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Trazz666

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Everything posted by Trazz666

  1. Bone crowbar is a great idea
  2. As much as I hate to agree with Burger, this is a decent idea. It always felt off that a complete stranger shows up and offers you a forever soul-binding contract. I just have a few tweaks to consider. I feel apprentices should show up at roundstart automatically after 5 minutes during large population rounds, say 25 or so. The 5 minute timer takes into consideration the people who miss/skip roundstart. I also feel apprentices should be able to be summoned if the wizard wishes to invest the points in a contract. It'd be the same price as it is now, but instead of having to go and find a player to accept it, it'll open a prompt like posibrains or dionae nymphs do. That way, it still is an off station character whose the apprentice, and still has a point price for wizards who want one on relatively low population rounds. And, if no apprentice is found, I feel they should get those points back so they aren't wasted.
  3. This is fine as long as it's able to be toggled. I don't want to get annoyed by the people I've sucked. Though I remain completely neutral, if not against this suggestion.
  4. I agree, this is a tad annoying as I was just completely trapped in the HoP's office last night from this. I can kind of see the logic in it, either made to do this in purpose to secure areas during potential crisis, or because someone assumed without power the station can't keep them open. However, things like elevators have automatic safeties that prevent then from going hurdling down during power loss, I think it stands to reason lockdown shutters could as well. There's also a potential solution in being able to crowbar open an unpowered (and unpowered only) shutter. I would say a 5 minute timer to represent how hard it'd be to open a huge bulkhead.
  5. For the love of god..
  6. You know that situation where you're walking down the hall, minding your own business, and your poor unsuspecting eardrums are assaulted with a discordant cocophany of an instrument that sounds so bad it should be considered a war crime? We've all been there, it's a relatable scenario. The mind numbing, off-beat honks of the instruments would drive even the Dalai Lama into a frothing fit of rage and destruction. Thankfully, one-third of these Satan noise makers can be destroyed by bashing it against the head of their deaf, malicious wielder. However, this leaves the piano and the minimoog as indestructible tools of soundwave warfare. The suggestion is simple: make any item that does damage to the body a potential problem solver! Well, I should say a problem solver that won't get you bwionked for righteously murdering any wanna be meistro tickling the ivories of death. Give the piano/minimoog a health amount, or give it a number of hits it will take to put the foul machine out of everyone's misery. Personally, I suggest 3-5 hits with something similar to a crowbar should be enough to do it
  7. As someone who despises all forms of ear raking noise 'instruments' and will stop at nothing to ensure the noise stops, this suggestion makes me yearn for the sweet release of death.
  8. I play space station 13 to avoid doing dishes irl. I kinda feel like this is just a bland ribbon mechanic, meant to add wasted time to certain jobs. If the bartender wants to role-play the classic bartender wiping down glasses, they have the rag. If the chef wants to rp cleaning dishes, they can pretend plates into existence and rp washing them.
  9. I like this idea, especially the hide clothes verb. As long as IPCs that want to wear clothes can without penalty.
  10. I've been meaning to suggest this for a while now, and I'm not really sure what's been stopping me. You know the scenes in movies with bar fights where a character breaks a bottle over a table? It's intimidating, shows lethal intend, and most of all it's cool. I think it's the perfect addition to Aurora. Harm-intent clicking a table or wall with a bottle, the bottle breaks and spills it's contents on the table/floor infront of the wall. The message should say something like "x breaks the bottle open on the [wall/table]!"
  11. It's real simple, give thermal drills the ability to be e-mag'd by a traitor. When e-mag'd, the thermal drill does the same damage it used to pre-nerf, or at least close to it. Possibly even violently sparking during the charging period, perhaps even an alert message about the drill shaking as it charges. The in-universe explanation is the e-mag disables the drills safeties. "But Daddy Trazz!" I hear you call out in fear and arousal, "Combat is scary and I have concerns about balance uwu." Fear not, my sweet summer child, let me explain. The thermal drill, as it stands right now, is expensive to buy and limited to mining/cargo, meaning it won't become a widespread tool of destruction. It's also huge, meaning you can't be snuck up and ganked with it (unless maybe it was put in a hardsuit). I feel adding this in will also grant the fringe benefits of allowing miner traitors to have a medium goal to work towards while they think of a gimmick. It also means that the station will still get some materials, instead of grinding to a halt because of a traitor miner.
  12. [mention]Skull132[/mention][mention]LanceLynxx[/mention] Oh no no, this was years and years ago. Back when Chloral would insta-knock out and 15u's was a guaranteed overdose kill. I was not popular lol.
  13. Oh my god, yes. This is 100% needed, especially for xenobotany. +1
  14. CE Alexander is a must have. Zae is an awesome person, great RPer, and I love playing with them. +1 million
  15. Makes sense to me. Pretty realistic, adds in the possibility for ass-based puns. +1
  16. If your antagging plans doesn't take the AI into consideration, please consult this piece of ancient Earth advice. Real talk, though. I don't think the server deserves to be punished because AI players are good at their job. It's not like the AI is all powerful anyways, they're just another person at a screen, they can only look in 1 place at a time. Even if you can't hack a camera, you can smash a camera and do your dirty work quickly. Point being, there's ways around the AI that doesn't require literally removing the AI from play OOCly. -1
  17. Having to walk all the way from xenobiology to the compactor to clean the lab brings up issues both in and out of universe. Out of universe, that's annoying as hell and will end with no cleaning being done since the speed of the xenobio system doesn't have any natural lulls in productivity to give the biologist a chance to conveniently take the long walk to the compactor. Not to mention, if you're half decent at your job, that's 2 or 3 trips of full locker slime transport every couple of minutes. In universe, you're requiring your highly specialized researchers to leave their labs unattended for long periods of time doing legwork with lockers full of alien, untested, possibly unstable goop, walking it out of research (possibly breaking station directive 4 in the process) through the station general, only to throw it in the compactor, where instead of disposing of properly, will sit there exposed until someone eventually comes and turns on the pistons. Which, why would NT want dozens of dozens of slime bodies squished together with all the other station refuse? Do you want giant, station destroying slimes? Cause that's how you get giant, station destroying slimes. By who? From their position on the map, it would imply that the grenades are intended for the xenobiologists themselves to use the grenades. Which is simply out of the realm of possibility. If there's an outbreak and you're organic (which you have to be for it to be an 'outbreak' rather than a minor inconvenience), you don't have time to run across the lab and get the grenades. Even if you had the grenades on your person, ignoring the irresponsibility of it, if a slime has latched onto you, you don't have the time to activate the grenade and wait for the 3 to 5 second countdown. Plus, as Doc had mentioned, they're very expensive (something I didn't know). I don't believe NanoTrasen would find it profitable to invest in slim-to-none chance of effectiveness security grenades, especially over buying an incinerator for proper disposal of such volatile research material.
  18. So, as someone who loves xenobiology, for both it's official and unofficial roles, I see what your doing, and I love the spirit of this suggestion. However, I don't see a way of drawing the hypercooled oxygen or no2 out of the cells after you inject it, leaving the cell unreusable to contain slimes again, and leaves someone permanently unconscious unless you're willing to let the no2 out into general xenobio. Which ruins the fun for that person. I also don't like the extra surgery room, as it promotes the idea there should be 2 xenobiologists and honestly I don't enjoy that (Why should I have to stop working just because you chose to be eaten by a slime??). I also don't enjoy the stun baton idea. I think it puts squishy squishy organic xenobiologists in unnecessary physical contact with slime (as if that's what they'd be used for anyways) and I just don't feel that creatures that use electricity as their main form of attack should be effected by yet more electricity. A few notes: I don't see a crematorium to properly dispose of slime corpses. I also see 2 fire extinguishers set on a table, I believe those should be removed as they're no longer effective means of slime termination. A better suggestion would be 2 large beakers, since splashing through the windoor is safe and more effective. (Also, if you want to gas a changeling so bad, do it in misc research like everyone else. It allows an empty canister slot to remove gas and the windows can give smart changelings a chance to escape and created more destru-fun.) Also, do the cells really need their own APCs, or is that just to screw with malf AIs?
  19. I'll be completely honest, everytime I've seen/interacted with/had Ynnefer on the research crew, it's been a less than pleasant experience. First time I can recall, I assigned Ynnefer to work R&D where they were kinda hanging out around anyways. They seemed far more focused on making weapons than raising levels, so much so they tried whispering a command to a borg to find them a firing pin despite my orders. After a few attempts of trying to make weapons they left. There's been multiple times I've found Killinski's non-returned science gear in a pile by cryo. One of the times it had unreported contraband in it. I reported it to the HoS, they cleared it to be deconstructed for levels, but then a few minutes later Ynnefer comes out of cryo like nothing happened. The latest time seeing Ynnefer was earlier today. They rolled RD over me, stood in the office for a minute, and then cryo'd before I could even feed a slime. I dunno, maybe I've just had bad luck/timing which Killinski and they just so happened to have rolled antag everytime I've had an issue with them. I would *like* to meet the Ynnefer the people before me have commented about, but I have yet to see them. My voice probably carries no weight, but I couldn't recommend them at this time.
  20. I will mention earlier in the round Ob-Servo had told Shane to defend the dock with his life when he had mentioned having a weapon and volunteered help, but that was intended to stop the ling from getting on the shuttle itself. I also vaguely remember Shane mentioning something about wanting to work together to take out the ling, but there's was a lot of chaos going on.
  21. ...Well shit. Yeah, this makes total sense. The only thing I could see people complain about is maybe needing a cutting implement to do it, but otherwise this is a great suggestion. People do it irl all the time, I see no reason to not implement it.
  22. Honestly, the reaction to this suggestion is completely unsurprising. Anyways, this is a good idea. This feels very much like the single shot pistols the allies would airdrop to French resistance fighters during the Nazi occupation. I feel like something like this would need to be easily concealed in a pocket or even a boot to go along with the civ feel.
  23. On one hand, I like this idea. I've always felt like some departments/jobs always being fully stocked was slightly immersion breaking. Also having less than 100% supplies would make the station feel lived-in at round start, instead of brand spanking new never been touched. This could also have fringe benefits, such as more hardlined cargo regulations, more power for the head of personnel position, and having to actually socialize with other departments. On the other hand, however, this could spell doom for low-pop hours or the accursed crossfire rounds when all of cargo is spirited away.
  24. It's a good idea. I've often times have though about playing some kind of mini-game while in some of the more repeatative jobs. If there was a way to have games other than chess (my go-to would be Diplomacy) it would be amazing. No idea how that could be implemented though.
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