
Pacmandevil
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[1 Dismissal] Apply A mechanical use to the existing skill system.
Pacmandevil replied to Pacmandevil's topic in Archive
oh boy I can't wait for the text based aurora server. -
[1 Dismissal] Apply A mechanical use to the existing skill system.
Pacmandevil replied to Pacmandevil's topic in Archive
If you're the one planning on doing it, you can probably just make a couple of procs for it. I doubt it'll be a project on the scale of IT or something. -
[1 Dismissal] Apply A mechanical use to the existing skill system.
Pacmandevil replied to Pacmandevil's topic in Archive
Well, presumably having an antag status would disable the system for you, as antag powergaming is a thing. Scienentific method would probably relate to science/R&D based machines like the ones in science: the protolathe, deconstruction, Xenobio's machines. etc. Not sure what the Engines skill would do, or the command. -
Currently it's only used for admin stuff. - which seems like a waste. This could be an Organic way of enforcing RP, and reducing stuff like meta and power gaming significantly. The ideal way to limit things would be: Unskilled: Things literally anyone could do - crowbar things, wrench things, screwdriver/wirecutter things, fumble their way through making bread, make a sandwich/get soda from a dispenser. - perhaps with a time penalty or chance to fail. Amateur - Able to do what a hobbiest would be able to do with enough effort: EG: Welding (though probably slower, to represent being less skilled at it, perhaps with a chance to fail?) using machines like the chem dispenser (probably with some built in fail effects, such as making a bunch of smoke or something.) with a chance to fail, or you misusing the machine. Trained: Able to do everything retaining to the skill adequately - 0 risk of failure. Professional: Able to do the skill greatly, probably with some buffs retaining to it: EG a chem dispenser having a chance not drawing the chems you take out of it all the way - so if you took 100, you'd get 110. Another neat thing to be able to do is to get extra functionality out of stuff: EG, a professional in electrical engineering being able to see the voltage going through wires in the hacking window. (something that wouldn't change between shifts, letting players identify wires via voltage if they're trained enough- while still needing some OOC knowledge.) you can take this farther as well - by assigning point caps per race, per age, and per job. EG: Skrell getting more points in general due to them being mary sues old and wise. a +3 to skill points for a Head should be a thing as well, because the needed training.
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Fernando's got one of those arthritis knee braces. Also pretty bad Arthritis.
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I'm pretty sure that's planned for the future. Pretty far off though I think.
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Add the drum-mag shotguns to cargo
Pacmandevil replied to Scheveningen's topic in Completed Projects
Perhaps having these in the already OP ERT? -
[1 Dismissal] Delet cloning for non Protohumans
Pacmandevil replied to Pacmandevil's topic in Archive
If you are an antag and don't want your target cloned, then sabotage the cloning bay. now you'll have to sabotage/steal the other resurrection thing. not that big of a change No, but "Patched together mess of a human being" would probably have better RP than "Oh I died and now I good ok thx" protohuman bodies would likely be the least common one, most likely resulting from getting gibbed. You could probably write those off as being Non canon alltogether, while keeping cloning as we have it lore wise restricted to like hospital stations or large stations like the odin. -
I actually heard from Lohi that slips are supposed to do this - and that it's just broken right now. The code for "pissing off" after you slip is already a thing.
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[Accepted] Head of Staff whitelist: Pacmandevil
Pacmandevil replied to Pacmandevil's topic in Whitelist Applications Archives
See: this is where I fall flat. because this character isn't even a character yet - as I haven't had the chance to work on them at all. As of right now they're just an Idea and a purpose shoved into a shell. As an example - Fernando's backstory is still kinda underdeveloped, and I've been working on the guy for like a year now. Backstories are something I'm admittedly hot trash at. Like: could I throw something together? Yes, I could. would it be a high quality? Probably not. Would it 99% be reworked and retconned out as the character gets developed? yes. Fernando (post meme, not the mexican wrestler shit)'s sole purpose was "Miner" - and All they do, as a concept, is Mine. and I like to think I do a good job of it. As the character grew - it got some quirks like their Admittedly fucked view on things, their distaste in Incompetence, among other things - while still keeping mining, and securing them Valids as the main focus of the character. -
The problem: Medical is a clone factory with minimal In game reason to save lives instead of cloning, encouraging incompetence to a degree The solution: Delet cloning to a degree. make the only cloning equipment on station (Which is supposed to be really fucking expensive tech) protohumans only. - also add a check for lings so they can't clone infinite Genomes. You wouldn't even have to really change the cloning, just make the mind not go in the body - still requiring a scan. Replace the "resurecction" part of cloning with a defib system like TG has, with regents that reverse the body's/limbs/organ's decay. so it's a viable alternative to cloning. "but X got gibbed now he's fuckd!" Print off a proto human and do surgery? put some effort into it.
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Imagine the meme potential of slipping down a hole
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[2 Dismissals] Nerf Frag Grenades or Frag Grenade availability.
Pacmandevil replied to JKJudgeX's topic in Archive
Last I checked - like way back when. they were two. if they're 12 I think they're fine. standing near a frag grenade should generally cause death, -
[2 Dismissals] Nerf Frag Grenades or Frag Grenade availability.
Pacmandevil replied to JKJudgeX's topic in Archive
Syndie borgs are more than 25 tc - They're supposed to be OP. The only suggestion I have here is increasing the box price from 2 to like, 8? That sounds good to me. -
this is what happens when you tell an introvert to make a suggestion thread moon. reee
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[Accepted] Head of Staff whitelist: Pacmandevil
Pacmandevil replied to Pacmandevil's topic in Whitelist Applications Archives
...When I'm playing mining, yes. those are my OOC beliefs. OOC beliefs are also a lot different from IC ones. Science is fucking useless In game most of the time, canonly it's the most important department on the station. -
[Accepted] Head of Staff whitelist: Pacmandevil
Pacmandevil replied to Pacmandevil's topic in Whitelist Applications Archives
miners also aren't heads of staff - so I fail to see how that applies to this at all. -
[Accepted] Head of Staff whitelist: Pacmandevil
Pacmandevil replied to Pacmandevil's topic in Whitelist Applications Archives
If I may direct you to the wiki: Nowhere in there does it say "Bring materials to science because they're too lazy to ask" Or even "Inform science that there's materials for them to waste on bags of holding and other stuff instead of anything actually productive for the station" if they want materials - they can ask the QM, but that's out of the scope of the post. -
[Accepted] Head of Staff whitelist: Pacmandevil
Pacmandevil replied to Pacmandevil's topic in Whitelist Applications Archives
Can you expand on this any? -
There is currently testing pins mapped in already, along with a new firing range, but I'll think about adding them to the R&D console. that was a good point.
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Alright, That's actually a neat idea for a pin, but that's beside the point. This only applies to guns R&D *makes*, all other guns start off with pins. and no - that doesn't mean you'll need a firing pin for the Floral gun, as it's on a per-case basis. This doesn't Limit Science testing said weapons (Which they never do anyway), and in fact probably promotes that, by adding a firing range to the sublevel with testing firing pins. if you have a Valid reason to produce guns for the station - cargo's an option, or asking the warden for the spare box of pins they'll have in the armory. - this likely covers every legitimate reason to produce guns in the game. If you're doing some antagging, you can get them from the uplink, for starters. (And saying that it's too expensive is a meme, 25tc is a fucking huge amount of telecrystals at your disposal.) For the non Uplink antags - you'll have to be more resourceful for guns - looking through maint - hacking various things on station - all of these will be able to Circumvent the firing pin Limitation if a robust spaceman were to put effort in. This also Limits, (though sadly doesn't remove) the complete cheese of refilling the armory after an antag puts considerable effort into emptying it. There's really not a point to doing that as of now if the only result will be just having an excuse to fill sec up with infinite-power laser rifles for minimal effort asides from resources.
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....Except your examples are all things NEEDED for a specific job. The warden's job is to manage the brig and armory, the Roboticist's job is to handle borgs/borgings if the time comes from it. R&D's job isn't to be a gun factory. it's to test shit. this doesn't remove, or even hamper the "testing shit" part of the job.