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Killerhurtz

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Everything posted by Killerhurtz

  1. I approve. MORE METATTON. WE NEED MORE. When's the cooking show coming back?
  2. Quick little something: The footnote format always work well.
  3. Simply put: Security is all good and well against normal people, but can often struggle against a lot of other targets that have non-standard damage systems. And quite often, they deal with it lethally. So here's the additions to the armory I would suggest so that Security can actually provide security (and assistance to Research) about all standard, non-antag-related threats: -First and foremost, some form of cryogenic weapon. Freeze ray, cryo-grenades or just a deployable barricade that rapidly cools it's surroundings, but SOME form of cryoweaponry. Essential to deal with undesirable slimes, both in and out of Xenobiology. -Net cannon. Simply put, a gun that shoots a net. Either have it easily destructible with anything sharp (wirecutters, 'ling bladearm, swords) or make it not work on humanoid mobs to avoid it being abused on antags. The reasoning behind it is that I've never seen Science capture a spider successfully for live tests. -Mounted heat source. Basically, a barrier against all that creeps across the station. That way, if Arrivals is vented by a level 7 eating shit, at least it should be possible to prevent it to spread too much. Thoughts?
  4. I like all of this. And your point is entirely fair, Skull. So far I really like this idea.
  5. Pretty straightforward. I'd be nice to have a timer that lets us know how many seconds until we're unbound from whatever we're unbinding ourselves of. Unless there's a lore/code reason?
  6. I love this. Though honestly? If Research could get one or two, as well, it would be useful - there's a few uses I could find about it, like blocking off Telescience if there's been an incident and the RD is fed up, or locking off Xenobio if something goes wrong, and so on. Thoughts?
  7. ((Wasn't a mistake, was just to discern both antags. Gimme a hand to make it valid?)) LOGIN> Klondike PASSWORD> **************** ACCESS LEVEL> ENCRYPTED ACCESS Granted Welcome
  8. LOGIN> Databurst PASSWORD> ********************* ACCESS LEVEL> ENCRYPTED ACCESS Granted Welcome
  9. LOGIN> Klondike PASSWORD> **************** ACCESS LEVEL> ENCRYPTED ACCESS Granted Welcome
  10. JBoy, it's a joke that writes itself. ALSO I just realized another vital place they need to be: AIRLOCKS. (Also what Fowl said about handicap access - though allowing to drag oneself with them might be a tiny bit harder)
  11. I actually like our current PDAs for two reasons: First, they look better. Second, these look like (in relation to the game) old-tech tablets instead of PDAs. ...Though I could see an engineer wanting one of these. (Still wish we had laptops though)
  12. To be honest? The most reasonable mechanic for this is having an actual sprite difference (like a soggy face with an open mouth maybe?) that shows SSD, and allowing players to enable it at will.
  13. Places I can see needing earplugs: Toxins. 'Nuff said. Roboticist. Heavy duty fabrication equipment is probably loud. Engineering. I CANNOT see that particle accelerator not being loud. Also atmos is probably impossibly loud.
  14. The main problem with these tables is that I don't know how easy it is to disassemble a normal operating table.
  15. So. The station, in general, can lose gravity. And anyone who's not buckled in a seat falls down for X amount of time. Same goes for the shuttles. Simple suggestion: add poles, handrails and other misc. things like this for players to latch onto (which could be done three ways: standard buckle action of click-dragging, but with "latches onto/grabs" rather than "buckled in"; using the handrail with a grab intent, or just using the handrail with empty hands. But yeah - adding poles and all sorts of hand-grabbable fixed objects across the station and the shuttles would allow players to make medical and the departures shuttle a strip club with stripper poles to avoid being incapacitated when gravity goes down or if the shuttle runs out of seats (as a matter of fact; make them pretty much resprited, re-stringed chairs and it makes more sense for the research, mining and engineering shuttle to have handrails to hold onto, it maximizes cargo space without looking ridiculous). On the plus side; adding poles like these at regular intervals, in the halls, allow people to not be completely ruined by over/underpressure when opening doors without magboots. No more will people forcefully die because they were sucked into a vacuumed room because of unexpected vacuum. AND finally, it gives easier ways to secure/neutralize someone who's cuffed but running. Just tie them to the damn pipe and wait for someone to come with a stretcher. (And for map simplicity, make them possible to build from metal and wrenched to the floor or something so that no one has to go through the whole map to place them down) Thoughts?
  16. LOGIN>Klondike PASSWORD>************************* ACCESS LEVEL> ENCRYPTED NET ACCESS: Granted Welcome
  17. LOGIN>Databurst PASSWORD>************************* ACCESS LEVEL> Operator NET ACCESS: Granted Welcome
  18. Sybil Rosetta-Sigma says, "This corpse is significantly less luminescent than I expected." Phoebe Essel says, "It's not even a good nightlight."
  19. Personally, I'd say that having a time limit (like, 3 days) for antag roles might fix this. But even then, I don't know. But examples seemed like complete shitshows. I don't know what to think about it anymore. And TBH, if it was only my opinion that mattered, I'd make the Aurora an extended-only server. But that's what worries me. People keep complaining "But we need our antags! We need our combat!" and yet, these things happen a vast majority of the time. There's only a few times where I can actually remember antags being fun. And oh god, when I say fun, they were FUCKING FUN. That one ninja with the storytelling. That one time Geraldine lost it. That time where nukeops were discussing selling the body of the RD to a chopshop or just killing it. Or that one time where they decided that the RD (me) actually WAS worth capturing, and so they convinced me to hop into a locker with nanopaste to constantly repair myself as they dragged me to the shuttle. That was fun. But these are rare, and they're getting more rare as time goes I feel (and all but two of them involved only older, esteemed players - the two others? The two others involved the most awesome new players I've ever met). So I don't know what, exactly, could be done to fix this.
  20. So, I was thinking and I realized that I missed something very deeply from my ancient SS13 days: airburst weapons. They were made by making sure that oxygen vastly overcountered plasma (but then again, that was also before aircode - back when the heating machines could take the tanks to over 50000 kelvins in an hour with no issue). It was awesome - when you didn't want to particularly KILL someone but wanted to do some damage. BAM - all windows (for powerful enough airbursts, even reinforced ones) are broken. Everyone flies off into walls. Yet no structural damage and everyone walks away from it. And so I suggest four types of them: Airburst bomb either by enabling an oxygen-oxygen overpressure, allowing a violent but dry explosion with N2O and plasma (under the logic that extreme heat denatures nitrous oxide under the formula 2 N20+heat=2N2+02 - and so the denaturation of the oxide would simply cause violent gas expansion with extreme temperatures because the oxygen helps the plasma burn, but the denaturation and the huge saturation of nitrogen prevents actual fire from happening) or having some chemical way, like thermite+welder fuel+water. Second, an airburst cannon - built pretty much exactly like the pneumatic cannon, except that instead of finalizing the cannon by welding after the valve, you'd either add more metal or a pipe adapter before welding. The result would essentially be a 2-range pneumatic cannon with no inventory - but that can propel people away (and in space give significant recoil, maybe equivalent to twice a fire extinguisher's?) mostly safely (unless they hit a wall). Second point B, a vertex cannon - similar to an airburst cannon, except with an additional components. While it would be significantly less powerful for a same given pressure, it would travel MUCH farther. Third, a MOUNTED airburst cannon. Start with a machine frame, add the stuff for two airburst cannons in the machine frame, then weld the whole thing - results in something that looks like an emitter, but is instead a violent pneumatic cannon In order to work, it needs to be wrenched on one of the canister interfaces, in a pipe network that includes a pressurized canister. Just like the pneumatic and airburst cannons, you can set the pressure at which it operates. At this point, it could function three ways: one, manually via interface; two, via attached gizmos (infrared sensor as soon as something is in front of it within X range, proximity sensor when someone's close enough, timer is self-explanatory) and three remotely (by attaching a remote signaller - which can be triggered by the standard assemblies or standalone). Normal canister pressure (4000kPa) at maximum valve pressure (50%) would result in a blast that's still powerful yet non-lethal (just like the video - it would be enough to cause minor injuries if someone hits the wall), while a max-pressure canister (12000kPa I think it was?) at that ratio would be enough to cause minor-to-severe injuries upon fire, with possible injuries if a wall is hit soon enough. Why do I present this idea? For these main reasons: First, Science. Science often needs brute damage data (at least Sybil does), and there's no brute damage data more relevant than overpressure blasts. Second, with the help of Science and Engineering, it gives Security more non-lethal means of interacting/apprehending crew (an airburst bomb could be used to set up safe traps, while a portable airburst cannon could be used in stead of a flash, and a mounted airburst could give interdiction zones). Since it's overpressure, everyone who's not wearing magboots (and a hardsuit for those really high pressures) would be knocked down, which IMO is a very effective way to safely apprehend people without harming or even truly disabling them (as people who are knocked down stay down for what, 10 seconds? And they're completely unharmed afterwards). And I mean - it's not like they'd have huge range, either - an airburst bomb (unless we allow REALLY powerful ones, equivalent or bigger than the bombcap) would probably only be effective within 5 tiles, while the portable cannon would have 2-3 tiles at most (the vertex, maybe 5-6?) and mounted 7... if the conditions are right. Third, it gives extra options to peaceful/stealth/normal antags. Overpressure weapons? BAM, safely take hostages. BAM, safely (and harmlessly) take down security. If they got magboots, BAM easier escape plan. Or hell, BAM - powerful airburst provides distraction as engineers and security have to respond to a mysterious overpressure at the other side of the station that the antags are working on. Fourth, Xenobiology. If your fire extinguisher runs out, and since slimes are immune to everything but cold, a pneumatic cannon (or a well-set mounted cannon) could be the key between "this xenobio died because of slimes" and "this xenobio ALMOST died because of slimes". Thoughts?
  21. That pretty much means a potassium vial bomb - 30 potassium, 30 water.
  22. Except it's MAGIC blood smells. And since it's magics, maybe only those who can't be, or are already affected by magics would be able to smell the smells. After all, it's only smells.
  23. Alternate solution: don't run away from them, run TOWARDS them and catch them. I'm 90% certain that unless the grenade has been expertly cooked to go off on landing, you'd get more distance between you and the grenade by catching and throwing it than by running away from it.
  24. We already, technically, have an organ printer in Genetics though. And prosthetics in Robotics. I don't see why we should have organic variants.
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