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Fortport

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Everything posted by Fortport

  1. The idea is that if someone carefully examines a strangled person, dead or dying, that they'd find bruises around their neck. It's realistic, and could either be seen from on-site examination or autopsy analysis. It depends on game balance, how it's seen.
  2. There is simply too much food and nobody hungry enough to eat it. Why bother having a kitchen and botany? I think bumping up the speed of hunger would make the cook and botanists feel more appreciated. They sit there on a stockpile of foodstuff all day. Maybe some playtesting at a higher rate?
  3. I noticed that my lunchbox thread was brought into this. Groovy.
  4. I wasn't aware.
  5. Basically, the option to join as a cyborg or artificial intelligence late in the game.
  6. I think that belongs in a different thread since you're requesting a coffee machine for the brig. Unless you're referring to the coffee machine that I'm suggesting, and not the vending machine, because that would be fine.
  7. Totally agree.
  8. Don't get me wrong; I love the ambience of this game. I'm not asking to remove it entirely. Part of me wants the ambience that's there, but when I enable it, the station's low rumbling always gives me a headache, eventually(literally). I would appreciate a toggle for the volume or the rumbling specifically. If you still think I should just turn it all off, I disagree with you. I like hearing the musical queues and what sounds like an A.I. talking, from time to time. I don't know if this is easy to change, or what coding it implies, but I figured I could try asking. It seems relatively minor.
  9. I don't know. I stopped playing after I died. The last thing I heard before going was something about them trying to summon Nar'sie.
  10. Read what I was saying earlier about a compromise before you say I'm basically just mad. Someone already made that point, and I tried to suggest other things. There wasn't any blocked passageways or anything like that, just turtling down in the middle of the brig. I would understand dropping some shields down in narrow halls in a chase, but he wasn't even trying to run away. The entire situation felt silly after I had brought them down with flashbangs and everything when they're just sitting there like a rock. The walls could remain indestructible, but I still think cultists need a nerf when they can viably sit out in the open and prepare spells, untouchable in a crowd of security officers for a long time before any bombing starts.
  11. I think Carver makes a good point.
  12. I don't think that would happen on this server. Funny, though.
  13. This is a suggestion for something realistic. If people use it in a non-realistic way, they can be reprimanded for it by their superiors.
  14. Enforcing a dress code at work. How terrible. It's not like there's an authentic RP reason for enforcing it. Meow's voice sounds incredibly sarcastic right now. Those jobs have uniforms for a reason. Loose clothing is bad for machines. Security officers IRL wear uniforms. They don't show up in thigh-highs and a cute skirt. Same for triage nurses/doctors. You want less exposure to possible contaminants, not more. Wearing cute clothes and such is fine and everything until we're ignoring plausibility. And if/when this is implemented, people are going to ignore plausibility to pursue their kawaii fantasies of playing a female that's beautiful and wears skirts with thigh-highs all the time. Well, I'm not saying the jobs with uniforms are bad. Security and engineering have dress codes and that makes sense. Come on, Meow'. I can imagine a head of personnel wearing something on her legs so that she's not exposed in the uniform that was provided for her in the first place. It's not exactly revealing or awful. You're covering more and not less. If people break the rules in-game, confront them about it in-character. "You're breaking the dress code with your sexy nurse outfit and garters. What do you think this is, a fashion convention?"
  15. Think of it this way. A cultist makes a cubicle of walls and just sits there, laughing at everyone before killing them all if they don't bomb him or get the chaplain. They're doing this instead of tactically blocking off a hallway or specific entrances; this doesn't seem strategical at all.
  16. Removing the cult mode from the game isn't the point of this suggestion. It's just my opinion, I admit. I think the walls are too powerful because it's difficult to counter them in the late-game. With no chaplain, you have to use explosives or render the room uninhabitable. If they have prepared themselves for a long game they can teleport away. I don't know if they can make more after that either, but I'm going to bet that they can. If you don't want them removed, how about them breaking? The walls could be strong, but not indestructible against traditional trauma. Even in games with force fields, it usually takes focus and great power to hold up a magical barrier against something physical. I used a flashbang during that round, on the cultist who was hiding behind his barriers. He went down, but I was frustrated that the walls were still up. How could he still be holding them up when he's completely incapacitated? There has to be room for a tweak somewhere.
  17. I'm not saying that map space needs to be added for the object. Think about it as if it functions the same as a box, but runs down as you remove cups until it's empty. It can be picked up and thrown around too, probably. I don't care too much if boxes are used, as long as the idea is considered. The coffee machine already takes up space anyway, just swap it around to be like this. There is the machine itself, after all. Just look at the water coolers. You have a water cooler and then the table next to it with its box of paper cups. Same thing, but with a real coffee machine and a manual process of brewing.
  18. Or you could just scrap cult in general- but that'll never happen because it makes sense to have a magical garbage-clan of death worshippers that can warp around and eventually summon an evil god. The only problem I have with cultists are the walls, so far, and I've been playing SS13 off-and-on for years. Once they put up walls, you've got to go to extremes to get 'em, as far as I know. Sure there's the chaplain as it's been said, but it's almost meta/powergamey to some to even do anything so specific. Everyone has to play dumb and that can be very frustrating when we're playing in a world where this sort of thing has never been realistically documented before. "It's just technology, not real magic. Get outta here, chaplain."
  19. "JUST BOMB THEM!" They can teleport away.
  20. It's better than nothing. It's something, that's what counts. If it ever comes down to it, these could be used placeholder until they're improved or replaced if you feel bad about it. That or they could just be used forever, and I doubt anyone would mind. I also think cups would fit better in a cabinet or space designated for them, instead of a cardboard box.
  21. For an entire round, almost, a cultist sat in his walls while security watched, scratching their heads. They experimented with flashbangs, tasers, throwing batons, pepperspray, etc. That's like thirty minutes of shenanigans. Eventually, the cultist just murdered five people simultaneously with blood boil. How's that for balanced? You have to resort to lethal just to do anything to them, like a freaking bomb. I'unno.
  22. That's like enforcing a dress code specifically on socks. That's silly. "You can't wear socks in this scenario or we'll gripe at you!"
  23. You would see socks and knee-high socks if there wasn't anything on your legs. Especially stockings on a woman in a dress.
  24. This is all very good. I like this discussion, and am wanting to read through people's ideas.
  25. How the hell does anyone believe the chaplain if nobody can know about this sort of thing? They'll think he's crazy. I also think that cult armor and swords are pretty deadly on their own.
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