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Everything posted by Carver
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With those clarifications, I don't really think those two implants are required for the 'Aut'akh experience'. I'd be less worried about the 'one antag' and more about an entire sub-species (non-antags in particular) having a free version of an ability akin to something Ninjas and Borers have. As for the cold resistance - that's also making the assumption that polar bunkers lack heating, no? It seems rather silly in and of itself that a cold-blooded species who very readily dies in temperatures a human would find mildly nippy can suddenly disregard that, and at the same time somehow avoid the fiery overheating issue present within IPCs of a similar size whose internal climate control wouldn't be competing with vital organs.
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This I wasn't aware of. Assuming the three 'necessary augments' have no real mechanical benefit, I don't see why they'd cost 9 in total unless it's some clever way to limit them by discouraging fashionista players.
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It's a very minimal retcon as it were, and this is not the first nor likely the last time a significant change demanding retcons has been made like this. Shells (MMI/Circuit brains from the fractal lore era), ATLAS, Vox and Necropolis being four examples in a relative range from 'years ago' to 'weeks ago' as prime examples.
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I'd rather see them made tankier than a return to easy bite. Never made a whole lot of sense to me that they're actually rather frail.
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Fair enough. I'd hope other tools like a circular saw or even a knife (whittling) may function in place of the hatchet.
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Why would it require a hatchet when crossbows, one of the older wood-using improv weapons, didn't need a hatchet to produce their frame?
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With a base population of 10,000 in TC according to lore, they should be extremely rare and limited on station. This change has made an effective cut-down in the number of Aut'akh cultists on-board, and I would not want to see their return in full-bodied form unless limitations were made to the amount that may be present (so as to never outnumber normal Unathi characters).
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For reference, you could always summon multiple. You just had to stack multiple runes on-top of each other. As for the rest; nopain is fine, but they should suffer the effects of broken bones and and to a lesser extent organ damage (disregarding the pain induced by organ damage). If the sword is excessively strong then that likely also needs a looking over.
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A throatslit needs a killgrab, a bugbite needs a killgrab. Seems fine to me, especially as the claws are already quite potent. Oh yes I also nearly forgot - force gloves exist and they make blue moves rather trivially easy.
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Remov dionaea, IPCs and golems from being valid cultists
Carver replied to Scheveningen's topic in Archive
I like this idea, makes more sense to have them corrupted into something akin to how Nar-Sie corrupts machinery he goes over. -
Remov dionaea, IPCs and golems from being valid cultists
Carver replied to Scheveningen's topic in Archive
This makes more sense than the tree nerf thread. Sure, why not. -
I've never seen them powergamed nearly as hard as IPCs, and seeing as there are a grand total of two trees per year, I have little issue with an extremely rare species you can freely walk the fuck away from.
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Kill the cultist with his sword to become a cultist. I like it.
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Is there a list of the removed books?
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Bloat's a horrid term for it. Just axe the hidden WGW-tier shit and figure a way to mark old reference guides as outdated.
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You forgot shining a penlight in a ling's eyes would also reveal them and was extremely easy to do.
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Whilst the old reference guidebooks range from somewhat to completely useless, I would terribly miss a great deal of the other texts that might be lost in a purge. Even just seeing some of the character names of those who uploaded them brings back fond memories.
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It's more curious that the AI itself controls the turrets - yet has zero defense against remote law change from consoles made with stolen circuits.
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It's somewhat an issue if I die because someone else opened the firelock like a 'tard, but I never see anything bolted (by the AI, Engineers on the other hand tend to be competent and do something) for that sort of reason anyways.
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I wish to never see the cloaking device returned to the game again.
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I like the method GreenBoi brought up, just a simple recolouring of the name. As for the yes/no prompt, I half-think it's like that to combat people who instinctively click yes on pop-ups - don't really care if it gets changed either way.
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Permanence does not apply to synthetics, unlike the other species which are wholly unrevivable. I have noted an item earlier in this thread which is repeatedly forgotten, If you are a traitor (or anyone with telecrystal access), one of the few roles which has 0 back-up (contrasted with station roles) then you should be using this like you'd be wearing armour if you were concerned about lasers or ballistics. I will now list alternate methods of disabling Ions or their users for non-uplink roles - particularly relevant to specific G2 players whom desire to be nigh-unkillable. Wizards: Magic Missile - A staple, especially assuming you're capable of basic dodging (i.e.: every model but G2) you will force your opponent to run the fuck away or get floored. Chemists/Scientists: EMP mixes of your own - Ions are energy weapons, easily capable of being drained - and unlike the Wizard's Destroy Technology spell, this method can be used without risk to yourself. The Forgotten Methodry: Disable the Hand - Curiously, shooting an Ion Rifle wielder in their hand with a suitably non-terrible ballistic firearm will disable them as easily as their rifle disables you. Space Fighting - NBT-only: Jetpacks - No matter how slow you are, you're near-impossible to hit if you're in space with a jetpack where racial move speed doesn't apply. NBT-only because the asteroid map shuts this one down on all but the cooling z-level, but still worth remembering if one decides to revive this complaint down the line. The Anti-Valid Salad: Avoidance - If you spot an enemy wielding EMP weaponry and don't believe you're capable of fighting them, then don't. Not every fight is winnable. Shawshank Redemption: Escaping Prison - Surrender is a valid option, and for an antagonist you have numerous methods (Implants or having a partner to help) to allow you to prepare a prison escape with ease. The Group Antagonist: Healer Positioning - Imagine you're a party in an MMO when you're fighting as a group. You, the vulnerable member, should avoid drawing the aggro and let the tank (organics) soak up the Ion/EMP. Stay in back, stay safe. This is the standard method of any remotely competent crew IPC, as well. Lasers are a non-factor easily avoided by donning armour. Ions are a fair response to a 'species' that is revivable, trivially repaired and wholly immune to standard disabling methods (HALLOSS) whilst being notably tanky (G2s in armour being near-immortal against every single thing but Ion/EMP, which leads me to be curious of your intent). Play smart, instead of asking for a nerf to one of your singular racial weaknesses.
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Simulated emotions are a risk to the station's security - presenting a hopefully obvious opening. Laws are best followed as directly as possible, to ensure the best results. Efficiency demands setting aside something as useless as emotion - simulated or otherwise - which should be adequately understood by not only AIs, but very hopefully whitelisted IPCs. When an AI reacts in such a 'problematic' way (big brother) as this thread attempts to rectify, the issue is not with the player or how they play but with the role itself. They're playing a good AI by doing exactly that. This is why I've advocated for the wholesale removal of the role - and why I'd be fine with such a potent neutering as simply removing the cameras that enable it in favour of a very impersonal and mechanical system of network access.
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Have a look at the antag multi-tool on other codebases that can detect when an AI is watching.