
Huenererschrecker
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Everything posted by Huenererschrecker
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I've set the Tesla up in it's current state a few times now and I still don't see any kind of nerf. It is strong enough to power the station alone and requires no real checkup if you do a standard setup. Balls are also decaying rather fast to the point where you can keep the emitter set to 1 at all times with no problems (except if RNG puts the ball constantly in the line of fire, then there might be a little risk) and get up to around 2-3 miniballs. Screaming that the Tesla is now ruined, dangerous and broken are simply not true. With those fixed balls, the rough output for the Tesla has become higher with little to no extra danger at all. Said risk only happens if you pump the ball full of lvl 2 emitter shots which, speaking frankly, you don't even need to do to power the station.
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Changing how combat cyborgs activation works
Huenererschrecker replied to Alberyk's topic in Completed Projects
Option 2, as that allows crew/antags to still have combat borgs around for their shenanigans. Depending on how it's implemented, it would also remove that annoying system where new cyborgs can't choose the combat module and require the override to happen again. -
Can we get an AI holopad in the atmospherics area? Not the pipe section, somewhere in the monitoring room or the room after that.
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Wrong. Maintenance drones can wire the 3 solar arrays around the telecoms and do so often during deadhours. Only the roof will kill them.
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The bar is now back to being normal, exept that most of the walls around the bar are still wooden walls instead of steel walls. Please replace them for good old steel walls again.
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You want feedback and my feedback for the Aut'akh is that I hate them for multiple reasons. My main reason for that is that you take a traditional cyberpunk concept (Transhumanism) and apply it to a faction/race that has not a lot to do with it along with a religion that, depending on who you ask, says that any kind of prosthetic hurts their souls. Yes it would. Eridani for example has the social stigma of dreg and suits. A religious sect of transhumanists that tries to obliterate both of those classes to try and unify them into one sounds like the cyberpunk thing that they would do. Most of them already come pre-equipt with cybereyes and a neural implant (even if that is just in lore). Hell, some dreg would even jump at the opportunity to get their head chopped off, slapped on a synthetic body and ride it around in the most disgusting way possible. Don't like the Eridani flavor? How about the techno-conglomerate from the frontier alliance. They don't have alot of lore but they are high-tech ships, pro-augmentation, see synthetics as equal life. It is very believable that one of the ships decides to grow a transhumanism cult that augments their babys right after birth. The only reason your robot lizards aren't seen as badass is because you stress that you want them edgy. You can just as easily create the same atmosphere with any other faction (Example, a dreg that joins transhumanism cult XY to get rid of his drugaddict body to get back any kind of quality of life or a child growing up in a cult on the conglomerate that is suffering from severe depression because it's seen as a freak by anyone not part of the cult it was born into). My stance on this minority is that it does not fit unathi and should rather be given to any of the more cyberpunk/pro-synthetic factions first.
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Some of those jobs are also not needed at all and will only come into play when they are actually on station. And in some cases, it is just straight up more helpful to not have the job on station at all. Deadly viruses will not spawn at all while a virologist is not on board for example, so having someone play virologist increases the chance to spawn realy bad viruses. I am also not ignoring the other half of your suggestion. Some of those situations are just already fixable by a single ghost. No power on the station because there is no engineering? Join as a drone and wire the solars. Same for if a whole section of the station is vented. The only cases where maintenance drones aren't already fixing this problem is for medical related works. For that, sure, I concede, it could be useful to have that. For everything else? Drones.
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The chef doesn't have access to the atmospheric control computer in the kitchen. The plastic table it's sitting on is also ruining the aesthetics of it. Please move the laptop and shitty table somewhere else and give proper access.
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Fairly sure that APLU with a drill and stored orebox already do that.
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I hate it actually. I see the idea and usefulness for a specialist requesting service but I'm very much against dumping all rarely played jobs into a 'on demand' case and calling it a day instead of giving said jobs more to do. It just feels lazy and like bad design to me and could further remove those jobs from the playerpool.
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Disregard, I'm a blind dumbass.
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Breath analyzer for medical borgs.
Huenererschrecker replied to StationCrab's topic in Completed Projects
They don't but I'm honestly going on more by lung damage that the breath analyzer can also detect. -
Breath analyzer for medical borgs.
Huenererschrecker replied to StationCrab's topic in Completed Projects
I'd have it the other way around and give it to the rescue module. The rescue one is already more of a discount medical module and is supposed to head out while the medical module is supposed to stay in the medbay more, where it has access to the bodyscanners. -
Instead of doing it that way, just make it so that a pump very quickly drains nutrition from the body. Less punishing, a bit more realistic than creating toxin damage and can possibly be used for chef shenanigans.
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Reporting Personnel: Jose Nicholas Job Title of Reporting Personnel: Atmospheric Technician Game ID: bXO-dBhC Personnel Involved: (Name, Job Title: Offender/Witness/Other) - Cassy Hendricks, Cargo Technician: Offender - Naomi Marlowe, Engineer: Offender/Victim - Calanthia Basinger, Visitor: Witness - Paul Grunnus, Barkeeper: Witness - Uwasv Sidanelv, Engineer: Witness Time of Incident: Around 05:30 Stationtime for the first incident, the second one is unknown Real Time: GMT 01:28 15/12/18 as of writing this, incidents happened roughly an hour before that. Location of Incident: Bar/Unknown Nature of Incident: [ ] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [ ] - Neglect of Duty [ X ] - Harassment [ X ] - Assault [ ] - Misconduct [ ] - Other _____ (Place an x in the box that applies. If other, replace line and specify.) Overview of the Incident: During a break in the shift, both Cassy and Naomi met in the bar, which resulted in Naomi being rude to Cassy who then retaliated. At first I through this was playful but soon enough Cassy has thrown a hot enough drink into Naomis face that burned some of her face. A Barfight between the two was about to break out but me and security presence stopped it from escalating. When the security personal was gone, the situation escalated again by Cassy throwing a tomato at Naomi, dirtying her clothes. I had to pull Naomi away from her to stop a barfight from happening. I'd like to note here that both partys are at fault here with noone being above the other. Later in the shift, Naomi has gone missing, presumably to fix structural damage that the station had suffered from. However, as it turns out, Naomi and Cassy both meet up again. I was not there but the end result was that Cassy broke Naomis rips by wailing at her with a flashlight. Apparently a security officer was watching this and did nothing. I don't know of this is true as Naomi couldn't tell me the name of that person. Did you report it to a Head of Department or IAA? If so, who?: See Actions taken Actions taken: The issue was reported to security after the second assault by Naomi Marlowe, it is however unclear if any actions have been taken because of this as it was a stressful shift. It is unclear if the message went up to the command personal as this was likely seen as a minor event. I am therefore writing this incident to make sure that actions are being taken. Additional Notes: I am writing this despite Naomi not wanting this to make an issue. However, incidents like this are no joke and could easily be repeated.
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Add an option to get hot liquids out of (cyborg) drink dispensers so that we don't have to keep drinking lukewarm coffee/tea. Alternatively, add something like a stove to the bar to heat up liquids, much like how chemistry can heat things up.
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It's a mechanical thing. If you don't want to show your name because you're an antag wearing a mask or whatever you gotta take your ID off. That in turn hinders you from opening doors that your ID gives access to unless you hold the ID in your selected hand. Hiding the ID could just be fluffed as putting it in your pocket or whatever while it stays in the ID slot mechanicly. So yes, I'd like that.
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Said papers could (and should in my opinion) be able to be brought from cigarette machines, along with dried up tabacco (or whatever you want to use to make legitimate cigarettes).
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There are at least 4 consoles where you can check the health page (CMO, Medbay Lobby, Paramedics Office, Bridge) + AI itself (and maybe anotherone if you grab a medical labtop). Blowing all of those up would take a while but I can confirm that the health monitoring goes down when telecoms goes down. So yeah, what you want it already possible.
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[Dismissed] Maintenance Drones Suck, Heres Why
Huenererschrecker replied to Bygonehero's topic in Rejected Policy
Some science departments can also kill drones with their ID (I only know that the roboticist can do it but I wouldn't be suprised if more can do it). Now, I don't realy see the problem with drones fixing things right next to an antag, considering how fragile they are. A few hits with any kind of tool disable them already. That being said, I can see where you are coming from and would like to point to /vg/stations MoMMI who have a slightly different lawset than aurora has, with the big one being which sounds basicly like what you want for drones to act like. It essentialy forces drones to get out of whatever is happening and come back when noone is realy looking to fix things. Personaly, I don't care if something gets changed with how drones are supposed to act but I don't see the point of a change. -
Remove the derelict ship from the powernet. It just clutters up the emergency monitoring in engineering and keeps the screen on permanent alarm.
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There is also a guaranteed coin-spawn inside the bar (on the arcade machines in the corner) that is rarely taken.
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Making Solars Viable as a Power Source
Huenererschrecker replied to furrycactus's topic in Completed Projects
If the SM blows up then it would still be a round-ender. The solar's are too close to the SM engine, so if someone would mess with it, then it would still take out both backups. To be honest, I haven't understood the reason for the Solars to be this close together to all the other engines and (now that I think about it more) would enjoy it if the solars where more spaced out or somewhere else entirely. -
It's simple add a walkway in the upper-left corner of atmospherics to connect all the outside tanks with each other. Why? Because 1. All other tanks are connected like that with each other 2. You can end up with things in the way like here . Sometimes it's open space, sometimes it's a wall. As it stands, there is no reason not to have the a quick platting path there, considering the mirrored side for the N20 tank has it.
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Making Solars Viable as a Power Source
Huenererschrecker replied to furrycactus's topic in Completed Projects
I was going to make a suggestion like that or saying 'fuck it, just have the solars setup at roundstart for lol-pop rounds'. So yes, that's a welcome addition.