Jump to content

Bauser

Soft-Banned
  • Posts

    477
  • Joined

  • Last visited

Everything posted by Bauser

  1. So you're... trying to nerf them more........ I see............................... ............... ..... Have you stopped to think that the fact that antagonists already lose all the time means that they don't need to be weakened any further? That maybe the meme (to use language you're familiar with) of the round depending on one person being 'robust' instead of allowing them to express some creative freedom is what needs to end, instead?
  2. Arrow, if the argument is that "insta-stun removes RP," then we should retain the insta-stun that demonstrably IMPROVES RP. The parapen is a kidnapping tool, not a gank one. As an aside, I'm not even confident it always DOES have three uses, there have been multiple instances where I attempt to poke a second victim and nothing happens. Maybe this is related to armor (not RIG, just like security armor), but I'm positive I do not get 3 stings out of a parapen. EDIT: We don't even have radio jammers in our antag loadout
  3. Or just have it be able to turn on and off. Their canonical permanence really shouldn't be any bottleneck.
  4. I definitely don't recommend that. Players shouldn't be able to get job-specific benefits if they're not playing in the capacity of their job. It would be overpowered, either individually or for the department in total. I mean (this is an extreme example to show the danger), if there was a security bionic that let you shoot a taser electrode from your hand, and you joined as a visitor when security is full, regulations aren't going to stop you from "protecting yourself" (read as: validing the antag you purposefully sought out because you have a security bionic) with it. And then after the round, everyone would complain that the antagonist didn't do enough to involve them even though you were the one who ruined the round. (Note: I am not accusing you personally of anything and I don't know anything about your style of play, this was just an example) The same concept would apply to basically every other augmentation, whether it's opening doors remotely or having a toolbox in your arm. If it has a functionality, an in-character rule saying "nuh-uh, don't use it" will mean absolutely nothing to people if there is actually a tangible reward on the table.
  5. You could hand-wave it and give them "dummy" augments by saying the implants know when the person is on-duty and deactivate if they're only there as a visitor (for department-specific ones).
  6. What is "the state of medical?" What about it needs to be changed? Your critique leaves much to be desired
  7. To balance, it could be so that the loadout has options for less-powerful cybernetics (comparable to existing utility loadout options), while more significant ones require in-game acquisition. Retractable sunglasses (AKA The Adam Jensen)? Loadout. Retractable arm laser? In-game. Flashlight in your head? Loadout. Full toolkit inside your hand? In-game. Etc. How about a cybernetic to allow organics to control electronics from afar, the way that cyborgs do? There are a lot of cool possibilities, basically
  8. Now I have to marry my lizard boyfriend
  9. I always knew it was a garbage game but I never realized until today just how dirty Todd Howard was doing me. Posting on the forum because I can't get Discord at work office P.S. >purchased and installed my new copy of Skyrim on the Switch >main screen loads up showing "The Elder Scrolls V: Skyrim", awesome Skyrim music playing >hit "new game" >fades to black >"Hey, you. You're finally awake. You were trying to cross the border, right? Walked right into that Imperial ambush, same as us..." >MFW >Todd Howard, you did it again. He even put Skyrim in The Elder Scrolls V, the madman
  10. Maybe in addition to the jitteriness, it should increase movespeed by a notable amount
  11. "Epinephrine will heal 5 damage per half-second of the highest damage type (BRT/BRN/TOX/OXY) per unit per second if the target is below critical health" Does this make epinephrine a sort of miracle drug for stabilizing/preventing death for anyone who becomes critically wounded? By this wording, I have to assume it changes its healing target once the most-damaged attribute changes? I like it that way, it seems nice and simple from a gameplay standpoint that an epinephrine shot can be reliably employed as an emergency stabilizer no matter what damage someone suffered - since that's kinda how people envision epipens working, just like a last-ditch "please don't die" drug - but I'm not sure others will share my sentiment since I I don't know if there's a real-world justification for making it heal every type of damage. And to clarify the significance of mannitol, will it be able to make cloning perfectly viable even in the absence of a psychiatrist/CMO? The fact that its curative effects are increased when a patient is below 170K body temperature (I.E. in a cryo cell) seems to suggest this is what it's for. And that will be a nice change of pace, too, since cloning has really been taking a beating since those brain damage changes.
  12. Has there been a single recorded incident of a paralysis pen being used in a combat capacity instead of for the stealthy incapacitation it's meant for
  13. That's also a nice workable implementation. It gives roboticists more to do than making a medibot and telling security they can't have a gygax. I am led to believe that roboticists don't have a lot of work, currently, so I would be happy to see cybernetics become their domain.
  14. Give them to antagonists, too. More easily accessible or at a lesser cost than to non-antagonists, possibly, whatever that cost may be. Maybe require a whitelist to spawn with them, like custom item applications. They have drawbacks, so it's not like a straight-line advantage. We can predict and negate the potential for powergaming with our design choices. Security mains want to have titanium skeletons? Make it so that augmentation makes them slow as hell like those tough IPCs. Engineers with insulated hands? Can't wear gloves to hide their fingerprints, maybe weaker to brute damage against hands, something. Heat-seeking eyes (what does this mean)? Doesn't work when wearing sunglasses, and flash effects stun you. Not to mention, most of these things will come with a built-in cost. Using any devices like integrated tools or vision-powers will cost energy, and we can make that a severe and even painful limitation. What happens if you run out? A robot just shuts off, but maybe it's even more cruel to a human. Your battery leaks toxins into you? You take constant halloss? And think, more cybernetics would make EMPs deadlier to organic targets, so antagonists would quickly learn the cheap and easy way to put any powergamers in their place. I'm pretty sure powergaming can be averted the same way we do it with every mechanic: gate excess strengths behind excess weaknesses, and police their usage the same as any other tool. A warden would get banned for handing out laser rifles at the first sign of some little drunken nothing-confrontation. If you know me or have seen my post history, you will know I am the first to complain that antagonists have it too hard, so I hear your complaint. But I am confident it can be nullified.
  15. I'm taking a page right out of the CataDDA playbook on this one. It's an undisputed fact that widespread human augmentation is in the future for humanity. It already exists in major ways, like electronic pacemakers keeping people alive, and robotic limb prostheses restoring their manual dexterity. For citizens of the future, if technology progresses even remotely on the track it appears to be, this discipline will be transformed into a fact of life. Augmenting the body with tools and upgrades for medical, utilitarian, and even military purposes will be commonplace. I think implementing cybernetics like these would represent a fantastic benefit to our lore and to our gameplay. It could also give roboticists and surgeons more interesting and varied work. I linked the Cataclysm wiki page for a specific reason, which is that I think it could serve as a great roadmap for choosing what bionics to implement. If you scroll to the bottom, it lists all the possible upgrades available in the game, segregating them into categories based on function (power generation, utility, offense, defense, passive versus active...). It even includes bionics that are needed in order to power other bionics (E.G. by consuming and burning alcohol, or by draining batteries, or by the mechanical action of walking...) and broken/faulty bionics conferring various negative effects (like leaking toxins, causing pain, or making annoying noises) if your upgrades are damaged or installed incorrectly, to balance out the benefit of being augmented. So it's a comprehensive enough list to serve as a total outline for mechanics we might want to implement in a cybernetics update. Cataclysm is a tile-based game about survival and fighting and building, so a lot of its bionics' functions are functions that translate perfectly into Space Station 13. We could include bionics to: Integrate a set of engineer's tools into your hand so that you don't have to physically carry around a tool-box or tool-belt Introduce filtration systems into your lungs that negate the need for a gas mask to block out harmful airborne chemicals Install a needle into your fingertip so you can directly absorb substances into your bloodstream, or with an internal reservoir so you can inject chemicals without a physical syringe Automatically stabilize you with medicine like inaprovaline in the event that you sustain a certain threshold of damage Install lenses onto your eyes to make you immune to bright flashes, or to give you toggleable night vision, thermal vision, or etc. Replace your bones with a titanium facsimile so you're much harder to break Putting electronics inside your hand (I.E. multitool, cryptographic sequencer) for discreet hacking The list really goes on and on. Obviously, this would be a formidable undertaking from a coding standpoint. It would need to encompass the surgeries for implanting the equipment, the addition of energy reservoirs for non-synthetics, interactions when cybernetics become damaged or EMP'd... So this topic is mostly for gauging community interest and trying to define what features are most wanted.
  16. Can't wait to see how many rounds get shut down immediately from parapen victims miraculously having their first instinct upon feeling confused and dizzy to be saying over the radio "Oh man guys this sure is weird haha I was just standing here with my buddy Anne Taggart and then I started feeling confused and dizzy, wild" If it drops to 4TC as discussed in the PR, I could begrudgingly support it, but it will still be a shame to see. Antagonists already suffer from 0 ability to enforce the storyline/scheme/plot whatever they have planned, and this nerf will just further ensure that it's virtually impossible to setup any cohesive kidnapping events without being exceptionally lucky.
  17. It's good that ID access is required to enter a department, but once inside, the doors between rooms should be general-access (I.E. not access-controlled, and not requiring ID). This will heighten the advantages of infiltrating a department stealthily or hacking your way inside, while retaining the general security of having your department gated from intrusion. It will also lessen the need for babysitting a visitor to a department (such as someone visiting a patient in the medical bay), since they will no longer need a veritable chauffeur to guide them between every door. Higher-security rooms such as head of staff offices, the server room in R&D, the cloning lab and morgue, etc.... should, of course, remain immune to this suggestion and stay access-controlled as they are. If this goes through, it could make the never-used guest pass feature practically obsolete, and I think that's a good thing considering guest passes are very cumbersome to employ (owing to the time-limits being a headache for everyone involved, and the time it takes to setup by getting a sponsor instead of doing whatever time-sensitive thing it is you came to do).
  18. [mention]ben10083[/mention]... right, so... you retain AI access for an airlock there so it can let broken miners in, and you cut AI access for a different airlock there so command can let people onto the shuttle if it's try to be an asshole There are multiple airlocks at that location, is the point If the command entrance is more useful for miners, make the security entrance the one AI can't operate. Or the main entrance. Any of them.
  19. Can't you only spawn with the hard hat from the loadout if you're an engineer?
  20. You could just make it so that ONE of the sets of transfer shuttle airlocks starts with AI access cut (I.E. the command-side departure airlock). That way, if the AI has a legitimate need to let people in or out of that dock during the round, they can still do it by using the main and security airlocks, but if the AI is being annoying and just dragging the round on at the end, a head of staff can still just let people board the shuttle from their side.
  21. Navy blue & gold would make it match the HoS suit and fit with the other security uniforms
  22. Can we make atropine cure nerve agent effects (like zombie powder/parapen) to reflect its real-world use
  23. Administering a saline (or saline+sugar) solution is a common step-one in treating burns, according to these papers. This is because one of the major damages from a burn injury is fluid loss, and the salt helps you retain fluid better. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3038406/ (saline+dextrose) https://jamanetwork.com/journals/jama/fullarticle/326426 (saline versus plasma+dextrose) Praise Google, etc.
  24. Put the character(s) you play in your forum signature so people can judge you vicariously through them, you absolute cinnamon roll.
  25. 1) Should we be concerned about the multiple drugs that are stun-immunizing super-painkillers? 2) It's REALLY going to hurt my feelings if we port both "epinephrine" AND "adrenaline," as different substances... For anyone unawares, these are different names for the same chemical. Otherwise this all seems pretty cool. I don't mind any redundancy, it adds ~~flavor~~ Plus, morphine is a must-have, I've been hoping to see it in for some time. I want security to order like a box full of 5-unit syringes of it from a chemist when they're on code red, so they can be dished out like those army first-aid needles Finally, since it doesn't get rid of any existing chemicals, it really doesn't make medical players' lives any harder, whatsoever. You can still just treat things the same way as always, this just gives you a few more options to be more effective if you want to learn more about the new medicines. It raises the skill ceiling without changing the skill floor +1
×
×
  • Create New...