
LanceLynxx
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Everything posted by LanceLynxx
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AI has a percent based chance to spawn based on the current gamemode
LanceLynxx replied to BurgerBB's topic in Archive
absolutely against this suggestion, which doesn't solve anything. I do however think that the AI shouldn't have control over its turrets. Those should be set by Command staff. Roundstart default should be off, it would then require a proactive command member to go and turn it on, either in person on a control terminal, or a new computer program "Turrets" which could be accessed with a command-level ID and control both AI turrets and Tcomm turrets (which would also be off by roundstart default) this would make it easier for antags to slip into the core if they wanted to subvert, while at the same time preserving the AI role, and also requiring a proactive role from command if they decide to increase security. -
question how would holes be balanced, since there is less asteroid to walk around?
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yeeeeeees please +1 I love these little immersive mechanically-enforced RP. This is good. And would make people stop using hardsuits, gasmasks, and rigs 24/7 Only one thing, I wouldn't tie "comfort" to "classes". I'd much more rather have it tied to a stat and skill system. I know it's a whole other 9 yards, but it's just my 50 cents.
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Exactly what I was about to suggest. I fail to see a problem in slipping on gibs, but I didn't know you could slip while walking. And yeah, make lings impervious to slipping. This solves both problems. Lest we also remove oil and water slipping. I don't see how this has anything to do with HRP, if anything, it makes more sense. blood, mucus, organs and body fluids don't tend to exactly improve your grip. If anything, it is more immersive.
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QoL Hardsuit/Rig cooler module.
LanceLynxx replied to Pratepresidenten's topic in Discontinued Projects
you can just get heated/cooled oxygen/air from atmos tho -
-1 from me I don't really see why mining needs to have access to science radio. From a gameplay point, lack of commmunication is a moot point when you have not only the common channel, but PDAs, Holocomms, Request Consoles, and even in-person visits to the R&D window, which has someone inside most of the time, and even then, you have the ringer to get their attention. It seems like Supply is simply lazy to make any effort to talk to anyone outside Supply and expect things on a silver platter. You have Cargo Techs to fetch and deliver things, and QM to coordinate mining and cargo. It's literally their job description to manage and allocate resources to different departments. Lack of communication is a problem generated by the player. There are many avenues to communicate. If they don't do it, it's their problem. A common headset not only doesnt make sense, but wouldnt fix lack of communication due to laziness. Common channel is a thing as well. Science and Mining have nothing in common except that Mining gives Science minerals, and Science makes better tools for Mining.
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Add the ability to punch for Tajara (And unathi??)
LanceLynxx replied to Pratepresidenten's topic in Archive
*slap-Urist McSlappy -
I like the idea. Reasons? It's a role-playing game. Anything that makes a character more in-depth in a mechanical sense and not just fluff flavortext is a big + in my book. for instance, Sprite size differences for instance would make sense in combat, but could also affect movement speed and damage resistance, to name one small but significant change, never mind other less-obvious traits. "ugly" should hardly matter. The entire game looks like shit anyways, with barely any animations and horrible scaling. And that's just one example Like I said, more customization is always a plus, especially when it makes characters deeper with advantages and disadvantages, shortcomings and excellence in different areas. Even more so with MECHANICALLY ENFORCED RP. I can't stress this enough, how much we could use more of this. Yes, this is roleplay, but mechanics should limit what you can do or be, not the other way around. Big +11111 from me, I love these extra customization bits.
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I like this idea. can add both action and RP at the same time, the IC explanation could be a viral mutation or some sort of thing like that / classic resident evil. Could even be a midround rare random event as a disease, too. I like the idea, and it isn't lore-breaking or out of place in the setting of aurora
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[Dismissed] Antag whitelist for special antags
LanceLynxx replied to BurgerBB's topic in Rejected Policy
I believe a blacklist system is more effective in this case. Antagban consistently bad antags. Whitelist antags will cause the modes to be less frequent due to requiring whitelisted players to start in the first place. So even mixed will be fucked with. Never mind that it would be come another clique of "antag regulars" who might also burn themselves out if they roll it all the time due to creative blocks. at least bad summertide antags cause at least some mayhem. Unless you want extended to be played more. Which is what would happen. massive -1 due to not really solving anything, just making it worse. -
What exactly happened to the original Aurora?
LanceLynxx replied to Conspiir's topic in Lore Questions
in my head canon it was caused due to catastrophic failure of bubble shields in a meteor storm -
you can already ask Medical to make you some autoinjectors. Or R&D to make some auto-healing implants (COUGH man-saver) And like it was said, you can already buy brute patches. You shouldn't be falling in hole in the first place.
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I don't see what other incentive you need. Tajaras have their lore. Mechanically are already pretty buffed. Speed. Night vision. Cold resist. Claws. I'd say give this ability to EVERYONE, not just cats.
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I absolute love the idea. I always find myself enjoying discovery of new places. First time I went to Derelict, I had a blast. Couldn’t stop myself from exploring in like 10 rounds in a row. Yes please!
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as someone who actually has EFR training and CPR certified, this is somewhat misinterpreted. You CAN break the ribs, but you're DEFINETIVELY not supposed to. The amount of compressions-to-breath ratio is MUCH more important than the amount of force-per-compression. CPR compressions are for pumping blood around in case of heart failure, with intermitent rescue breaths (mouth-to-mouth) to give oxygen to the lungs. The speed is at least 100 compressions/minute, and ratio is 30 compression to 2 breaths. Breaking ribs is common place, but definetively NOT meant to occur. It's a side effect from applying massive force. You don't want to over do it, or else you're risking worsening the patient. Furthermore, successful ressucitation is usually unlikely. CPR is just to keep the oxygenated blood going until EMT arrives, UNLESS you have an AED on hand, which I think nobody wanted implemented. If you're gonna add rib breaking RNG, might as well add mechanical skill limits and stat values. A high-strength char would be more prone to break ribs, for instance. EDIT: "Staying Alive" is actually a bad tempo to use, it's the bare minimum at 100-ish BPM, you want something faster for optimal results, like 120 BPM
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Voting for dismissal. It is possible to order protohumans, prototajara, protoskrell, protounathi and protovaurca via cargo. But it's expensive and time consuming, and needs Cargo to be staffed. Really slows down any tests or research, especially if it involves lethal things, then you need to jump through all the hoops, have enough money, and competent cargo to get more.
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the board was removed from R&D. you can't make genetics equipment.
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I had this idea while reading Dronz's "Disarm spam" thread, so let's get down to business. Have Combat mechanics tied to the Stamina bar. And also have weapons properties influence that. In a nutshell, each object has weight, size values. These would be used as multiplier values for their damage. Heavy weapons receive + multipliers to damage, time delay betweens strikes, and also cost more stamina to use. Easier to dodge. Light weapons receive - multipliers to damage and time delay between strikes, cost less stamina to use. Easier to disarm. Large weapons receive + multipliers to time delay between strikes. Easier to block. Harder to dodge. Small weapons receive - multipliers to time delay between strikes. Easier to dodge. Harder to disarm. Sharp weapons can have a chance to cause a small cut damage if blocked with an empty hand. Possibly cause bleeding. Blunt weapons can have a chance to cause a small bruise damage if blocked with an empty hand. Possibly break bones. Energy weapons can be blocked with an empty hand.. but only once. You will the lose the empty active hand. "LUKE I AM YOUR FATHER" If a weapon is wielded, 1.3x damage, and 2.0x stamina cost, and lower the cooldown time between strikes by 0.8x HELP INTENT: ON ATTACK: No attack uses. ON DEFENSE: When attacked, attempt to dodge by rolling RNG, based on stamina difference. If defender stamina > or = attacker stamina, more chance to dodge. If defender stamina < attacker stamina, no chance to dodge. A successful dodge cancels all damage, but drains your stamina bar 2.3x the amount of the attacker's stamina cost of attack. If having a melee weapon in active hand, calculate probability taking in account the weight and size of the weapon. Big and heavy = harder to dodge DISARM INTENT: ON ATTACK: Attempt a disarm by using an amount of stamina. If the enemy has the same amount of stamina as the attempted disarm, the disarm is unsuccessful, but the enemy will lose 1.3x the amount of attacker's stamina cost. If the enemy does not have the required stamina, the enemy is disarmed. If enemy is already disarmed, knockdown is rolled as follows: If attacker stamina > defender stamina, RNG roll for knockdown based on difference in stamina. If attacker stamina < defender stamina, knockdown cannot occur. If disarming while having a weapon in active hand, take weight and size into account. Big and Heavy = Less chance to disarm, but more chance of knockdown. Small and Light = More chance to disarm, but less chance of knockdown. ON DEFENSE: Attempt to block a blow by using stamina. Costs 1.3x the amount used by the attacker. 0.6x damage received. If defender stamina > attacker stamina, RNG chance of parrying the blow (no damage received, but costs stamina) based on stamina difference between attacker and defender. If defender stamina < attacker stamina, parrying RNG cannot occur. GRAB INTENT: ON ATTACK: Grabs the enemy. Costs a certain amount of stamina to perform. Upgrading the grab requires additional stamina. Dislocating joints requires additional stamina. Neckgrab costs stamina over time in addition to initial cost to begin the neckgrab. ON DEFENSE: Attempt to grab the enemy if he attacks you. Requires empty active hand. Costs stamina. 1.5x the amount of attack stamina cost. If successful, gets an auto passive grab on the attacker and adds a possible cooldown to the enemy attacking hand/weapon. Very small chance to disarm. RNG rolled based on stamina difference and weapon characteristics. If defender stamina > or = attacker stamina, more chance to grab. If defender stamina < attacker stamina, lower chances to grab, and cannot add the cooldown or disarm effect to the enemy attacking hand/weapon Larger and lighter weapons = easier to grab Small and heavier weapons = harder to grab. Also throw in SHARPNESS value. The sharper the weapon, the harder to grab. Causes 0.5x damage on grabbing a SHARP weapon. HARM INTENT: ON ATTACK: Normal attack. Costs stamina. Drains enemy stamina and deals damage. Unga Bunga. ON DEFENSE: Nothing. Get hit. Cry. I ded pls restart. AS AN EXTRA: RESISTING COSTS STAMINA Each resist attempt costs x amount of stamina Roll RNG for success based on type of grab (neckgrab being hardest) and absolute defender stamina amount (The more stamina you have, the more likely to get away from the grab)
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i really really REALLY like this idea because of various reasons. 1-Adds to immersion and RP. You can't really just stare at a wall and still know what goes on around you. You need to actively look around and have spatial awareness and sort-of remember your surroundings when you aren't looking at it. A careless character would just be aloof to details while a paranoid one would check every where, all the time, in a way that other players and characters would notice (someone looking at all directions all the time for no reason is quite odd) 2-Adds to stealth tactics, not specific to combat only. Which I think is nice. 3-Sort-of curbs the meta of knowing where anything or anyone is at any given time. As for "muh combat", like it was already said, alt+direction already locks your sight to a direction. I'm all for this, my enthusiastic +1
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also add RNG chance of a shot misfiring and causing organ damage
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please also put a scope on it
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I love the idea and also the syringe secret unit thing. Im against singlr use syringes however, but I do like the idea of germs being a thing, and also more serious symptoms for diseases.
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-1 there goes the entire fun of shoving protohumans into disposals and watching sec go on a wild goose chase not even bothering to check manifest for cross reference and getting salty later JOKING +1 from me so I can actually properly dispose of biohazard material AND PEOPLE this could be SO GOOD to shove dead people into
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Eh.. I don't see how this improves anything, just makes it worse. Not only is individual skill expertise removed (besides me, I've seen 2 scientists I've seen taking under 10 minutes whereas a noob takes around more than 30), but also adds 1) Time-based mechanics. These are just not fun. 2) RNG errors. Which is also not fun. Ask any medic or roboticist who has stabbed a patient with a tool to the head. 3) Removal of an actual OOC skill ceiling. Sure this is more of a memorization skill, but a skill nonetheless that rewards those who put effort into it. 4) BUYING tech disks makes no sense if we're here to do research ourselves; Why would we get tech from someone else? In the end, it is still
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Dump One Backpack's Contents Into Another/Dump Backpacks
LanceLynxx replied to Fortport's topic in Archive
+1 and addingo to this: I think dumping backpack contents on the floor would also be a nice mechanic to have.