it was not pretty. -
Be careful, lest the pro-mice people raise a deathsquad to execute all who ever killed a mouse 4noraisins. By the way, what happened to 1138?
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After finishing writing my chemistry guide, I thought that it would be a good idea to eventually try out the role of Bartender and write a guide on it (A bit early to write suggestions for something I never played before, I know). I thought of things I would put on a Bartender guide, and one of those was getting the crew to come to the bar, by "inventing" your own drinks as the shift's bartender. My suggestion aims to make that possible. I also propose that we implement a "Taste system" similar to the one Baystation has. This is pretty much how the taste system works: A substance is assigned a "taste message" that will appear to anyone that eats or drinks it (But not if it is injected). For instance, potassium chloride and animal protein have bitterness and "protein" as their taste. If a player were to eat a food containing those substances, or one of countless others that has a "taste", they would get a message saying "You can taste X". With our potassium chloride example, eating it on Baycode would give the player a message saying "You can taste bitterness", and animal protein will display a message saying "You can taste some sort of protein", and so on for almost all other substances in the game. This brings me to my second suggestion: Giving bartenders the ability to customize their creations. The point of this suggestion is to allow bartenders to make up their own drinks, complete with custom bottling, naming, and even descriptions. Hopefully, this will allow bartender players to get more people visiting their bar, have conversations over a glass of whatever they came up with, and just create more interaction. The customization will come in the form of a few new items. Glass & Bottle Maker: In function, this is almost identical to the ChemMaster. The only difference is what is created as a means of storing whatever substance is put into the machine. As opposed to pills and bottles, this machine would create bottles and drink glasses, and give the user the option to select what the glass/bottle will look like. Have you wanted to pour your bar drinks into glasses that look like the ones for the "Syndicate Bomb" and "Three Mile Island Iced Tea"? This will make it possible. This will also need more spriting. Drink Labeler This will look exactly like the hand labeler, except it will be used to label bottles and glasses of drinks. To use, one would simply have to click on the labeler to turn it on, which will prompt the user to enter a new name for whatever they want to rename, and a customized description (optional), and then hit a glass or bottle with it. The labeler will not work on empty bottles/glasses, and labels will disappear once all the liquid in a glass/bottle is gone. This will only work on mixtures of substances or drinks. (You won't be able to label pure hooch as "Hippie's Delight" and give it a description that matches that of the Hippie's Delight drink. However, if you were to mix, for example, Absinthe and Hooch, you will be able to label the drink as anything you want and give them any description. This might be a problem if abused,however.) Example of how the two above items would be used if implemented: John Doe mixes Absinthe, Hooch, Ethanol, Neurotoxin, and whatever makes you hallucinate. John Doe places a glass containing all of that into the glass & bottle maker machine, and makes a glass that resembles for that drink. He then uses the drink labeler to label the glass of his custom drink as "Wirecutter" and gives it a description of "A drink you have never seen before. It glows all sorts of colors. Guaranteed to get you wasted". John Doe then proceeds to advertise his creation over the Common Channel, and many people flock to the bar to try it out. And my final proposed item: The display case. This will allow you to place drinks that you make inside it. When examined, it will show what drinks are in it and their descriptions. I think this is something that should be added to the bar to create more interaction between the Bartender, the medbay's chemist (supplying chemicals, PAPERWORK, etc), and the rest of the crew. Let me know what you think of this.
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I could be a bit too late, but: Random mech circuit boards Random mech customization kits (If we have those on Aurora) Maybe a random security item like a stunbaton or a pair of handcuffs. Bottles of alcoholic drinks Random chemical cartridges Some random resources like metal, glass, maybe even plasteel. Maybe a rare space suit. An occasional virus dish(!!!) Possible surgery kit. Absolutely random number of credits. Any medical item, such as a stasis bag. Bottles of chemicals (Or pill bottles) labelled as medicine that actually contain something horrible like acid, zombie powder, or maybe even cyanide. A gardening crate. A cryostasis beaker, either empty or containing a mixture of something that will react should it leave the beaker. A combat drone circuit board. Various paint and crayons. Emagged Arcade Cabinet Some low-end traitor item. Random food, may or may not come with chemicals. Beanbag rounds. A RIG suit module. Force Gloves. PDA cartridges. Random computer boards. Maybe a mech module. R&D disks with a random level for a random tech (Can even be illegal tech). Random machine parts with random reliability and advancement (Such as micro-lasers or high-powered lasers. Maybe even stuff like advanced matter bins). A power-cell of random capacity. A robot scanner. Low-end laser scalpel. Advanced mining equipment. A paper with random Telescience coordinates written on it. An empty (Or full) lethal injection syringe. If full, could contain sixty units of chloral hydrate or any other chemical. Blood bags Parapen A neutered facehugger (Like Lamarr) A corgi A cat Drug syringes containing mindbreaker toxin, space drugs, and cryptobiolin.
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How To Be A Good Chemist(WIP)
SomeoneOutTher3 replied to SomeoneOutTher3's topic in Guides & Tutorials
Alright, finished the guide's section on paints, bar drinks that do not appear on the wiki, how to make silicate and solid phoron, and medicines that everyone should be making. What else do you think I should put on this guide? -
While looking through the game's chemistry code, I found out that there were some bar drinks that were otherwise not mentioned in the code. They start below line 1980 of https://github.com/Aurorastation/Aurora.3/blob/master/code/modules/reagents/Chemistry-Recipes.dm I have decided to post the recipes. Enjoy. Some of the items the code refers to have probably been removed from the game, with the only mentions appearing in the chemistry code, who knows? I will be posting them for the sake of posting new content.
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How To Be A Good Chemist(WIP)
SomeoneOutTher3 replied to SomeoneOutTher3's topic in Guides & Tutorials
Edit: Finished the section on paint. -
During my time on the server, I have noticed that Medical has a huge lack of good chemists (Or chemists in general). With a few exceptions, most chemists either don't make all of the medicines that might be needed, or take forever to do so. I consider myself a good chemist, I take around an hour or so (50 minutes if I push it) to make FOUR bottles of every medicine, with the exception of mental stabilizers and painkillers. A week or so ago, someone told me over OOC chat to make a guide. So here I am,writing a guide on how to not be terrible as a chemist. I will be working on it for the next few days(Edit: Almost finished it in a few hours, lol). Though some may wonder why I finish my job so quickly, my secret is simple: Just calculate the total reagent amount to fill up the entire beaker (Use large ones). That's it,really, there is nothing more to being good at Aurorachem, just practice and memorize.The only "Skill" you need is to change the amount of chemicals your chem dispenser will give out at a time. Also, you do not need to make the "Basic" medicines such as Dexalin and Kelotane. It is also important to pay attention when bottling whatever medicine you made so that you do not accidentally end up dumping half of it while bottling it. Wall of text ahead. And yes, this is the order in which I usually make medicine during the course of a round. Congratulations, you have made everything Medical will possible need for the round. You may now go to cryo knowing that you have done your job and don't need to worry about medical needing something you didn't make. How to Bottle Chemicals: In case you do not know how to bottle the chemicals that you make (WHAT?!?!), just go to https://aurorastation.org/wiki/index.php?title=Guide_to_Chemistry#ChemMaster_3000 . Chemical Cartridge Replacement: Inevitably, you will run out of some cartridges in your dispenser. Before you run to Cargo and beg for a replacement, STOP! Simply take the screwdriver on one of the desks in your lab, click the dispenser, take out the empty cartridges, toss them into the disposal bin, take out the needed cartridges from the second dispenser in your lab, and pop them into the dispenser you're using. Bonus Stuff: Paint: Yes, you can make paint here, though it will not appear on the wiki. Found this out as I was looking through the chemistry code. https://github.com/Aurorastation/Aurora.3/blob/master/code/modules/reagents/Chemistry-Recipes.dm The Baystation Wiki has a section about paint and "Ghetto paint" (paint that is made using coloring agents besides crayon dust). The Ideal Death Gas: Yeah, NO. Not going to fill this out. If you have been paying attention, you can figure out what the "Ideal Death Gas" might be. Condensed Capsaicin: [For Pepper spray] Take some chilies from the garden, and grind them up to get Capsaicin Oil, or inject blood into an orange slime extract. Now, convert it to Condensed Capsaicin , pour an even number of units into a beaker, and add some phoron to serve as a catalyst. You should get Condensed Capsaicin. Makes one unit instead of two. I am slightly uncertain whether or not parts of the code relating to this have been removed. Edit: Condensed Capsaicin is make-able, and it will instantly paincrit you if you swallow some. Plastic: [To make solid plastics, duh] To make solid plastic, combine plasticide and half as much polytrinic acid to get plastic. At first,I didn't know where you can get plasticide, but after doing some research, it turns out that you can get plastecide from "plastellium" fungus. This can either be gotten from the xenoflora seed storage or by mutating fly amanitas. To get plasticide, simply grind up plastellium. Discontinued Items: Yes,I looked in the code for these. Silencer (Bar Drink): This has almost certainly been rendered impossible to make due to mimes and such being removed from the code. To make this, you need to combine some "Nothing" ( Probably removed from the game because it was mime-related), cream, and sugar. Driest Martini: To make this, you need to combine some "Nothing" and an equal amount of gin. Bar Drinks that do not appear on the Wiki: You can guess how I got these. I am copying a lot of these from line 1980 and below of https://github.com/Aurorastation/Aurora.3/blob/master/code/modules/reagents/Chemistry-Recipes.dm Update: Silly me, a lot of the ingredients for the secret recipes are in fact mentioned in another part of the code: https://github.com/Aurorastation/Aurora.3/blob/master/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm
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I very rarely see deadly diseases as a random event, and rarely get anything worse than DNA degradation when irradiating viruses. Most often, some stage 2 symptom takes up the stage 3 and 4 slots and people will just hallucinate at worst. Once I saw a virus that had "Reverse Pattern Syndrome" as its final symptom, but that was just once. This is most likely to prevent people from releasing viruses that cause all of the super deadly symptoms at once while rendering the victim unable to seek help.On TG and servers with TG viro (like Hippie), it is extremely easy to make airborne viruses that are lethal as hell and require rare cures. See my first few sentences. You can just overwrite the worst symptom with Waiting Syndrome. I do agree that you should be able to remove some virus symptoms. I am going to agree with you on that one. 1. You can already do that. A lot of times, viruses are just an annoyance. 2.Then that kind of removes the whole point of having a department dedicated to producing cures,don't you think? "Oh, what is this? A virus that causes me to hallucinate? Bring all of the possible cure materials!". 3. Good point. 4. People will just make pills of every medicine possible and pass them out when an outbreak happens. 5. You can already do that, albeit with a lot of dedication. (Telepathy, beneficial chemical synthesis, and adrenaline extra). With TG virology,it is too easy to make viruses that remove the need to breathe, convert all of the damage you take to toxin, purge that toxin damage, and produce antibodies for all other diseases. Viruses should not be too beneficial or sources of super powers. I think the beneficial symptoms you can get with BayViro are enough.
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So far,I have never seen R&D supply the various other departments in the game with items earlier than 2 hours in, except mining, but that is because they usually get mining gear earlier than everything else. Let's face it: Bluespace beakers, incision management systems, laser scalpels, etc are cool and all, but the round is almost over, or the items in question are not useful, by the time R&D gets the resources/ technology to produce whatever items other departments might like. Chemistry wants a beaker that can hold 300 units of chemicals and allow medicine to be produced even faster? Too bad, you have to wait for miners to haul in diamonds. And by the time that happens, bluespace beakers are no longer needed. The same applies for the surgical tools that the protolathe can make: Either they are never made throughout the course of the round, or are made when nobody is interested in them anymore. I think this takes away from the interdepartmental cooperation that was meant to be encouraged. I suggest that R&D should be able to get certain items, such as bags of holding and such(But not guns), earlier in the game, when other departments might still be interested in them. For instance: Make the incision management system more affordable early on, and remove the need for diamonds to make bluespace beakers. This will actually allow R&D to interact with Medical to some degree, rather than paying them a visit near the end of the round, giving the chemist a single beaker that nobody is interested in anymore.
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Like, there is no way this is a legit complaint. No way. Just.....no. RIGHT?
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Import Holoparasites/add Holoparasites from TGstation
SomeoneOutTher3 replied to Arzion's topic in Archive
That is also a great point. Holoparasites don't fit with the traitor theme we have, unlike tg. Couldn't we add holoparasites but make them only available to mercenaries for a price of 15 TC? I think that holoparasites for mercenaries, which would rely on something that will support them in direct combat, fit with the theme more than holos for traitors. -
I agree with what the title says. Yes,I know that what I am about to post is off-topic. I spawned in as a ghost during one round and decided to explore the CentComm Z-level. I found the lobby screen picture, the pod retrieval shuttle,the heist/merc shuttles, a strange syndie base with an AI named GLADOS that had mauler mechs, a shuttle with nothing but a control console and a teleporter, and a strange alien room with lockers and stuff. Room: http://imgur.com/a/IgLPT
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Add the ability/a mechanic for borgs to ghost when disabled
SomeoneOutTher3 replied to Snoopy11's topic in Archive
You can already bring back unpowered borgs if they ghost. To do this,robotics has to print an emergency restart board and use it on the borg that has ghosted, this will place the ghost back in the borg body.