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Arzion

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Chemist

Chemist (13/37)

  1. Maintenance is extremely cramped. It isn't vast like in the other stations where you actually can get hiding places. Only one officer is enough to completely scour the entire station's maintenance.
  2. Changelings are not much fun. The only thing most changelings do is to hallucinate sting everyone on the shuttle, and most are extremely hesitant on killing due to the 'no ganking' rule, so this suggestion is aimed to make changes to the Changeling. Here are several suggestions (can be disregarded individually) : Give them space immunity Go with the Goonstation way and give them closer spirit to their biological anomaly status. Turn them completely immune to lack of oxygen, pressure, and temperature. This will allow them to survive space and even use it as a viable way to traverse across the station, instead of the crampy maintenance that Security patrols every few minutes. Allow absorbed people to become part of the consciousness Also another goonstation way, absorbed people are not killed, but instead transferred to the changeling. As an unique addition to Aurorastation, changelings, with 75 chem and a hefty stun, can split their bodies into new instances, over which the absorbed consciousnesses can be sent to. In almost all regards, these new instances are also changelings, except that they will require to go through a process of chemical evolution before they can fully unlock their potential as fully-fledged changelings. This adds an unique challenge to the crew and a new insight on the changeling lore. Make absorbing non-lethal If the above cannot be considered, then this may suffice. Absorbing players will not kill them, but instead drain half their total blood capacity and wipe out all memories of the nature of the changeling or of the encounter. This will not do much about already-dead people.
  3. Tasers are standard-issued non-lethal weaponry handed over to Security. The problem comes that their main weakness of being projectiles with a travel time are nullified by the fact that they are now beams that can pass through transparent objects. The suggestion is to turn them back into projectiles, due to their extreme power and unexplained sciences on : How does it work? If it's a beam of lightning then why doesn't it discharge the battery in one or two shots? Turning them back into projectiles generally nerfs the immense power that Security has with both their laser and ballistic arsenal, and allows people avoiding security to stand a chance hiding behind glass or dodging the stun weaponry.
  4. My point solidifies and crumbles your point at the same time. There is nothing stopping Security from perma-brigging everyone and confiscating all cultist items, or sending them off to medbay on the grounds that they went insane. There is nothing stopping people from refusing and shouting out for help when you try to convert them (which brings to the aforementioned aggressive method, which is under scrutiny). It already has been modified for a HRP environment, in that even forceful conversion, which was one of the core parts of the original cult, has to be consensual. It is already a mess due to the word-hunting system, the consensual conversion and the amount of risk cultists have to go through just to ask one guy to join them. It would not be better to "remove it", as I believe it can either be restored to the original spirit or modified in that it won't be tedious. Most of the time, cult problems come from the playerbase, some of which are your stereotypical villain-fighting all-xeno-loving workaholic white knights who have the super magical mental fortitude to resist the mental influencing caused by an ancient eldritch horror.
  5. I never thought me and Alberyk could ever agree on the same thing, but I've been proven wrong by this post. We definitely need new content instead of constant slight modifications. I don't think any new playable thing was added for a long time (unless you count ninjas, which were added in the rotation but were already available). We need more stuff related to ghosts, ways for them to interact with the crew instead of just staying around until an admin spawns something (it never happens) or until they leave.
  6. Let me slide into this discussion and post my opinions. Cult is a station overtaking gamemode, which means that cultists have to rush to convert everyone and summon nar'sie or be a certain amount of cultists on the shuttle when it departs. That was the original intention, fast-paced interesting action gamemode where the crew is tasked with neutralizing the cult ASAP while the cult has to do their aforementioned objectives. Now the actual problem is word-hunting, an extremely tedious downright horrible process where a person has to use trial and error to find all the correct words. This is supposed to be a balancing mechanic so that the cult doesn't steamroll everyone at round-start, but the process is so painful it pretty much leeches all fun out of the person trying to find the words. It is not unheard of for cultists to give up word-hunting because of how annoying it is. Now onto the actual matters, cultists are also heavily restricted by the no-gank rule. Ganking refers to immediately murdering people with no prior RP, which can lead to heavy difficulty trying to fight the Captain and Head of Security. Good news is, Security are not loyalty implanted like in most other servers, so they can be converted. Cultists are supposed to be a sudden type of antagonists, antagonists that have to strike fast, lest they will be blown out and will have a much harder difficulty. Peace cult almost never works due to heroic whiteknight employees that are like "nah man you gave me all the valid reasons for me to follow you into your workplace but I won't because I meta-know you're a cultist due to your massive amounts of tiny bruises", so cultists are forced to go aggressive to gain convertees. However, this aggressivity leads to people making a fit about being required to actually do something instead of bar-RP-ing with their meta-friend Tajaran. Rounds are usually slow, and antagonists put it into circulation. Team-based antagonists are best at doing this, but they are under much scrutiny most of the time. Complaining about cultists suddenly converting you and sharding you if you die is understandable when you repeatedly refuse rune-conversion and are going to blow them out to Security once you escape.
  7. Stock parts are somewhat smaller items supposed to be built in bulk that are used to upgrade the machineries of the station. The 10-second waiting time for an un-upgraded protolathe fabrication for each stock part is tedious and unnecessarily long. It should be reduced to at most 2 seconds and at least 1 second. Speaking about stock parts, however, to add value to their in-bulk construction, there should be buttons akin to the tg-station-derived fabrication menus, that allow queue-ing 10 instances of the same type with just a button.
  8. Both are already implemented. I know that it's implemented in Robotics. Can you confirm that it's certainly implemented for RnD machinery, meaning the protolathe and maybe circuit printer? Can't queue R&D stuff
  9. [*]Categorizing protolathe/circuit printer items [*]Allowing multiple items to be queued for construction It ain't hard to do, and it helps R&D be generally better and less messy.
  10. Arzion

    Scream sounds

    The scream emote should make a sound to add impact to events. A lot of servers have screams with sounds, some have ways of restricting it from being spammed, such as a cooldown or dealing minor oxy damage.
  11. To clear up some concerns. Explosive holoparasites do not teleport people away upon hit. That is the effect of the Chaos Holoparasite. On addition, the duration is limited, with the trapped object being "disarmed" either after another object is trapped or after a duration of approx 1 minute. Holoparasites do not "grant powers", with the exception of the chaos holoparasite, who only grants immunity to fire. They are beings by themselves that have the powers mentioned. A holoparasite injector costs all of your telecrystals, which means you can't have multiple traitor objects while also having a holoparasite, unless you rob someone else. You also cannot have multiple holoparasites by stealing another person's uplink and buying a holoparasite injector. In further detail, holoparasites exist to serve you and help you in any way necessary. They are like companions, not like your own superpowers. They are also controlled by other players, upon which when you inject yourself with a holoparasite, it will give a prompt to players if they want to play (X)'s holoparasite. If no one wants to play your holoparasite, then your injector will not be consumed, and you can try again later. It's a nice break from the usual traitors that either ruin stuff, cause destruction on the station or gun everyone down. This is also unique in that holoparasites are the only traitor-exclusive beings that can directly heal others, provided you choose the support type. Combat hyposprays are very limited in use and are made for combat. In general, holoparasites are extremely versatile and could be a good addition to a traitor's arsenal, as it actually enables traitors to have friendly roles without having used actually illegal equipment, and thus no security manhunts or arrests being made over having a holoparasite.
  12. Holoparasites are controlled by other players, and traitors can purchase injectors to create holoparasites. If you are referring to using them yourself while you are a traitor, you can command your holoparasite anything you want.
  13. I actually would love having the yellow detective suit to the game, not only it is paying respects to Dick Tracy, but it has made people angry about it, which is why I would prefer it to be added. It managed to make people angry. About a suit. Nice.
  14. As for the suggested changes, most of them seem useful to a violent AI, or appear to be breaking the laws of physics. I don't find murder computers to be all that fun in the first place, and the ability to magic a camera out of nowhere seems to defeat the purpose of having limited sight based on cameras in the first place. There are supposed to be blind spots, and as an otherwise all-seeing, all-powerful supercomputer, there has to be a weakness or three for the fleshy crew to exploit. Remember that most of them will be playing dumb, even when their players figure out the gamemode in the first ten minutes. It's a bit personal opinion, but the best malf isn't one that can control the station completely, or overcome the crew's tactics. It's the one that creates an exciting story and provides opportunities to the crew to interact in ways that aren't normal. Instead of unlockable cyborgs, powered-up turrets, and cameras to see anywhere when you're outed as rogue, it would be much more interesting to try and convince the crew to leave you be without strong-arming them into it. And if they kill you in the end? That's okaaaaaay, you did a thing, they responded to it, and now it's extended. That is why I included the suggestions of removing "critical failures" on advanced and elite encryption hacks. Just the thought of critical failing and making the entire station meta-know is enough for most malfs to hesitate using those abilities.
  15. Pretty much what it says. You will get a message, depending on what you got turned into, about losing your sapience or losing your sanity. People turned into monkeys would become non-sapient, or people turned into xenomorphs would lose sanity, for example. Also works reversely when turned from simple-mob/hostile-creature into an actual mob, where you get lovely messages about having your sapience return or regain your sanity, respectively.
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