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Fortport

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Everything posted by Fortport

  1. What a good idea, for every reason denoted above. I support this.
  2. Regarding the need to ration your maglights, why? Everyone else can get normal flashlights from the tool storage, and the ability to get more maglights from a machine couldn't hurt necessarily. I would love to see them be more plentiful, as they're really not much better and fit the aesthetic of security.
  3. At present, the merchant can sort of do this? Xenobiology would need something to do with these aliens, and also go through the research director to purchase them from the merchant. I don't know about this going through, but it could work.
  4. I don't agree with that. Sure that makes them special objectively, but regardless of whether or not you're there all the time you can still do something special. Because of what the merchant can do, I feel like they could always make the round unique. It's sort of good for the same reasons that quartermaster is, but less strict and also with content that's not on the station by default.
  5. I support this suggestion because it adds further depth to a realistic work cycle. It's a minor inconvenience at best for those that are serious about requiring work, but a single break period would be good for roleplay. "Talk to me on my break, I'm working here." Antagonists could use it, and it gives the meta a rest for security.
  6. I wanted to talk about why, with regards to game balance, that the merchant has to be random. If it's because of guns, you could specify in their rules that they cannot trade weaponry without authorization from a head of staff. Not because of them sucking up to the staff, but just gun laws in general. The same goes for melee implements. I don't mind it being more regulated, but merchants can really spice up a round with items that aren't lethal. It's so nice to have them around, and I wouldn't mind it all the time if it was balanced.
  7. I don't consider watching the chat to be idling, but your other point is fair.
  8. This is something you should ahelp about. And no, people lobby sitting or ghosting should not be kicked, they are free to stay around without issues. +1 dismissal So you're saying that a player who has been sitting idle for around two hours, (as in not doing anything at all, not even actively observing or typing) are completely fine? I know it doesn't cause a really serious problem, but still.
  9. I like this idea, but I don't know how this would affect balance. Officers can still whip stuff out, like tasers and the like if they're attacked. This is mainly for big items. Hmh.
  10. So that we actually know how many people are really playing by just seeing how many players there are. No, it doesn't have to be super fast! Just after an hour or two? I don't know, discuss this. But it's something I've always thought about, after being on late at night and there being twenty people on but only four of them are playing.
  11. are you serious? there's already vomit everywhere. this is to remedy that
  12. Fortport

    Vomit Baggies

    An item that can be distributed from the medbay. If a person cannot be immediately cured, they can be given a bag to throw up into. Just to keep it from getting all over the floor. It should be easily dispensible and accessible by everyone.
  13. Just as the subject says. Just three or four could be nice when you have lots of people working in security.
  14. This adds both immersive filler and an audible cue when these things have been toggled. This suggestion is primarily for light switches(on the wall). It would be nice to know if someone's flipped the switch on you because, for all we know, the generator could've gone out when the room goes dark for no obvious reason. It's a minor suggestion, at best. Nothing major. But it could be fun. [EDIT] LanceLynxx suggested using the old locker sound for this effect, and I agree with that.
  15. Which cost loadout points, but still.
  16. I guess there's not ever going to be RP at the Odin. Which is whatever? Plenty of that at the station.
  17. Then just remove the desk and reception area entirely, if it will never serve a purpose? Or make a cyborg do it there, instead of at the shuttle?
  18. Maybe you could add a purpose to the empty desk and terminals, by requiring that characters get their IDs and stuff from here? Similar to the auto-drobe on the shuttle.
  19. Maybe like a desk receptionist and guard, for the entrance and exit. The desks here are always empty and makes me wonder why we bother having them. This might help. Y'know, security checkpoints actually having people in them.
  20. You cannot even use the vending machines without an ID, but you could if you could withdraw money with what you've got in your account via entering your PIN.
  21. Excellent! I am looking forward to seeing this.
  22. That's also very important that it be a negative thing in more ways than just being aesthetically filthy.
  23. This is so that you, the chaplain, can spawn with these very important items regardless if they are on the station or not. Whitelist it for the chaplain/priest occupation, so that only they can join with it. Here's the problem. If you spawn in as a chaplain at the beginning of the round, you should have an option to get the bible immediately. If you join late, there is no way for you to obtain one. If there was a priest before you, they can lose the null rod or cryo with it theoretically, leaving you with none because the office doesn't have spares lying around once they've been used(there's only the one set for the original chaplain).
  24. Add a random chance for you to slip on puddles of blood/gibs(walking less, running more?). Blood and gore is quite slippery in real life when there's enough of it, and I thought it would be a neat addition.
  25. So sharp it could slit you open. But, it's not a joke.
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