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Everything posted by wowzewow
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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.
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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.
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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.
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Have A Cigar: CEO Backstory Lore
wowzewow replied to La Villa Strangiato's topic in Lore Canonization Applications Archive
I'd like to see the CEO's fleshed out - on their own independent page, though. -
[TRIAL] Geeves Developer Application
wowzewow replied to geeves's topic in Developer Applications Archives
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 -
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.)
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Guess that makes sense, thanks for the feedback guys, just wanted to check in on people's thoughts
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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.
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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.
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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.
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Perspective fixes are planned for the doors and will be added in a seperate PR
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Interesting. I'll account for that
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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.
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Thanks, I put that in.
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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.
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Sammy's a *very* cooperative and pleasant person to work with. Would be great to see her on the team.
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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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Project Exorcism Episode 1 : Turf Wars (Feedback thread)
wowzewow replied to wowzewow's topic in Completed Projects
Oh, this is just a mapping issue. Those turfs aren't meant to be used in maintenance anymore. It will be fixed in due time. Speaking of which, I'll have to add that this testmerge and feedback thread admittedly jumped the gun a little. Most of these things haven't been finalized, so I suggest people reign in their expectations a bit. -
A quick preface for the feedback : THIS IS A FEEDBACK THREAD FOR SPRITES! NOT MAPPING! COLORS : They've actually always been this way. It's just that the way they have been rendered in the past has just been criminally desaturated from the PoopDark trend from eons ago. For particular sections that need darker colors, they need to be remapped with the proper colours. Also, this fix has also fixed the paint gun. Which should actually follow your colors properly. For weird lines in the middle of decals, tiles not being fully coloured by decals, those are mapping issues. The mapper did not use the proper coloring decal. Anyway. Just make sure your feedback isn't a mapping issue. I'm serious.
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Hotel Transylvania 4 : Mavis and Johnny get a divorce while Cake by the Ocean plays constantly
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I have an overwhelming premonition that people are going to start to ask to port things, so I'm making a thread.
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Thanks for the suggestion. I'll be willing to code stuff like this, so anyone reading this thread feel free to suggest stuff too.
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Basically, make med-scanners unavailable for departments other than medical and dedicated medical rooms on shuttles, away ships, independents etc. Reasons : 1. More reasons for people to interact with Medical's mechanics. / Basic medical diagnosis is already there It is fun to be able to flex your ghetto medical skills. It makes things interesting. Anyway, most injuries are mostly an examine-bandage fix anyway, so even then, you don't even need to go through the trouble. 2. "Soft" mechanical skills for medical. Inherently, it makes sense for only trained medical staff and contractors to understand how to use one. Anything more complex is out of the purview of the layman crewmember who shouldn't be attempting medical stuff anyway other than CPR. It's not like you need to know the 0.1 burn/brute damage to apply an autoinjector. 3. Gives more agency to medical players Rather than having more people having baseline medical skills that makes medical's jobs moot, it encourages people to actually go see someone from medical for an actual diagnosis, better yet, give medical more opportunities to step up. Anyway. If you REALLY REALLY REALLY wanted a medical scanner... just ask medical. Roleplay for it. It's just like asking engineering for insulated gloves. Better yet, just play medical in the first place. Now. I know the argument of the health analyser being a "basic item", but I really do believe it's not, it's just thought to be so by virtue of just existing there for so long. However, the "basic" actions can be already be achieved by grab-examining. This also applies for the argument that "it's an augment, therefore it's basic, removing it would force people to pick it." You can use augments to hack doors. You can also just bash it open using a crowbar. You can use the medical scanner augment to scan injuries. You can also just grab-examine.
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Yeah, this feels too much of a gimmick. It's Clown/Mime tier of job title. A new fancy title isn't going to be turning heads or changing player behavior anytime soon. It's happened before with the Chaplain and Psychologist, which *still* struggle to find RP unless they instigate it themselves.
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Actually, scratch this. I need to rewrite this