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Thread: Constructing AI Cores
Post: Re: Constructing AI Cores
I'd like to see a syndicate AI core for nuke operative rounds. They'd just have to drag it onto the station and set it up on a floor terminal or something. Nuke ops seem to be underpowered compared to... |
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QP Evergrande |
Ideas & Suggestions
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20 |
7,617 |
11-02-2014, 08:07 AM |
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Thread: Construction mode feedback thread
Post: Re: Construction mode feedback thread
So, I modified my survey shuttle design a bit. Don't worry, nothing major. Just a few little suggestions and minor adjustments based on how people usually seem to use it, and of course removing the fe... |
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QP Evergrande |
Ideas & Suggestions
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45 |
17,531 |
11-02-2014, 08:02 AM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
Would it be possible to make the shuttle wider by one? The reason I designed it the way I did was because the nose of the shuttle is five tiles wide. But if it were six tiles wide, then the central wa... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-23-2014, 02:53 AM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
I was only curious about the specific reasons. Obviously I don't expect every detail of all the absurd things I come up with to be implemented, because I'm not an admin. I'm just a guy daydreaming abo... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-20-2014, 03:43 AM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
Those external gun turrets I only imagined to be a partial defense, meant to be supported by pods, but never mind. I don't see them as being that important to gameplay.
Putting the gas extractor in e... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-19-2014, 03:46 PM |
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Thread: Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Post: Re: Cogmap 2: Map Harder
A brisk low-atmo jog every now and then builds character.
But, I do question the placement of the arrivals shuttle. Like other people have said, it's pretty far from any area that players frequent. B... |
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QP Evergrande |
Ideas & Suggestions
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595 |
208,283 |
10-18-2014, 05:49 PM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
...My heart just exploded. Quick, somebody manufacture a replacement. :D
Two things, though. If this is going to be the one and only shuttle for arrivals, the airlock probably does need to be one ti... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-18-2014, 04:22 PM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
If sets of blueprints for ruckinguer kits are made to be buyable, they should be buyable in all game modes. But a single order should contain all the blueprints for, as an example, the medbay, but at ... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-17-2014, 04:08 PM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
To clarify something I said earlier, in my conception this isn't supposed to dock with the station or replace the arrivals shuttle. It's a different spawn point until we manage to call our own arrival... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-16-2014, 08:34 AM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
http://i.imgur.com/ctfo3pN.png
...I have too much time on my hands.
I just thought I'd quickly put together what I imagine when I think of a survey shuttle to start this kind of round off. We should... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-14-2014, 04:04 PM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
Captain_Bravo Wrote:
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Like, how hard would it be to have the server just do a simple yes/no check on, "Does the station have a Pathology Lab?" "Does the station have a Pod Manufacturer?" "Does the ... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-14-2014, 05:47 AM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
Marquesas Wrote:
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How do you feel about global objectives? I'm thinking basically milestones which you can work towards, and completing them earns the station minor bonuses (budget boost? special o... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-13-2014, 04:13 PM |
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Thread: Summon Monster spell for the wizard
Post: Re: Summon Monster spell for the wizard
And obviously, the Staff of Cthulhu should make the spell summon stronger things, up to and including those eldritch things that flay you. Although to balance that, maybe the cooldown time on the spel... |
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QP Evergrande |
Ideas & Suggestions
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5 |
2,654 |
10-12-2014, 03:30 PM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
Zafhset Wrote:
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I'm not too sure about the 24 hour round reset timer though. I think the players ought to have some form of control over it, especially if the earliest settlers in a new round someh... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-12-2014, 03:03 PM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
As far as command structure, just having a Captain, Head of Security, and Chief Engineer should be enough, with everyone else joining as mechanics or miners. The Captain could reassign personnel as ne... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-12-2014, 09:51 AM |
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Thread: Build-A-Base Workshop 13
Post: Re: Build-A-Base Workshop 13
This has the potential to be supremely cool. Just a few things off the top of my head, though...
1. Char furnaces would be a good power source to start with, but being able to supplement them later w... |
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QP Evergrande |
Ideas & Suggestions
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99 |
35,216 |
10-12-2014, 06:59 AM |
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Thread: Give crates momentum in space
Post: Re: Give crates momentum in space
No, I haven't. That's an interesting option. It'd mitigate most of the effects of damage (except the admin kind) and make the whole thing run faster otherwise, so maybe I'll try that.
But, since rely... |
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QP Evergrande |
Ideas & Suggestions
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3 |
2,367 |
10-11-2014, 12:40 PM |
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Thread: Give crates momentum in space
Post: Give crates momentum in space
This is mostly a QM quality of life thing. If the catapult on the sell line gets blown up (or deleted by an incredibly fun and witty and interesting admin) then there isn't much you can do about it. C... |
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QP Evergrande |
Ideas & Suggestions
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3 |
2,367 |
10-10-2014, 04:23 AM |
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Thread: Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Post: Re: Cogmap 2: Map Harder
There would also need to be an alert on the brig chutes like there is on the morgue chutes to let security members know when they're used. |
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QP Evergrande |
Ideas & Suggestions
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595 |
208,283 |
09-07-2014, 03:27 PM |
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Thread: Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Post: Re: Cogmap 2: Map Harder
The test chamber is made of special "very reinforced walls" now, isn't it? So telescience should be safe from most explosions. That shouldn't be a problem.
Now, I'm concerned about the room south of ... |
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QP Evergrande |
Ideas & Suggestions
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595 |
208,283 |
09-06-2014, 08:38 AM |
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Thread: Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Post: Re: Cogmap 2: Map Harder
Cogwerks Wrote:
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http://i.imgur.com/gb2CLRZ.jpg
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You gave pathology a back door? That seems rather characteristic of NanoTransen, actually.
"Welcome to the pathology department, Mr. Farts McTra... |
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QP Evergrande |
Ideas & Suggestions
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595 |
208,283 |
09-05-2014, 01:53 PM |
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Thread: Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Post: Re: Cogmap 2: Map Harder
Cogwerks Wrote:
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QP: That is a very elegant looking solution, I like that. Your design skills are improving a lot!
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Thanks. Though perhaps it's less that I'm improving, and more that I'm trying ... |
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QP Evergrande |
Ideas & Suggestions
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595 |
208,283 |
09-05-2014, 09:53 AM |
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Thread: Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Post: Re: Cogmap 2: Map Harder
DyssalC Wrote:
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That's a mean choke-point leading to the monkey pens.
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Not really. Genetics is accessed through the front, and only the pathologists will need to get to the monkeys from that way... |
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QP Evergrande |
Ideas & Suggestions
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595 |
208,283 |
09-04-2014, 02:11 PM |
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Thread: Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Post: Re: Cogmap 2: Map Harder
Well then, how about something like this?
http://i.imgur.com/NLRuo7w.png
In this design, medbay has a back exit flanked by bushes. A quick-footed traitor could open that door, then hide in a bush. I... |
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QP Evergrande |
Ideas & Suggestions
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595 |
208,283 |
09-04-2014, 11:30 AM |
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Thread: Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Post: Re: Cogmap 2: Map Harder
Just a few little suggestions. The door into the robotics storage room might be better placed on the south side, so that it opens into that nice unused space instead of between the charging stations a... |
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QP Evergrande |
Ideas & Suggestions
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595 |
208,283 |
09-04-2014, 06:08 AM |