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Arzion

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Everything posted by Arzion

  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.
  16. Ah, Malfunction. One of the more disliked gamemodes because the malfs rush nuke or vent phoron down the vents. Why not buff it? Basic Encryption Hack : No cost. Rejoice as most of your lost research time is back! Advanced Encryption Hack : No longer can have a "critical failure" and make the entire server meta-know. Higher cost to compensate. Elite Encryption Hack : No longer can have a "critical failure" and make the entire server meta-know. Higher cost to compensate System Override : Increased time and percentage required until it starts sending out the first message about a system hack. Recall Shuttle : Cannot improve what cannot be improved. Unlock Robot : Can unlock lockdown-wire-cut robots. (If they already can do this, then that's cool.) Hack Robot : Decreases time required to 15 seconds. Hack AI : Decreases the time of hack required to 1 minute. Hack Camera : If no camera is existent where you click, you can choose to construct a new one, which will take 10 seconds, but it will cost more. EMP Pulse : Can now be directed. Emergency Force Field : Slightly tougher. Machine Overload : Halved cost. There is a great dissonance between an ability that allows you to detonate the station's nuclear bomb and an ability that allows you to detonate machinery. Dual CPU : Nothing to improve. Dual RAM : Nothing to improve. Turret Focus Enhancer : Renamed to "Turret Illegal Upgrade" (or a variation of it). Almost instant "activation" process when a person enters within range. Can switch between laser cannon, laser carbine, and laser minigun. APU Generator : Actually generates power. While active and functioning, your core will not consume any electricity, and the SMES will be slowly filled with electricity. Core Self Destruct System : Supermatter-size explosion. Takes out most of the central ring. No longer a 4-square pity explosion. Feedback, suggestions, and questions are appreciated.
  17. Mostly true, but the Ninja Contract System aims to reward ninjas that complete objectives, as they are, after all, operatives sent by the Spider-Clan, for various stuff on the station. One would expect that they would get better stuff for doing their jobs as stealthy, secretive, and extremely mobile operatives.
  18. The contract uplink does not have telecrystals, and the contracts already available are often unavailable because the respective players that have set up the specific contracts are not online. Additionaly, the Contract Uplink and the Ninja Contract Mini-Computer are supposed to be separate.
  19. Introduction The Ninja Contract System is a Ninja system that aims to reward Ninjas for completing randomly-generated objectives. How does it work? At the beginning of the round, the ninja will spawn with a Ninja Contract Mini-Computer located in its pockets. The Ninja Contract Mini-Computer has 2 pages : Objectives, and Rewards. The Objectives page will show a panel full of randomly-generated objectives. These are the objectives you are required to complete in order to acquire points. Along with the objectives will be the number of points you receive upon completion and a "Check" button to verify if the objective has been completed. The Rewards page is where you are able to spend your acquired points. Objects range from consumables such as donk-pockets and poisons to more permanent/passive upgrades, such as a hardsuit upgrade module and even an extremely expensive infinite-charge power cell, which is by far the most expensive object available to purchase. The Contract System is entirely optional, but acquiring most objects available in the contract without the contract requires admin intervention. It is heavily in WIP, feedback and suggestions are appreciated.
  20. Just that simple. Add EMP effects to loyalty implants. Considering how this suggestion post won't be long due to its simplicity, it just works like this : Captain has loyalty implant, he gets affected by EMP, loyalty implant switches loyalty to a different thing. Why not have the Captain switch his loyalty from mega-corporation Nanotrasen to the Bartender's pet, Pun Pun?
  21. We do need a mechanic where center of mass is no longer the all-around for everything laser-related. Actually making lasers deal organ damage after a certain threshold would be really useful. One thing I want to ask is how much is the limit on how many shots can a limb take until it starts taking organ damage.
  22. SUCH A LUST FOR REVENGE WHOOOOOOOOOOOO I actually find this disease interesting, but it needs to be more noticeable in order to prevent it or find out the language it affects earlier on.
  23. Introduction Holoparasites are nanobots that require a host's life essence/health to survive, and in turn, the nanobots assists the host in any way they can. Any damage taken by holoparasites is transferred to the host, upon which the host dies if it sustains too much damage, but so will the holoparasite. Of course, they take heavy inspiration from the franchise "Jojo's Bizarre Adventure". Abilities Holoparasites are able to have different abilities based on what the user selects when they inject themselves with a holoparasite. So far, the known abilities are Standard, Explosive, Assassin, Support, Chaos, Charger, Lightning, Protector, and Ranged. Standard holoparasites deal high damage and are moderately resistant, with no unusual ability. May, however, come with the option of customizing its attack quote for when it attacks anything. Explosive holoparasites deal decent damage and have decent protection, but their special ability is to turn anything into a bomb, detonating when someone touches the trapped object. Assassin holoparasites have no actual damage resistance, but they can enter stealth mode, upon which the next attack deals massive damage and ignores all armor values. Support holoparasites can switch between 2 modes. A decently-fighting mode and a support mode, upon which in the latter anything it hits is healed of a moderate amount of damage. Chaos holoparasites cause touched enemies to be set on fire, and automatically extinguishes the host if it is on fire. Charger holoparasites move very fast, deal moderate damage and can charge, also dealing moderate damage and forcing the opponent to drop held items. Lightning holoparasites cause chain lightnings to be done, which deal burn damage and damage anything in the vicinity constantly. Protector holoparasites serve as tank roles, where they can enter a mode upon which they deal and take almost no damage at all. Ranged holoparasites have two modes, one where it can repeatedly attack an opponent with ranged projectiles, and the other where it can pass through walls and is faded. Lore There is actually a lot of speculation on the origins of the Holoparasites and how they work, but its generally agreed upon that the Syndicate is related to the appearance of the holoparasites, as holoparasite injectors can be purchased through a traitor uplink at the cost of 12 telecrystals (all telecrystals available). Conclusion Holoparasites open ways to new styles of RP, such as a silent murderer assaulting from the shadows and leaving no trackable trace, or a medical doctor using his Support holoparasite to heal the ill and injured. In any case, the possibilities are there, only limited by the person's imagination.
  24. *scream *fart
  25. No, the proposal is to only enable combat borgs in regular situation after two heads of staff use the swipping device, like maintenance access, coupled with code red. Yeah, but I was talking about the other suggestions where they should only be activated during delta alert. I've said several times already, and I will say it again. Delta alert is normally only supposed to happen when the nuke has been activated. There is no point to engage combat robots if they are going to be exploded 120 seconds later
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