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Everything posted by DronzTheWolf
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Guys I think the puffy knees are supposed to be cargo pants pockets, since we can store some pretty wild things in our pockets.
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@AmoryBlaine As a miner main, I actually support keeping the Cargo yellowish-brown and purple for the miners, because I personally think miners are something between Cargo and Science. Science cannot function without Mining, they can't make any of the advanced designs. It's a sign of solidarity between the Scientists and their benevolent providers, proving once again that Mining and Science are not at odds as they are allies. With a bit of friendly rivalry, yes, but allies overall. The Cargo brown/yellow color is important to keep because they're still technically Cargo, even with this solidarity.
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I'm finally getting around to it, so here's the situation for Wizards. Stuncuff fucking sucks. It's got a finite amount of uses and upgrading it doesn't even add to that, so here's my proposal: 1. The Good Shit Make it a re-charge spell like the rest, but instead of recharging after one use, it recharges all five but with a long cooldown, multiple minutes even. Have the longest wait be ten minutes, and the shortest maybe three? 2. The Shittier One Make it so upgrading it gives extra uses but it remains finite. A one-hit wonder of sorts. It'll still be bad, but it's not as badd.
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For example: Ponchos, cloaks before they were removed, uhh.. I think T-shirts and dress shirts work. If it attaches to the uniform as an accessory, it should theoretically work.
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You can already overlay the clothing that works as an accessory over them, iirc.
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Held sprite makeovers for KAs (And belts)
DronzTheWolf replied to kyres1's topic in Completed Projects
@kyres1 You should still make some kind of storage sprite for the Ultra-Heavy since it can go in the suit storage slot for RIGs. Or remove storage from there too. -
Energy Sword Sunday: Special Event/Admin Secret
DronzTheWolf replied to Scheveningen's topic in Archive
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Arguably, with augments and/or biomods, this wouldn't be necessary. Depending, of course, on what they can and can't do. I'd rather have those than these, because biomods are already a thing in lore.
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I think that humans as a baseline aren't cool enough, so I figured I should suggest a buff. One thing about humans that really sets us apart is our unique ability to survive things we really shouldn't. People get hit by cars and walk away with nary a scratch, survive majorly traumatic head injuries with little to no brain damage, etc.. That should be mechanically reflected, so I suggest this: Allow humans to naturally heal from any basic injury that's stopped bleeding, even those past our normally defined natural healing wall, and to heal faster than the other races/species. This would make humans arguably the most powerful species because even if you're shot into crit, as long as you're bandaged enough to actively stop dying you'll eventually heal your wounds. Though you'll still have brain damage from the oxyloss and broken bones, so good luck with that.
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If we gave enough RIGs for them all to have one, it would mean everyone on a merc team would: 1. Be immune to broken bones, since it splints all broken bones by default 2. Be able to run full-team with laser cannons, since any one RIG module can be bought 3. Be able to use any two kinds of goggles while also being flash proof. You ever seen Mesons + Thermals? That's hard to stop.
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I agree to this. Making it be separate from spoken languages should be a thing, as well as discernible from Tau Ceti Basic.
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I support the brightening-down, and maybe change it from yellowcake uranium light color to something a bit more like actual fire. Coalf's making it so it doesn't spawn and/or greatly reducing the spawn rate is also a good idea. But, the 360 degree lighting has to stay, that's the most useful thing about it for mining and really the only thing that makes it possible to play without a RIG should you choose to.
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BYOND Key: DronzTheWolf Character Names: Species you are applying to play: IPC What color do you plan on making your first alien character: Exempt b]Have you read our lore section's page on this species?:[/b] Yes. Please provide well articulated answers to the following questions in a paragraph format. One paragraph minimum per question. Why do you wish to play this specific race: (One paragraph minimum) IPCs and synthetics are difficult to play, due to the nature of having purely logic-based brains. Being humans, we don't really think purely logically; we think with emotion. I want to challenge myself to try to play an IPC because I think there's something to be made there, stories to be told that can't quite play out as a non-synthetic being. IPCs are less restricted than stationbounds and can have more varied stories and ideals, while also being restricted to the status of sub-human to many. There is limitless potential of stories you can tell; owned IPCs who see no logical reason to seek freedom due to the extreme expense, or an IPC so desperately seeking freedom because it wants to be free from the constant threat of disassembly and being sent to a dangerous job to be possibly destroyed. There's no limit to the end of what you can play off of with the ownership and freedom concepts within IPC lore, as well as the debate on how blurry the line between simulated and real emotion can be. Identify what makes role-playing this species different than role-playing a Human: (One Paragraph minimum) To begin, IPCs think purely with logic; they won't be making heat of the moment decisions, so everything will be calculated and precise. They're less likely to take risks with high chances of failure unless lives, or their own destruction, are on the line and that is the only possible way to change this. While being unable to feel pain and only simulating emotion, they're still not going to throw themselves away for naught, and are arguably more self-preservation centered than organics due to the nature of the chassis needing to be repaired and lack of natural healing. They're far more likely to be in dangerous jobs, though, because they're not seen as 'alive' by many, so having a bot destroyed due to the dangerous nature of said job is seen as more acceptable than a human perishing in their place. On the other side of that coin, however, they're very expensive to replace if entirely broken, so they wouldn't be sent to be destroyed recklessly and would use self-preservation as a reason to not take risks. They'd be sent to do dangerous jobs, but not something entirely deadly; Things that may result in serious injury for an organic but just repairs for a synthetic, as repairs are arguably cheaper than hospital bills or replacing a whole chassis. Character Name: NT-I-SVRT-0372 Please provide a short backstory for this character (Aproxomately two paragraphs) NanoTrasen Industrial Servant 0372 began it's creation as HIU-0372, a positronic brain in a merchant's ship. Said ship was traveling through frontier space to deliver a shipment of positrons to a Hephaestus-owned space station. However, it was disabled and raided by pirates based within the Techno-Conglomerate on the way. These pirates' usage of ion weaponry to disable ship systems damaged much of the positronic and other synthetic goods, but some of the pieces were spared. 0372 was one of them, part of a shipment of positronic brains and a few stationbound and Integrated Positron Chassis, meant to be used in experiments. They sold most of them on the black market, but kept 0372 and an older Hephaestus Generation 1 frame, using the positron to transport goods that previously would have taken multiple men to move. During one such raid on a smaller colony, a group of mercenaries hired by the mayor of the town they were robbing successfully fended off the pirates. Due to injuries and a show of force, the pirates retreated and left, but they left 0372 behind because of the slow speed of the frame. He was then put into service under the threat of destruction once more, only because the positron was completely non-combative and was deemed useful to the town as property. Eventually, a NanoTrasen sponsor came to ask about the land and open a mining operation. During this, they saw the IPC, and unaware of it's origins, figured it was worth buying; they offered to buy it at a reduced price since it had notable wear-and-tear. Thus is the story of how NanoTrasen acquired the positron, and put him into service as a Supply department supplementary unit for handling cargo and mining. What do you like about this character? (Describe what you like about this character.) I have had this sort of idea for an IPC since I considered getting the whitelist, a well-used and somewhat old chassis getting sold to NT at a reduced price because it'd be cheaper than buying it new. This alongside the pacifist industrial IPC idea, and the great potential for storytelling of it's background leave a good amount of freedom and catalyst for RP. How would you rate your role-playing ability? I would rate it a 6/10. I'm far from the best, but I'm not the worst either, and definitely have room for improvement. Notes: I've been considering the whitelist for a while, and I know this is pretty ambitious for a first character, but I feel like a challenge is what I need right now.
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I agree that the hostilities have been rising, and it's really being egged on by both sides. I tend to do some mild complaints about material rushing, but usually I'll just concede and tell them not to expect much because I'm ending my mining run early to bring them what they want. That or I'll tell them it's ready when it's ready, which is typically true. There are a few purposefully unfriendly scientists (and RDs) that are actually issues, and the same with some of the Miners. The issue is that since they're not breaking any rules or regulations, there's really no way to combat that other than to try and trick them into attacking you so you can get them arrested. Which only serves to further hostilities. Overall, though, I think that a bit of understanding, and more importantly, a way for the two to actually connect, would go a long way. I suggested giving miners Science comms but everyone and their mothers were against that. Giving scientists Cargo comms might be more appropriate, but it'd really not be too useful for them and probably serve to confuse newer players to the role/server. It's hard to come up with a lasting solution.
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The bullpup is fucking strong. 5.56 is far stronger than 7.62 in-game, and the bullpup can be made to fire in bursts. This will be only single-fire and take about three quarters of a second to fire again.
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Lin-Yu's Custom Equipment (DasFox)
DronzTheWolf replied to TheSleepyCatmom's topic in Completed Items
I have a bias, however I think the sprites are great, but the story is better. Truly a great thing you're doing keeping the spacers different from your stock humies. +1 -
That's a sniper rifle that uses AP rounds, the scout rifle. Ignores armor and does a lot of damage.
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Raider actually gets a guaranteed spawn for a Ion Rifle, unless that was changed recently. Though I do say I support the nerfs, mostly because I've played Robotics a couple times and I realize just how easy it is to shut down a round. Without even trying, too.
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*stop right there greyshirt
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Bump.
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Killing a mouse is never gank. I will kill them all. I will make an assistant that is dedicated to mousing.
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I personally can see pros and cons in the setting, but I think there's more pros than cons. The ability for both new players and veterans alike to enjoy a new map/setting is the main draw for me. Space station on a space station gets kind of boring sometimes. Plus it gives me a reason to be armed at all times because you never know when them damn commies will attack.
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Add the ability to resist thralling and embracing
DronzTheWolf replied to DronzTheWolf's topic in Archive
Because in the latter two, there is actually little way to resist ICly or OOCly. ICly, though, these are only side-effects of the veil, not even it's true power. Just like being able to resist cult, which is substantially more powerful, you could feasibly try to resist these. With appropriate drawbacks, such as death or injury. A player who is salty and passive-aggressive for being unwillingly antagged is worse than having them taken out of the round, because they will generally detract from the round because of this. Giving them an option to just be gone is better than wasting blood on them just for them to cryo and having admins refund you. -
I would like thralling and embracing to have a menu prompt similar to that of Cult. It would make the experience of Vamp a lot better because thralling someone is a salty landmine field, so giving the ability to decline it is always a good idea. It'll help prevent salty passive-aggression thralls and allow some more freedom in the players. My idea for Embracing, though, is that if you decline it you just stay dead and the Vampire keeps your blood. That makes the most sense to me, at least. You're free to add other ideas below. After all, if by lore the cult rune is Nar-Sie himself trying to gain control of your mind/soul, and you can resist that, you ought to be able to resist a Vampire. After all, they're just a minor pact with the veil.
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I suggest adding malf-controlled/lawed IPCs to the AntagHUD and adding a way to de-law them from the AI. The adding to the HUD is easy, I would imagine. A blue-screened sprite on them. De-Lawing them however, my idea is doing surgery on their head and using a debugger on them to reset them to un-lawed or default IPC setting. They won't remember anything the AI told them to do, or anything they did under the control of the AI. Kind of like De-Culting.