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UltraNumeron

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Virologist

Virologist (14/37)

  1. Suggestion: If its feasible without messing up much, itd be nice to have an option to toggle your power, and turn off and on your chassis manually when you need to conserve power. Otherwise the only way you can turn it off is by running out of that power. Also currently an issue with discharged ipcs, that when parts are damaged enough, they drain faster then they can be recharged by the recharger making them stuck even with proper equipment. Had a moment last round of draining hundreds per tick but the charger only recharging 13 that was then immediatly drained. Though to be fair, it was also in this state I probably shouldnt have been alive in but kept going even as I was powered down with dementia messages for 10 minutes.
  2. Some bugs: Antags and ghost ships can't change their reactor or cooling unit, the button to change organs does show them but clicking them does nothing and keeps you to the current configuration. (Also had solar power set on the original character that rolled offship, and it didnt seem to work? While it worked as regular crew. Might be an issue with the lights I was at though or something.) Overall still same issue with ghostship/antag configuration in that with IPC appearance being tied to markings, and markings being unavailable in the appearance changer menu, making them impossible to color. Technomancer healing both with mend internals which is meant to work on IPCs and likely mend synthetics too does not seem to work, not healing any visible damage regardless of how many times I use it or where I target. Also the usual lack of antag healing for ipcs, though I do get it somewhat since it is one of the big weaknesses of IPCs to have difficult on the go healing and nonregenerating chip damage. Though some way for solo antags to recover when they have an arm disabled from damage or something would be nice. Overall rework is a solid improvement though.
  3. Should be noted our armor formula is a bit funky and what appears as those few percent do alot more work than they appear to, making those specialized armors significantly better against their respective threat, and that there are only two heavy suits in the armory. Though I do kind of agree that the whole thing of specialized armor is a bit eh, compared to just good all-rounder armor being used, even if they are pretty balanced.
  4. One thing, which I think may be related to the complaints about overheating. Is that having the safeties on seems to shut off running far before youd actually take damage from overheating. Being tripped as soon as you move from uncomfortably cold.
  5. Not sure if having IB passively heal is good, but I do think it'd be good to have more safe medical treatments for it that don't need surgery. Since it is the sort of thing that feels like it should be treatable in this age of technology with internal medicine.
  6. Yeah a killbot squad is kind of boring, theres not much to do with that other than just kill the antags if security fail. Which well, can already be fulfilled and is much more interesting with a crew militia. For this sort of purpose an ERT works best since that has more implications than just killbots, and itd be neat to see them around more. Though well, somewhere like the expanse not having help is part of the charm of the area.
  7. Im against this, maybe some more starting meds for medical would be nice for when theres no pharmacist, but other then that theres no reason to make getting hurt be less consequential, or to have large autoinjectors to be handed out. If you want to inject something big, just use a syringe.
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