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Everything posted by Brutishcrab51
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FEEDBACK: Syndicate Commander Gamemode
Brutishcrab51 replied to Wildkins's topic in Discontinued Projects
I like it. I am all for this, and am excited to see it. What sort of objectives will there be? What sort of equipment will the Commander start with, if any? I understand he'll have a shuttle and the ability to get equipment, but I assume he'll also have a handful of syndicate items at spawn in his little addition to the Mercenary base. Whether that's a red voidsuit or what have you, I don't know. Will they be able to get faction hardsuits and voidsuits? -
Way To Toggle Your ID(Or verb) To Shut Doors Behind You
Brutishcrab51 replied to Fortport's topic in Archive
I just close the door behind me when I walk through if I care enough to restrict access to the door. I don't really think this is necessary. Little mechanical mistakes wherein you leave a door opening while in a hurry is something people may capitalize on. No need to provide a safety net for everything. -
Character Feedback - Coenraad Nieuwoudt.
Brutishcrab51 replied to Kintsugi's topic in Character and Concept Feedback
My man, We met on Lebensraum, playing as German snipers. I loved interacting with your character then, and I love interacting with your new one, Nieuwoudt, now. I have no solid criticisms to give, and I have not interacted with the character enough to build a solid idea of him, but initial impressions are cool. Will edit in more information as it becomes relevant or as my opinion changes. -
Once upon a time, a long time ago, I was a Visitor. An AFK visitor - a Solarian, visitor. I had a small office on the surface, I was running paperwork for some registration thing I came up with. I went to the bathroom, you know? While I was gone, someone came into the office and said "hello". No response, you know, I was AFK. I'd been AFK for a few minutes. This individual takes out an Energy Sword and cuts my head off and walks out. These things happen. I immediately ahelped, got revived and that Traitor got a very nasty talking-to. It didn't really ruin my round, it barely took up any of my time. The point I am making is that the system works just as much as it doesn't. If people abuse and gank and do kranky shit, they'll get clapped and smacked and beaten. Same deal for the parapen.
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FEEDBACK: Syndicate Commander Gamemode
Brutishcrab51 replied to Wildkins's topic in Discontinued Projects
Give him limited AI-style access through a seat or terminal and let him hack doors (with a time-frame similar to the Advanced Hacking Tool from ninja hardsuits) and the ability to access station machinery through cameras. Perhaps make it so the only way he can do that is to hack a camera first? -
HAPT has never had mixed-race suits or units, as far as I know. They are spawned with only one option - humans. Next up, when do Pulse Rifles and Energy Rifles get two-handed sprites?
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I once used a parapen to kidnap @Scheveningen's HoS during a traitor round as a Security Officer. Did I use it to gank their character? Steal their access? I mean, no. I duct-taped the character up and cut out their loyalty implant. And then let Schev's character go. One distraction done, the HoS was now temporarily compromised (to some degree) and I had completed my objective. Even copied the card access with an agent card, but saw no reason to steal it. I'd say that was one effective use of the Parapen. Generated RP and conflict, didn't take anyone out of the round unnecessarily, accomplished my traitorous goals (at that exact moment) allowing me to carry on with my other purposes in the round. In summary? Blame the player, not the tool. The Parapen is where it should be, ahelp people that abuse it. -1.
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i swear m8 if you shitpost one more time to try and get a higher post count than jackboot i will unsheathe my sword..
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Energy Sword - 6-8 TC. Crypto - 6TC. Net gun - unavailable, vault only. Thermals - 4-6 TC. Mounted SMG, equivalent to the Tommy(?) - 12 TC. Grenade launcher, not available in the uplink. That's a lotta' damage.
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It would also be extremely powerful, more powerful than normal traitors[CITATION NEEDED] (don't quote me on that). They have a mounted SMG, an Emag, a crowbar, an energy sword, a laser cannon, a grenade launcher with frags, flashbangs and smoke grenades and a few other things. I don't code-dive or I'd tell you exactly what they had. I mean, I'd be all for seeing them with a variant of the Syndieborg module. Let's call it the Traitorborg module.
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That may undermine the value of Syndieborgs as coded. They're worth 35 Telecrystals, and a Traitor only spawns with 25.
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Complaint - Various Cultists
Brutishcrab51 replied to NewOriginalSchwann's topic in Complaints Boards Archive
Security wasn't the first to start going lethals. I'd know, I was the only Sec-member during that firefight with a lethal weapon, the Warden's five-shot energy pistol. This was used after a Cultist started gibbing hands and stabbing chests, the summoner. I don't exactly know how that went down. I don't want to know. I was in paincrit for most of it too. -
Sacrifice doesn't put people into constructs. It gibs them. If you want to put them into a construct, you can tap them with a spirit stone while they're in hardcrit after poking them nearly to death with your glowing swords.
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Complaint - Various Cultists
Brutishcrab51 replied to NewOriginalSchwann's topic in Complaints Boards Archive
Nar'Sie's spawn causes the emergency shuttle to be called with a 5:00 minute time-frame, instead of a 10:00 minute one. I was the Warden this round. I was honestly baffled and confused for much of it, I latejoined too. What I do know is that one moment we were processing some people for (INSERTCHARGESHERE), and the next a Cultist had cut my hand off. I responded by shooting his hand off. Security turned into a battle royale as Derrick Mens and Genevieve Francoise jumped me with disarms and a stun baton (respectively), Coetzee (Schwann) fought (and lost) against the sword-cultist, Alamuddin was stuck in Processing by the AI and the Reporter-IPC did some fighting on Security's side too. Not long after, the cultists entered Medical to attack and capture people (led by Lafortune). Not long after that, they were stun-talisman'ing Miners and dragging them over sacrifice runes before they could even type a response sentence (Lafortune too). I actually survived in softcrit long enough to be ashed by Nar'Sie. This round left a bad state in my mouth to such an extent that the next round was also Cult, and unsurprisingly, all the starting cultists begged to be other antags. Traitors and ninjas. Lafortune decided to be a wraith and teleported around medicalizing people with claws less than twenty minutes into the round. -
Refactor distress beacon mercenaries to heavily favor NT
Brutishcrab51 replied to Nantei's topic in Archive
I was the head-merc, Kaddus. Honestly, I don't see this round as an issue. I've played Freelancer mercs twice. Both times, I've saved the station. Once from traitors, once from changelings that were eating everyone and killed Security. This time, our gimmick was that we were Freelancers. Our engines weren't so great, functional but not enough for trans-planet movement. We had an announcement from the NTCC Odin saying we were arriving. Security should avoid antagonizing us, but that they should protect the station and notify the Odin if anything happened. Boom. An hour later and we're fighting. After purchases from Medical and Science, the CSI picks a fight with me, Kaddus, hardcore Freelancer Leader. I have my bear-tree cut his arm off with a chainsaw for grabbing me with it, after he insults me several times more when I ask for an apology. It, obviously, escalates from there. Cue the distress signal. It's Freelancer Mercs, isn't that a treat? One of them doesn't side with us, the other does. That's only after we blow our way into Medical through the Construction Level, and Security is in disarray. It makes sense, right? Mercenaries helping Mercenaries. The Freelance ERT isn't contracted by NT, it's just picked up a distress call and is responding to it. That's all. They're neutral, able to swing either way. This is the first time I've ever seen them side with the antags. And that was fine. As for payment? They didn't expect to be paid going on the Aurora, and they're relatively poor mercenaries if their equipment and shuttle is anything to go by. The antagonist mercenaries? An Armory with dozens of suits, dozens of weapons, an asteroid base, a gunship, a nuclear bomb, explosives, a medical bay and 100 telecrystals. I'd say they're eons above what normal Freelancers are, and are actually what Freelancers want to be. So, it's reasonable that, in this particular case, they'd help each other. Why does that need to be changed? The neutrality is there for a reason. -
I think I can speak for staff when I say you are totally welcome to make an appeal. It'll also probably be accepted, given the timeframe. but use the format for 'em. Please?
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I think this was mentioned in the past, but let's revisit this idea. There are a handful of Expeditions wherein there is abandoned infrastructure or """FUNNY""" locations. The hulk has a Nar'Sie temple filled with spirit shells and armor. The Solarian ship has an armory and cryo bay. The ERT base has a barracks, armory, a dozen storage rooms, prison, security checkpoints and personnel lounge. The Jargon mining base has an atmospherically sealed and powered mining outpost with bedrooms and mining equipment. All of these are totally empty. What if they weren't? Or, rather, didn't have to be? I would suggest something like a 25% or 50% of one to three ghost spawners opening up on these respective maps. Given their size, only one should spawn on the Solarian ship and Mining base (if the coin toss flies positively) and between one and three on the hulk or ERT derelict. What can these be? Well... Nar'Sie cultists, or wraiths, or revenants. Solarian navy personnel stored in cryo, waking up on a ruined ship. Abandoned ERT personnel or NanoTrasen prisoners at a high-security site absorbed by bluespace. Jargon Federation mining personnel or expedition scientists. Just to name a few. These roles would, of course, have some sort of code (which I cannot provide and am simply spitballing as an idea) upon the arrival of the expedition shuttle on their Z-level. Or rather, it would fire the code wherein a coin toss occurs in the code which could possibly enable ghost spawners. These roles should have a few goals.. The Nar'Sie temple should either spawn Revenants that don't drop dead into ash, or wraiths/artificers that are awakened by the presence of intruders. They are purely antagonistic in nature, of course. The Cult of Nar'Sie exists in-lore, there are two lore articles referring to them and they exist in the Republic of Biesel. This can make sense. Solarian navy individual with a combat uniform waking up on a decaying ship? Objective number one, find out what that proximity alarm was that woke you up. The presence of an expedition for this ship lost-in-bluespace could be an interesting leadup, or they could run into a scared soldier who shoots at them with a dinky service pistol. Who knows. The ERT base? Well, uh. Honestly this one's tricky. We don't know how long it's been there, it's full of hostile mobs that can kill very quickly and are themselves difficult to kill. It may be reasonable to make the ghost spawner here an individual in ERT/S in-atmosphere armor, perhaps? With an Energy Rifle? Who knows, abandoned ERT member trapped on a decrepit installation. Or a prisoner with (insert backstory here in NT maxsec prison-base) that escaped his cell during the collapse. Jargon base? Honestly, this expedition's not very supernatural. It's just an asteroid mining base with some space sharks and an artifact. Miner(s) or an expedition scientist. Now, this isn't very fleshed out. I thought of this in five minutes and posted it in ten. I'm aware of other expedition sites, but I can't go stumbling through the code trying to figure out what they are and where. The PRA base was not included because half of it is depressurized (or very soon will be with all those dumby dangerous security droids) and not everyone has catman PRA whitelist. Not to mention the place is booby-trapped. Obviously meant to be 100% abandoned. This suggestion is meant to give some element of life and variableness to expedition sites.
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Keep the blindness. Keep the muteness. But not for as long. You can aggressive-grab in half a second and cover someone's mouth, which pins them down and keeps them from talking. The talisman can put them down for at least half a second. Maybe two or three, but not five or eight. It should give the cultists an opportunity to act quickly, while not 100% ensuring they can drag off their target using one piece of paper for a DnD session.
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Define how John Doe has more freedom than a General Officer due to his assignment. Being shackled to a department (as, that is what this is, you can feel free to argue it but the hint of where the Officer should spend his time is in the name) is not cohesive to personal freedoms. "Stay in the department, you aren't allowed to leave" says the CMO who now has his own personal goon to play with. Or the CE. Or the RD. Or the Quartermaster. Speaking of which, who does the Cargo Officer answer to? The Quartermaster? The Head of Personnel? Why? And why would you be so silly as to remove the Security channel? "Oh, they can just use station-bounced radios!", I mean, yeah, but that's just more work and hassle. Why? Just, like, what?
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My introduction to SS13 was at some point in 2012. Noxstation, old TG, shown-in by a friend. We griefed and RDM'd using equipment from the server's "Elite Security Shuttle", since he had the role. Was fun. Low-RP, for certain. I learned the mechanics and moved on to Archangel IV (Warhammer40k) and then Lebensraum and Stalker, followed by Aurora. With bouts of Bay, Interbay, Luna, CM and Goosecode in-between.
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I mean, I dislike it. Here's an idea. Here's a big idea. Establish an SOP directive allowing for the HoS to assign officers (not REQUIRED to) to the departments, while keeping, at default, four General officers. So I can play and not need to be a heinous Department Officer without good reason. I don't want to do that. I never wanted to do that. I wouldn't play if that's the way it was. We can still make use of the offices you are making, too.
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The fact that they're machines should have a lot to do with whether or not they should be able to enter space using a suit cooler. Are they a machine? If so, yes, they should. They don't need an atmosphere for shit. They're a machine.
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My thoughts exactly. What does that mean? "Their jurisdiction only resides in that department" Does that mean that, if I am the Science Security Officer, and I see someone doing something nasty and then they run into Medical, I can't pursue? Are you trying to institute jurisdictions? Are departments now the metaphorical county lines?
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We have talked about this at length on discord. The conversation has included dozens of players. I made my opinion known then, I have no problem doing it now. Just, add this. Replace the current SOP text and add this. It's a lot better.
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Okay but keep in mind, jackboot, that the actual effectively taught variant of CPR IRL has nothing to do with breathing air into people. It's just chest-compressions, which an IPC should be totally capable of doing. I think we should re-flavor what actual CPR is, since it isn't just breathing into people.