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AmoryBlaine

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Everything posted by AmoryBlaine

  1. Industrial RIG works fine for EVA, visually, and it mimics the cargo colours. Hence why I'm using it as a base for the colour scheme. I couldn't care less if for a few seconds we get a bit confused between Yellow orange Engineering suits, and yellow dark brown mining suits. Though, as shown above, dark brown, and yellow look nothing like yellow and orange.
  2. It's what I intend the colour scheme to become. Dark brown, light brown, grey and yellow- to be more in line with cargo. I also like how it looks, personally. The voidsuits, overall, from how I've always seen them seem to be sorta 'hazy', for lack of a better term, in comparison to other sprites. I dislike this, and want them to be more rich in colour and contrast.
  3. I don't think they're similar enough to get mixed together. I also dislike the engineering suit.
  4. Will do. This is what happens when you make sprites at 3AM LOL And yeah, I wanted to mimic the colour scheme of the industrial hardsuit without changing too much about the voidsuit design. Also, please assist me in this task.
  5. I fixed the right angle of the stomach portion of the voidsuit. It should look more natural now.
  6. Oh, I really suck at doing the alien species variants. So if anyone is willing to help, just DM me.
  7. Mining is purple. It's ugly. Let's make it not ugly- well, less ugly in regards to purple. My intent was to have an Industrial RIG, void-suit. I think it worked. And, what I'd like the 'uniform' of the miners to look like. If these are liked well enough, I'll post the DMIs here and we can use them.
  8. They act as a link between the average employee and CCIA, or atleast they should. They also allow for corporate stiff RP, and someone for people to vent at, other than the Captain. We should try to incorporate IAAs with CCIA better.
  9. I cannot support this. What I can support is making IAA a bit of the investigative department. Meaning they operate along side the Detective and FT. Perhaps they can have direct authority, or be expected to have equal part in investigations as the Det. and FT?
  10. I made sprites for that bandanamask_bl.dmi bandanamask_red.dmi
  11. A useless office, a focus on isolated RP within departments. There's guest passes- I feel like I alone use them- that allow people to enter your department without someone having to open the door. If you WANT officers in your department, give them a guest pass. If I WANT people in security, I give them a guest pass. This covers scientists testing weapons, EMTs, and engineers, all of whom could realistically hang around any other department. Why is it that I can manage to find means to interacting with the rest of the crew, but others require a massive change that cripples security, AND, does what is stated below. I also have to ask, why do you feel unsafe in your own department? Put an officer everywhere, at all times- except the halls, no, only have a single officer out there, we're expecting our threats within the ID locked departments, among the crew- not an exterior threat, or one that is within the crew, but outside of their work area. Further more, if it's a lone antag, they get fucked. If it's a team, Sec gets fucked. This is not balanced.
  12. >have to use PDAs, or non-standard frequencies in order to communicate with the rest of the team >have to rely on a warden in order to access the processing terminal >have to sacrifice a department-specific officer in order to keep the brig secure if there is not a warden >recieving general frequency, a non-standard frequency and """your department's""" frequency, ensuring a clogged chat log >out of view of your supposed department's lobby, if you want to watch cameras meaning you need to choose between cameras, or the supposed interaction this project intends to bring I have such a strong distaste for this project, one cannot conceive of it. It kills what little fluidity and control was in security, and replaces it with a new colour in my chat log.
  13. Bandanas aren't earwear, they cover the neck, and provide no actual benefits. Have them moved to accessories, so I can stack them over my tie. Currently, if you wear a helmet, they disappear. So yeah, make 'em accessories.
  14. A flare is the highest level of coverage, but lasts the shortest time, a lightstick is moderate coverage and lasts a long time, if not the full round- seriously, those things last like 12 hours. Lanterns get the same coverage as heavy duty flashlights, but keep their added benefit of fitting in your pocket, and not taking up much room.
  15. It's a side thing- if someone wants an ultrabright 360 coverage bulb, then they have to go through RnD. People can do fine without it, and make use of a mixture of lightsticks and flares to help with area coverage. It makes sense, as far as I care to look at it.
  16. It applies to everyone. Anyone can abuse it, I'm just calling from my experiences, and think we ought to make lightsticks more used, while limiting something that is the best source of light on station. @Conspiir
  17. That's actual good then, if people want permaflares, they have to go to RnD and get one. And yeah, it's a balance issue, trust me. In a game where sight is almost everything, you can essentially cover your ass in the dark with ease, and thwart any attempts by antags to attack you stealthily. This applies heavily to Sec Officers who abuse these by romping around maintenance looking for the ninja or cultists, ect. What would be a well matched battle in near darkness is turned into a turkeyshoot. You can't approach them from any side without being visible, and because the light covers all the area it does, it means they'll be able to aim at your sprite, rather than just blindly into the dark.
  18. Considering the policy on uniform, for Security Officers, this item would have to be limited to visitor rounds.
  19. Lanterns are essentially perma-flares. They're bright and reaches 360 degrees. Decrease the brightness and reach, to be more moderate given it's a low light item, or change the design to be directly forward, similar to a heavy flashlight and reaches 180 degrees. To counter this, make lightsticks slightly brighter, and easily bought in packs from cargo, and spawn in mining, but keep with the 360 coverage so to encourage their use. The lanterns are legit 10x better than any other light in the game, and spawn frequently in maintenance. Please consider this suggestion.
  20. headmaster_uniform.dmi headmaster_coat.dmi headmaster_hat.dmi headmaster_coat_icon.dmi headmaster_hat_icon.dmi headmaster_uniform_icon.dmi
  21. swatunder.dmi swatunder_s.dmi swatunder_s_r.dmi
  22. Before After swatarmor.dmi swathelm.dmi swatarmor.dmi swathelm.dmi
  23. No idea how. No code done, either.
  24. This is pretty much what the full outfit looks like, with the Sol marine fatigues, and a gasmask. This is what the syndicate looks like wearing it. And if it was just some traitor.
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