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Everything posted by GreenBoi
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The colored in, new PDA sprites seem pretty decent, but my main problem is with the new IDs. The old IDs felt digital, or holo-displayed; these new ones feel like normal paper or some heavy-bureaucratic passport. Maybe we could have the new PDAs and the old IDs?
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The parapen is cheaper on bay iirc, and you can even get a shit ton of them if RNGesus is in your favor and decides to make Parapen 30-70% off. Besides this, the parapen is fine right now. One thing to remember is that it only PARALYZES, it does not sedate the target- meaning that they will be conscious of everything, just unable to move or fight back. Replacing it with Paxazide and something to down them won't do anything because while paxazide prevents your character mechanically from attacking and icly, from thinking of resorting to violence easily...a person under paxazide can still: -Sedate you, as it doesn't count as harming -Run away, and with more of a purpose since they don't need to worry about attacking you now -Restrain you in any way that isn't physically harmful (so no dislocation, but handcuffs, cablecuffs, and straitjackets are still ok) Sure, parapen can be an instant-win button, but you can only use it once and usually when people use a parapen, they won't buy another because they want to save TC. Traitors can make themselves decently-effective chloral-autoinjectors that function the same way and offer enough time for cuffs and radio removal and guess what, it costs no tc- just a quick hack into one of the chemistry labs (or two TC if you use 10k credits to buy yourself cartridges). Anyways, we don't need to change parapen at all. If someone uses it to just walk up-stun-kill, you can ahelp that shit and it'll probably get sorted fast if it really was a walk up-stun-kill. I've found situations like these to be rare cases anyways, if someone wants to kill, they usually get other gear or don't consider the parapen because of its one-use property.
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You know you can actually make a macro to toggle between walking and running? Schev got it clear, it's the .click thing, if you look at the hud, you can find all sorts of small things you can make macros out of. The macro for toggling running is ".click mov_intent" If you want to make a macro for, say, opening all potential sources of storage if you're decked out in stuff, you can make a macro that goes something like this: ".click back\n.click belt\n.click o_clothing\n.click i_clothing" (assuming you have a toolbelt, a hoodie or suit with pockets, and a uniform w/ webbing attached) You could probably even make an internals macro for whatever reason of macros that move you in a certain way, the latter half is possible but hard (I saw the name of what byond actuall calls our movement commands during a lagfest once, it's quite long but otherwise impossible to find out about)
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What Karhast and Garn said is exactly why Cult needs stun talismans. You need to talk to the person to lure them, then stun them to get them isolated and motion for the conversion. Without a normal stun it will be very easy for the person to just...ignore and walk away, and then yell about the cult's existence, ending the round early. If you get rid of it because "oh they have other options" then what is the actual point of getting rid of it or making it near-useless when you can just make it not last as long? Something as simple as that is enough.
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They do need stuns to function. Any gamemode based on conversion needs a stun because people will often try to slip away. When I played bay's cult, they didn't have an inbuilt stun talisman because of this exact reason and cults barely grew, people had to resort to making their own stuns or doing risky shit to get something like chloral just to convert and you best believe no one is going to stand on a spooky, blood-drawn rune because you say it's probably safe. I don't care if you remove the blind, but the talisman needs a Mute and Stun. If they don't have one, they'll have to make one themselves which is just a waste of time for them- also makes it harder for them if they don't have access to hacking tools or chemistry which most of the time cultists won't. All I really think needs to be done as a 'nerf' is make it so its enough for a cultist to cuff the person or tape their mouth or ready themselves to fully restrain the person. Otherwise, you might as well not have a stun and you might as well just make your own stun that will negate the entire point of removing cult's stun.
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Cult will always need a stun for conversion, if they don't have one inbuilt, they will get one themselves. We should reduce how long the talisman lasts, last time I got stunned by one, I think it lasted around 8 seconds? It could just last 3, or enough for a cuff.
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Oh right, quick Addendum: -Seeing runes as non-cult would causes hallucinations and brain damage, it's the part of the cult they keep secret because it oozes dark power and a normal person does not just look at the drawings and survive their eldritch meanings (Prevents Security Bumrushing to an area, having drugs can counteract this, it's meant to be a downwards slope for fighting cult head on with their runes out) -Cult Initiates would not have immediate access to any spells, infact, they'd be unable to even summon their own tomes. They can't hear Shadowspeak yet so they'd have to manually coordinate with whomever converted them to show them an unveiled tome while their obsession grows -Cultists can maybe, harm-intent unveiled tomes into the face of nonbelievers for a small 2 second stun w/ a cooldown of 10 seconds
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Cult is pretty boring and obvious right now, almost everyone hates it and it's pretty uninteresting. I'm not expecting a cult rework anytime soon, but here is a dumb dartboard/collage of ideas I've thought of for cult. Split into parts. Follow de Leada TLDR: head cultist, newbie cultist type that turns into normal cultist, insane cultist gained from specific circumstances Rune-B-Gone (sort of), Tome-B-Good TLDR: Book gets two forms, inconspicuous form that has access to a slow conversion and a small heal. Sinister back-cover has access to a faster conversion, rune-making, and some spells Covert Cult Conversion TLDR: Multiple ways to convert. The fastest and guaranteed method can be a "Yes, but..." approach that could actually reveal the cult's existence if they aren't smart. Spells and Items for Roleplay TLDR: Offering gives rewards and is best with proper humanoid bodies. Cult can summon beasts instead of apparitions. Cult gets some useful rp tools that have some mechanics behind them. With that said, how would you counter this? TLDR: Chaplain can dispel/break any cult item with the wave of a null rod, Medical can put Foretellers at bay w/ drugs. THEME The theme of this idea was to make cult less obviously occult and BLOOD FOR THE BLOOD GOD, instead making them more covert. Instead of an obvious threat once you find a room full of runes, they'd be a background influence that easily spread their numbers and sacrifice in secret to get powerful before the Heads suddenly find that all of their subordinates are praying to a God they've never heard of and that there are shadow men jaunting maintenance. endnote this is more of a general idea post for cult instead of a full "rework this [which you won't] with this [which you'll hate]" "What if I don't want to be a cultist?" With this idea, being a cultist wouldn't matter too much as the cult would be able to very easily spread through swaying people with some public talks and speeches, or stealthily through leaving well-placed objects at places of potentially high traffic, and the ability to force-convert. It'd mean that the individual doesn't matter all too much, which means it'd be possible for some cultists to cryo , but it'd be ok because the cult itself can easily get bigger.
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didn't smog already post this before
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Don't remove body scanners. Make them less specific and super-handy in their base components, but don't make them need to be constructed by RnD for Medbay to use. If it's meant to be built pretty early on, at basically roundstart, why even remove them and add the pain of having less information to go on to get the patient on. Some things can't even be detected easily from telltale signs the patient has on the outside like coughing or limb pain.
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Just revert the PR. The old probabilities were, somehow, perfectly fine and balanced.
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I don't like your execution of this idea, but I do like this idea, so I'll be pushing for paradox's interpretation because that'd be neat. A lot of things are usually "secure frontgate" with looser security measures past it, people are EXPECTED to go through the front entrance without dragging in some unauthorized cuck a lot of the times anyways.
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HHHNGH, IF ONLY THERE WAS SOMETHING SIMILAR- OH WAIT STILL WAITING ON THIS, GUYS.
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Dragos Cyberpunk lore deputy application
GreenBoi replied to Lady Fowl's topic in Developer Applications Archives
My main gripe with this is similar to Cobalt's with radically changing suit-dreg to traditionalist-expansionist. I don't think the big change would be great as a WHOLE, but would be best as a smaller part for inner-suit stuff. We already know enough about dregs and can infer what their lives are like, but we don't have much for suits past surface level things. Moving it to be an inner-suit thing would also make it so it's just an option for a faction, and all eris don't suddenly have to be super-political corpies. -
If you give people a week to prepare, they can think of a potential alternate version of the character that fits the NEW stuff better instead of leaving them in a limbo until they can think of something once it drops or stop referencing their past until they can see how they can fit with the retcon. So this would be nice. I honestly thought we already had this in place.
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i see you, doxx, soul, butter, tbear, and everyone else who is irrelevant because I didn't mention them
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this is on the wiki, butter
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This makes me want to play Clown or Mime.
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Don't forget. Do your part and vote today
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BYOND Key: diggiez Character Names: Josuke Houstani, Jyar'Qoin Abuii, Oraa Nul'kyx, Ron Roids, [about 5 drones here], Ka'Akaix'Wxkrii C'thur, Ka'Akaix'Tunz K'lax, HEPH-MOVER 345 Species you are applying to play: Dionaea What color do you plan on making your first alien character: exempt for now Have you read our lore section's page on this species?: This was actually the first lorepage I read, unironically, before anything even human, I read about the trees Why do you wish to play this specific race: I've always wanted to play this species, literally from when I first saw them as an option. I wanted to play as them, my first goddamn forum post here was a dionae application. I like the concept of a species who bundle together to form cluster-organisms because there's a lot of small fluff things you can do with it- is there someone who tries to be a leader in it? Is every single decision in there democratic from what letter they write on a paper to how they water themselves? Identify what makes role-playing this species different than role-playing a Human: Dionae are entirely different from humans in mindset and mechanics. They have no real government or anything, and have been found in a bunch of different parts of the galaxy. They're also unique in the fact that they can be your pet, then your literal friend, and then a planet in its entire lifespan. The dionae crew encounter on the Aurora are more-than-likely gestalts, made of about six nymphs; these gestalts and how they act are the embodied unity of the nymphs that make them up. Their actions are each a consensus among each other and if even one nymph feels uncomfortable, the gestalt becomes chaotic and broken and might take longer to do things because of in-gestalt bicker. Character Name: Whom Ventures As We Record Please provide a short backstory for this character Grown and kept as a pet in Mendell City, Whom Ventures Never was typically restricted to the apartment its owner lived in. The nymph had just the knowledge of Ceti Basic and a vague understanding of fruits, but was kept intrigued with television and newspapers. From the news, it heard sensationalist stories that entertained the animal like fiction and from the papers, it learned about statistics, the world of science, and other species. Having literally growing up with, and almost only, the media, the nymph began to desire making what it loved most. It would practice small songs, mimicking broadcasts heard before, but as its owner would note, these songs meant nothing if it had nothing to go off, no real experience with the world. It would become a goal for the nymph, so it ate and used all the biomass it would store to make more nymphs to assist in its plans. With each new nymph, the original Whom Ventures Never (which had now renamed itself to Head Editor, as it had the most 'experience' with media) saw each new nymph as a helper to a grand studio. They named themselves like they were parts of a news company and when there was a proper gestalt formed, the gestalt adopted a moniker that noted them all: Whom Ventures As We Record, referencing the fact that one of them would often run around, looking for things to report as the gestalt wrote it on paper, like a journalist. Each nymph marks an aspect of the media the original nymph loved, and they all took a different part of the harmonic body that would form when all united. These are the names of the nymphs and what they marked: Head Editor (Head), Eye That Is Also Camera (Chest), Whom Ventures of Drama and Passion (Sensationalist Left Grasper), Whom Ventures of Logic and Grace (Ethical Journalist Right Grasper), Left News Van (feet), Right News Van (feet) What do you like about this character? I like the strange innocence of this gestalt. All of the nymphs came from Head Editor and were all brought into the world it knew and told about the wonders and ambitions it thought were so cool and important. I also think this will make Journalist not boring (it can be boring already, and it'll be harder to get interaction as a hard-to-fully-relate-to tree alien) given that (literally), on one hand, the gestalt might write a super sensationalist article about antag events, rallying up different emotions in the crew...but it can also just do a normal, factual and ethical piece. How would you rate your roleplaying ability? In comparison to my past self for when I first applied? Infinitely better. In a general sense? Average, because I don't know how to rate myself any differently without feeling like it's some dumb flex. Notes: Well, haven't I come full circle? Start with dionae, get rejected, go through squid, bug, and fucking robot, and now I'm back where I started. ok so I want to thank sleepy for existing because if I never saw those drawings, I would have never remembered what made me initially want to get whitelisted for trees all that time ago. And the ideas I read gave me the concept for this gestalt that is orderly, yet disjointed.
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So from a round that just ended [b3z-cula], and from several disjointed observations I've seen from previous rounds. Kirsi doesn't really do much fear rp, is inexperienced in practically everything they play, and jobhops whenever. I don't feel like they've fully read the rules, and their psych-play has been pretty subpar. They don't know much about how to treat even basic mental traumas newbie psychs understand, and seem to treat the role more as EMT/MD (which they are also bad at), given they seem to hover around sensors and help treat people instead of trying to get any evals or roleplay going. It seems like the classic case of a newbie going/overstepping their boundaries and jumping to more complex/important roles without knowing what to do and being incredibly confused once their knowledge is put to the test.
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Night vision doesn't work unless you use mesons so this would be pointless unless someone made night vision work without mesons. And it already stops killing you once you reach the final stage.