-
Posts
419 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Fortport
-
For some reason, the cigarette packet cannot hold cigarette butts, despite being able to when they were full fledged cigarettes. It would be a great place to stuff them, wouldn't it? Throw away all your butts at once.
-
[1 Dismissal] Apply A mechanical use to the existing skill system.
Fortport replied to Pacmandevil's topic in Archive
Good players don't really need it, but it certainly wouldn't hurt much. It would encourage people to set up their skill trees, and maybe it could be denoted on their records somehow. Engineers would be the only ones capable of fixing walls, and officers the only guys who know jointlocks. An amateur might know tabling, and so on. THE MAJORITY will ALMOST NEVER lose a fist fight because of their skills. Food for thought. I like the idea, personally. Just for the sake of enabling specialized mechanics. +1 -
If this flies, random rounds would be more varied and a lot could happen in a day of SS13. +1
-
FINE I'LL JUST MAKE A MORE LEGITIMATE SUGGESTION THEN BOO HOO HOO
-
That's right. Make the grey jumpsuits that assistants spawn with to be red instead. Lovely little reference to star trek, and SOMEBODY gets to wear red after security quit doing it. Beyond that, it gives the assistants a real color aside from hallway camo. This will probably get shot down just for the sake of greytide tradition, but it's an idea. Nothing less. "In Star Trek, red-uniformed security officers and engineers who accompany the main characters on landing parties often suffer quick deaths. The trope first appears in the episode "What Are Little Girls Made Of?" (1966). Of the 59 crew members killed in the series, 43 (73%) were wearing red shirts. The Star Trek: Deep Space Nine book Legends of the Ferengi says Starfleet security personnel "rarely survive beyond the second act break". An episode of Star Trek: Deep Space Nine titled "Valiant" (1998) also references red as a sort of bad luck omen, in which the plot centers around a group of cadets calling themselves "Red Squad", almost all of whom die in the episode. The cinematic reboot of the franchise features a character named Olson (portrayed by Greg Ellis) who dies early on during a mission; he wears a red uniform in homage to the trope from the original series." "The term (Redshirt) originates from the original Star Trek (NBC, 1966–69) television series in which the red-shirted security personnel frequently die during episodes. Redshirt deaths are often used to dramatize the potential peril that the main characters face." Perfectly suits our crazy little baldies.
-
It would be really cool to wear a leather jacket or some other cosmetic, non-protective article of clothing over something like a security vest. Detectives could benefit from this. You could balance this function by removing the ability to have extra pockets, and just have the vest's pockets. Combine the vest and the jacket, you know?
-
So you're saying that if we weren't able to know what the results were, then we'd have less metagaming? I think it might cut down on validhunting to a degree for sure, like deciding to patrol maintenance because you know it's a vampire round.
-
I've edited the original application to reflect my new ideas. Just to let you all know, I have a sprite of the headband in my possession...but it's blue instead of red. It will be recolored, thanks to Mofo sharing more info about the flags and colors of the PRA. I'm not sure how this item would be implemented, yet, so I'll just hold onto it. EDIT I've recolored the bandana myself. The sprite is ready.
-
As it stands, you can have a fever of 114 degrees Fahrenheit and miraculously survive. Having such a high body temperature is incompatible with life, and you would be dead. Humans are very sensitive to their internal body temperatures rising like that. My suggestion is to make fevers from viruses to have a weaker peak so it could make more sense for you to still be walking around. That or make fevers lethal and have some sort of medicine to treat them with. Start the fever out weak and have it get worse.
-
BYOND Key:Fortport Character name:Q'orja Sak'ha Item name:rebellious headband Why is your character carrying said item to work? Q'orja wore it in the military and considers it his good luck charm, especially considers its history with his family. (you know, to avoid being shot) Item function(s): Vanity. Item description: A comfortable headband made from a long, soft cloth that's tied into a knot in the back. It is a bright shade of red, slipped through a decorative brass plate. Upon the metal is an engraving of the People's Republic of Adhomai's insignia, as if straight from their flag. Item appearance:Some screencaps of the sprites. Drawn by BRAINOS. How will you use this to better interact with the crew and/or stimulate RP?: This headband belonged formerly to Q'orja's father, who was a rebel during the first revolution. Its original purpose was to display to other rebels that the wearer was an ally because of its bright colors. After the fighting with nobles came to a close and the PRA was formed, it was slipped through a metal badge to celebrate the new government. Q'orja inherits the bandana when he joins the military, where it continued to serve its original purpose. Even some veterans recognized the bandana and understood who his father was. This item is a hint concerning Q'orja's patriotism or his allegiance. His headband could give rebel tajaran who currently are at war against the republic some target to pursue. Other military figures could recognize the insignia and from there and have the opportunity to role play a conversation concerning their homeland. There are probably more possibilities concerning this, but you get the idea.
-
Are you talking to me or TheLetterH? That's not what my suggestion is about at all. To clarify, it's not about making water allowing you to run faster. It's having water making your stamina recover faster after a run in one or other ways.
-
I mean, I wouldn't want to disrupt the balance that we have. It's reasonable to be really tired after sprinting halfway across the station, but the water would give you a realistic benefit to help you recuperate. Think of it as reducing the cooldown for your next spell. At least, that's one way of looking at it. This could even extend to other drinks that don't have much of a purpose, with water being the best option. Think of packing some water and then running to lose that extra weight or being prepared for your escape from security.
-
Less of that. I'm thinking more along the lines of "run sonic speed for five seconds, more often than normal." It could just accelerate the resting period.
-
The idea is to make bottled water affect your stamina. During a run, you could down a bottle and it would help you out in one or another way. It could: Immediately replenish some of your stamina Allow your stamina to recover faster so that you can get back on the run sooner when you've slowed down Lessen the amount of stamina that you lose by running. Let's discuss this?
-
https://github.com/Aurorastation/Aurora.3/issues/1912 I posted the issue.
-
The sprinting gauge, as far as I know, is glitched. Every time you start sprinting, the game shows you how much stamina you have by having the running indicator's color change behind the button. The problem with this is that whenever you run into dark areas, it is overlapped by the black tiles and is invisible. I don't know what correcting this would entail, but I can make a suggestion for a different way of indicating the player's stamina. After a long sprint, your character could start gasping for air, indicating that you should stop and rest. You could start getting other messages, such as your legs feel like they're on fire! Or maybe you're out of breath! Stop and take a breather. What do you guys think?
-
That so? EDIT Would appreciate Aurora's address in this format: http://www.byond.com/play/IP:Port Tried http://www.byond.com/play/aurorastation.org:1234. Got this back http://imgur.com/2k1fDqE
-
No Internet for my PC. Just saying. desperate to play.
-
Just wondering.
-
You could just bring phoron crystals or welder fuel to a port on the inside, to refuel? And as for the repairs, an engineer could go out with a welder and fix the walls of the shuttle. Power could be restored with a cell, too. It's not so much chaos as a thing that has to be done. As for the explosion, the explosion could be avoided by stopping the fire inside? Or something?
-
*The Crew Transfer Shuttle has crashed into the station. 3 minutes estimated until the shuttle explodes. *The Crew Transfer Shuttle has arrived at the station. It was battered in an asteroid field, and must be repaired prior to takeoff. *The Crew Transfer Shuttle has arrived at the station, but requires refueling. Thoughts? This suggestion might spice up gameplay in an extended round, giving a goal that must be accomplished prior to leaving the game. It could also have like, a %20 chance of having an event.
-
Is my tea suggestion still relevant? I hope I'm not derailing, but our ideas are similar. They could be combined.
-
Sometimes people forget about their prisoners when multitasking. A loud buzz, beep, or series of both could help.
-
It shouldn't be possible to just slit a person's throat repeatedly. Strangling happens in real life, often, regardless of the fact that slicing with a knife is more efficient. Another point is that the bruises could be there even if the person survived. It could be proof that someone attacked them! Imagine if a prisoner was choked out by an officer, but the officer stopped when the chief came around. The assistant then yells that he was strangled by the officer, and there's evidence of it. It's a way to attack/kill someone in-game, right now, with no evidence. That's not how it should be treated, as it is a real way to harm.
-
Sure! Can you see this feature not breaking balance?