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Gem

Developers
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Everything posted by Gem

  1. seconding what other people have said. voting for dismissal.
  2. good person and good application. definitely has my support.
  3. i second Dreamy and Flpfs and don't really have anything to add that they haven't already said in their posts.
  4. definitely in support of this. i brought this up in the PR, but never got a response. there technically was a feedback thread, but it wasn't really posted anywhere. link for reference.
  5. implemented as above. locking and archiving.
  6. done. i have archived all suggestions with no activity in the past 6 months. if a suggestion still isn't implemented after all this time, then it's likely not going to be implemented at all. one can always make a new suggestion or look in the archive for inspiration.
  7. not a fan of this, as it's literally gatekeeping. you already need to have a command whitelist, where you are vetted both OOCly and by your roleplay capabilities.
  8. the threads should've ideally been silently locked and archived. anyways, i'll look into this.
  9. taking a look at this. however, i'd like to point out that xenobiology never had beakers (outside of the blender one) nor cleaning supplies. going to add these though.
  10. i don't want to see research made into an exploration department, but i'm fine with research focusing much more on exploration. random crew assisting on expeditions is soul that i don't want to see lost. i'm fine with RnD being killed off and just being kept as a laboratory for creating fun stuff or whatever. researchers going out on expeditions more often in conjunction with xenoarchaeologists and xenobiologists would be ideal, though xenoarchaeology would probably need to be reworked to offer more interesting artifacts or points of interest and xenobiology the same but so that alien species on expeditions can be points of interest instead of slimes. asides from that, most away sites are meta'd at this point and don't really offer any interest or intrigue anymore, in the end they just turn into loot goblin runs. i think if there were more randomgen, both map and storytelling where able, it'd work much better. honestly, a game cycle similar to Voices of the Void would likely work pretty well for research, where you could find, download, and process signals in order to find hidden points of interest on the overmap, whether it's some anomaly, a encrypted rescue signal, or a long lost ship. example image for inspiration
  11. campin is an active community member with a good grasp of the lore that regularly plays a command role (and does so well). definitely has my support, since i believe they will do cool things with the position! +1
  12. implemented. archiving and also moving to completed projects instead.
  13. not a fan. it adds too much visual noise, both in the selection menu and under items' descriptions.
  14. i'm interested in this, bonus points that it would kill off the generic ss13 syndicate lore and give an actual lore faction to motivate general antaggery.
  15. airlock spawner needs to be updated to support directional airlocks.
  16. no, only secure areas has had grilles. unless you mean the sprite, then yes, reinforced windows had a mesh in their sprites and i'd enjoy seeing it readded.
  17. i'm fine with this. 24 years old is a much more reasonable difference to 25 than 18. you wouldn't play your apprentice for 7 years, even if you could.
  18. i'm fine with this and i also support it.
  19. i'm pretty sure that's for literal events, not random events.
  20. i think research is fine as-is.
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