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wowzewow

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Everything posted by wowzewow

  1. It's going to make it much harder for staff to keep track of age, species and job age restrictions. Unless this is properly coded with all of the loopholes patched up I'm feeling a strong no, even though I think it's quite alright as an idea.
  2. I think this is still worthwhile to pursue. There was also a definite adjustment period to the 3/4ths update with adjustments to the tiles and general look and feel, and it was pretty jarring at first. I think this update is a net positive. Just give this a week to get used to.
  3. wowzewow

    sleeve patches

    Ah. You don't really need to invent an entirely new item, then. (And I probably won't accept it since they're duplicates.) You just need to make sprites for a shoulder/sleeve variant of the current flagpatches. I can code a verb/toggle that makes it so you can change where you put said flagpatch, and a toggle in loadout on where you want it to spawn.
  4. wowzewow

    sleeve patches

    We already have flagpatches that achieve the same thing. Apologies.
  5. You could just write them as a radical sect of the Aut'akh ala Luddic Church/Luddic Path from Starsector. With antagonist factions comes a reasonable amount of lampshading for the sake of gameplay.
  6. Lore Impact (Small/Medium/Large): Small Species: (Skrell, Tajara, Human, Vaurca, Dionae, Unathi, Synth, General) General Short Description: A fleet of SCC/Biesel ships trailing the Horizon How will this be reflected on-station?: Somewhere for escape pods/the escape shuttle to go to. Does this addition do anything not achieved by what already exists?: Not to my knowledge. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team? Yes. Long Description: Odin and Biesel were general "anchor points" for characters. Back then they were used as convenient lampshades or places to keep and/or develop characters nearby the Aurora without writing them out. With the exodus from the Aurora (HAR HAR HAR, GET IT?) we have lost this ability. With this proposal I plan to see a generic "fleet" of ships that trail behind the Horizon, taking the mantle of the former Odin/Biesel. These will not be full replacements, but will carry the same function. Likely a large command ship, some smaller engineering and research vessels, and a decent security convoy. Now, this raises some questions - why, during ship combat/disasters, does this fleet not simply help the Horizon? Because that would be largely boring for gameplay. Because they are deliberately a few parsecs behind - the SCCV Horizon is intended to be a semi-secret forward scout/research vessel for Phoron (similar to the Aurora) Simply bringing the Horizon along would bring too much public scrutiny. Anyway, that's basically my pitch. I've yet to hammer out some salient details or whatever, but I can work with Loredevs on this I suppose.
  7. On Razortail : The Razortail faction currently in lore is under the Aut'akh, so if need be, this can be re-written a bit to fit under the Aut'akh and expand upon the existing Razortail faction. Also would help with the rather lacking history section - rather than having it being built from the ground-up, it can use the existing Aut'akh history as a springboard. I'm rather fond of building upon existing lore, gives it more depth and closes up loose ends for factions to exist. It's up to Rusting to make the call though. On Gorlex : Honestly if you google Gorlex right now the only hits are a bunch of unrelated pages... and the /tg/ wiki page and THIS THREAD. If anything else, I'm fine with using Gorlex - it sounds great, and /tg/ isn't doing much with it anyway. Even better if we one-up them, do it better and claim it for ourselves. Would rather do this than the name sounding like ass because someone else got to it first. Overall, I think this is a pretty good idea. Hopefully down the line we can get antagonist groups of the other species as well, rather than have Unathi fall to Vox "Antag Species" syndrome.
  8. I think ribs can withstand the same treatment as the skull, since it's one of the more hardier bones in the human body. Would be less punishing for CPR bone breaks too. To elaborate on calcium as well, it should work very slowly, however, it will *never* cause misalignment. Again, enough that people won't be running to get milk to repair their bones, but at least have it as a viable alternative. Ghetto surgery is *extremely* neglected, and I hate to see it getting shot down again. Anyway, I'm retracting my thoughts on having a dedicated bone chem, but please have the name be something painfully obvious.
  9. Thing is, the idea for calcium is that it would function similarly to iron. However, make it so calcium in milk is found in very low amounts, similar to how iron is found in some vendor foods (just extremely sparingly.) This is mostly for ghetto surgery and whatnot - only the chemist is able to synthesize calcium in high enough concentrations to actually be effective, the botanist even less so, see messa's tears, etc. My main opposition is just adding a entirely new chemical in general, while we already have a very convenient existing chemical to build upon.
  10. I think the bone chem should be something relatively simple - calcium. Kind of like how Iron pills are used to restore blood. It's intuitive, simple, and easily obtainable, relatively speaking, and something less the chemist should be worrying about - bone fractures should mainly be the surgeon's domain. But I like the rest of the suggestion - splints are already unused most of the time.
  11. Good idea, I'd just change the naming convention to be more literal. Minor/Severe Damage > Necrotic; Debridable > Necrotic; Dying Also, I don't really think this is a policy suggestion, it's more of a mechanical one on how body scans work.
  12. I'd like to see the CEO's fleshed out - on their own independent page, though.
  13. i don't really think dropping out is really immature and foolish since you started a *full-time job* after all, it's a pretty big change in lifestyle if you ask me. you made the best decision to your ability and judgement at the time - at least it's one you can walk back on. i mean, geeves, review my pr please thanks +1
  14. I'm not making them mercenaries. This, ideally, would be a return to form mechanically in how the IAC used to function pre-Horizon, which is basically just being able to reasonably pick an IAC uniform without any raised eyebrows on why the IAC is working for Nanotrasen (now, really, it's the SCC, it's just that PMCG is just the most convenient to tack on new subcontractors and what-not.)
  15. Guess that makes sense, thanks for the feedback guys, just wanted to check in on people's thoughts
  16. Well, technically you still can wear the IAC uniform, but usually corporation affiliation takes precedence here. My intention isn't really to make the IAC mercenaries under the PMCG, it's really just a convenience thing. The IAC still can fulfill it's role as a Red Cross-esque entity, it just means that the PMCG has taken it under it's wing as a sponsor, or co-operative - just in general, another decent reason why your character is working for the IAC in a mainly corporate ship. If I were to put it in real life terms, it's something like the US Army helping the Red Cross get set up somewhere. The Red Cross isn't really under the US Army, but the US Army and Red Cross find it mutually beneficial to work together. It's just that here, the PMCG is largely responsible for handling the bureaucracy and logistics for IAC personnel on the ship, however they are largely still humanitarian - they aren't working for the PMCG literally, it's just that they're responsible for them. It can make some interesting decision making, like say, giving treatment more equitably to away site patients rather than prioritizing Corporate assets or whatever. I'm not really a lore writer, so apologies if I'm not very clear. I guess "Affiliate" or "Sponsor" would work better, but I mostly used "Subcontractor" just for the affiliation with the Security alternate outfits to make it more intuitive.
  17. Lore Impact (Small/Medium/Large): Small Species: (Skrell, Tajara, Human, Vaurca, Dionae, Unathi, Synth, General) : Human/General Short Description: Same as the title. IAC wouldn't really change, you can just choose to play as one when you're PMCG. How will this be reflected on-station?: People will be able to wear the IAC uniform again. Does this addition do anything not achieved by what already exists?: Not that I know of. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team? Yes. Long Description: If I were to come up with a quick reason, I guess the PMCG is just a convenient way to extend the IAC's reach without expending too much of their own resources. However, the IAC is still a very much independent organisation - they still can have their own ships and stuff to interact with the Horizon. Honestly, this is purely from a Developer's point of view. I'm fine with any loredevs coming up with their own reason for the IAC to work with the PMCG. After the big uniform update and the implementation of Megacorporations, which got rid of "generic sec and medical", there wasn't really any room for people to wear "alternative" uniforms, especially such as the TCFL and IAC. Where the TCFL has found new life on ships and whatnot, the IAC has remained largely ignored and vestigial. With this change it'll safely stay tucked under a big megacorporation instead of having to fend for it's own relevancy in it's own page. In-game, this basically moves the IAC uniform in the loadout from a standalone selection to a medical selection, akin to the PMCG subcontractors for Sec, which are pretty popular. So this could breathe new life into the IAC. Conveniently, I've made it so it's the same color pallete as the PMCG, so they wouldn't need to change at all.
  18. Basically, title. I think we've gone past the point as a community to argue over semantics over medicine names in a space station game. My real super-evil ulterior motive here is that I'm just annoyed at comparing our chemicals with other codebases and whatnot and I still can't remember the new names. Hopefully it shouldn't be *too* much of a leap back, after all, they're just a few letter substitutious from the original name. That's really it. If anyone has any strong objections say them now or forever hold your peace.
  19. Perspective fixes are planned for the doors and will be added in a seperate PR
  20. Interesting. I'll account for that
  21. I will fix that. Well, I never really thought of throwing as a genuine frequent use damage mechanic outside of grenades. Usually mining uses KAs for combat. However I will buff them.
  22. Thanks, I put that in.
  23. Idea that just popped in my head. Bascially, makes throwing more interesting based on species. All species should be able to throw things in at least a two-three tile radius without issue though, so stuff like chemistry and cargo stuff will be largely unaffected Human Throw range : Unchanged (Same amount of tiles. Modifiers only change MAXIMUM distance things can be thrown.) Throw damage : Unchanged (Damage dealt by objects thrown.) Tajara Despite having the proper musculature to support throwing, Tajara lack the hominid evolutionary refinement that allows them to fully utilize it. Throw range : Unchanged Throw damage : 0.8x modifier Unathi Missing the key skeletal scaffolding in the wrist for finer motor control, Unathi make up for lack of dexterity with brute strength. Throw range : 0.8x modifier Throw damage : 1.2x modifier Skrell Physical tasks like these are vestigial and untrained, but that's nothing a little psionic focus can't fix. Throw range : 0.8x modifier Throw damage : 0.8x modifier Bonus : Can use psionic powers to boost. Vaurca - Workers Any offensive ability has been bred out for co-operation and dilligence. Throw range : Unchanged Throw damage : 0.2x modifier - Warriors Rigid claws and arm segments are no replacements for hands and wrists, but genetic engineering can squeeze haemolyph from an exoskeleton. Throw range : 0.8x modifier Throw damage : 0.8x modifier Modifiers : Lower chance to get disarmed. - Bulwarks If driving into a brick wall on the highway was dangerous, a brick wall with legs throwing an equally large brick wall at you would probably be dangerous-er. Throw range : 0.4x modifier Throw damage : 2.0x modifier Dionae Unaccustomed to gravity, their throwing prowess is severly hampered in such enviroments. Throw range : 0.4x modifier (Unchanged in Zero-G) Throw damage : 0.8x modifier (1.2x modifier in Zero-G) IPCs Despite all of the advancements in robotics and technology, unless tailor made to do so, throwing still remains a mechanically and computationally intensive task. Throw range : Unchanged Throw damage : Unchanged Modifiers : Throw damage is relative to cell charge. Throw range has a "processing" delay starting after the halfway mark and takes three seconds at maximum range.
  24. Sammy's a *very* cooperative and pleasant person to work with. Would be great to see her on the team.
  25. BYOND Key: Wowzewow Total Ban Length: Permanent Banning staff member's Key: Roostercat Reason of Ban: Posting questionable content on Discord Reason for Appeal: Sorry if I offended anyone because of my poor judgement. I think I'll just avoid posting memes in the chat and send them through DMs instead if anyone asks.
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