Search Results
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Thread: timelock captain?
Post: RE: timelock captain?
Frank_Stein Wrote: (10-21-2020, 07:05 PM)
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We should make fixing it go down several paths, depending on which parts you use.
Captain goes around stealing shit from departments to fix up their za... |
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DJ-Fireball_did_this |
Ideas & Suggestions
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45 |
16,161 |
10-22-2020, 04:36 AM |
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Thread: Add Firefighters as late-join jobs
Post: RE: Add Firefighters as late-join jobs
What if instead of an actual job there was just a spot with all this equitment in one place instead of scattered around engineering storage? Make it more a sub-class of engineer than a new slot entire... |
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DJ-Fireball_did_this |
Ideas & Suggestions
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6 |
2,676 |
10-22-2020, 04:34 AM |
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Thread: Timelock for Vice Officer and/or Detective?
Post: RE: Timelock for Vice Officer and/or Detective?
Have the detective keep all the red stuff because at one point he was part of the security force but has since been fired and technically doesn't belong to any department. |
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DJ-Fireball_did_this |
Ideas & Suggestions
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27 |
9,646 |
10-15-2020, 07:44 AM |
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Thread: [PR] Different-colored medibots get different chems
Post: RE: [PR] Different-colored medibots get different ...
It should work like a medibot before the PR. |
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DJ-Fireball_did_this |
Ideas & Suggestions
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11 |
5,476 |
10-14-2020, 07:23 AM |
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Thread: Apply max stamina debuff for people in crit
Post: RE: Apply max stamina debuff for people in crit
Critties don't need nerfs. |
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DJ-Fireball_did_this |
Ideas & Suggestions
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8 |
3,209 |
09-29-2020, 03:31 PM |
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Thread: Antag - Body Snatchers?
Post: RE: Antag - Body Snatchers?
Frank_Stein Wrote: (09-19-2020, 07:19 PM)
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This and Maskedman2's ideas for reworking Changeling sound like they'd roll together really well
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Yeah I've been thinking about something along those ... |
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DJ-Fireball_did_this |
Ideas & Suggestions
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14 |
5,862 |
09-21-2020, 06:56 PM |
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Thread: New Medical Job - Paramedic
Post: RE: New Medical Job - Paramedic
Maybe they shouldn't have a chance to roll antag? As others have mentioned, they will have an assload of OP equitment. But even beyond that their "position" leaves it stupidly easy to kill everybody. ... |
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DJ-Fireball_did_this |
Ideas & Suggestions
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15 |
6,394 |
09-18-2020, 02:13 PM |
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Thread: Buffing the gunbot respawn antag
Post: RE: Buffing the gunbot respawn antag
Maybe like, flashes stop working way faster from their brains resetting or something |
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DJ-Fireball_did_this |
Ideas & Suggestions
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25 |
9,367 |
09-18-2020, 01:48 PM |
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Thread: Make the uplink nukies can buy a utility credit instead of a loadout one.
Post: RE: Make the uplink nukies can buy a utility credi...
The fact that the first two replies are against this for opposite reasons is interesting. |
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DJ-Fireball_did_this |
Ideas & Suggestions
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6 |
2,301 |
09-18-2020, 11:57 AM |
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Thread: Make the uplink nukies can buy a utility credit instead of a loadout one.
Post: Make the uplink nukies can buy a utility credit in...
It's not remotely worth ditching your main weapons and armor for except maybe for the C-Saber, and I'm not sure that should even be on the nuke uplink. |
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DJ-Fireball_did_this |
Ideas & Suggestions
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6 |
2,301 |
09-18-2020, 08:58 AM |
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Thread: Ideas for a wraith rework
Post: RE: Ideas for a wraith rework
I think the frustration is less that it's non-lethal and more that there's no direct way to combat it. |
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DJ-Fireball_did_this |
Ideas & Suggestions
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11 |
4,574 |
09-17-2020, 06:02 PM |
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Thread: Buffing the gunbot respawn antag
Post: RE: Buffing the gunbot respawn antag
Why is the syndicate deploying robots with rubber shotguns? |
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DJ-Fireball_did_this |
Ideas & Suggestions
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25 |
9,367 |
09-17-2020, 11:29 AM |
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Thread: Buffing the gunbot respawn antag
Post: RE: Buffing the gunbot respawn antag
I get the idea behind the cooldowns but in retrospect it might be too much. |
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DJ-Fireball_did_this |
Ideas & Suggestions
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25 |
9,367 |
09-16-2020, 11:47 AM |
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Thread: Why so much ERP in SS13?
Post: RE: Why so much ERP in SS13?
People like ERP in basically any MUD or similar platform. |
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DJ-Fireball_did_this |
General Discussion
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13 |
8,743 |
09-15-2020, 04:16 PM |
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Thread: Remove gang from rotation entirely
Post: RE: Remove gang from rotation entirely
Yeah it's not really a problem if you manage to make it not a license to grief in any way you want, which is actually possible. |
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DJ-Fireball_did_this |
Ideas & Suggestions
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32 |
11,742 |
09-15-2020, 01:28 PM |
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Thread: Remove gang from rotation entirely
Post: RE: Remove gang from rotation entirely
I think, judging from other servers, gang could actually have potential to be highly destructive and engaging. Lots of servers do this sort of "cross-fire" thing where two groups of antags are trying ... |
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DJ-Fireball_did_this |
Ideas & Suggestions
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32 |
11,742 |
09-15-2020, 11:47 AM |
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Thread: Remove gang from rotation entirely
Post: RE: Remove gang from rotation entirely
InternetDweller Wrote: (09-15-2020, 08:08 AM)
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Roomba Wrote: (09-14-2020, 08:47 PM)
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No amount of objective tweaking/gang penalties will fix the core complaint: gangs are invariably commandeered... |
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DJ-Fireball_did_this |
Ideas & Suggestions
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32 |
11,742 |
09-15-2020, 08:29 AM |
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Thread: Remove gang from rotation entirely
Post: RE: Remove gang from rotation entirely
Personally I'm not sure gangs should be able to sell drugs and guns for points. Drugs are already everywhere all the time, it's not an inherently antag-y thing. As for guns the danger comes from them ... |
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DJ-Fireball_did_this |
Ideas & Suggestions
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32 |
11,742 |
09-14-2020, 02:37 PM |
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Thread: Remove gang from rotation entirely
Post: RE: Remove gang from rotation entirely
IMO gangs should have specialized griefing rules. Anything that causes massive station damage or kills a bunch of random guys is bad, killing people actually in your way or members of other gangs for ... |
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DJ-Fireball_did_this |
Ideas & Suggestions
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32 |
11,742 |
09-14-2020, 11:21 AM |
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Thread: Economy Rework Part 1: Wages and Vending Machines
Post: RE: Economy Rework Part 1: Wages and Vending Machi...
Or have them need materials that actually make sense so it's not has insanely easy to get everything. |
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DJ-Fireball_did_this |
Ideas & Suggestions
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33 |
13,379 |
09-14-2020, 09:57 AM |
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Thread: Remove gang from rotation entirely
Post: RE: Remove gang from rotation entirely
Ok but how do we stop it from devolving back into the rounds where antags do nothing? Before gangs became griefing addicts, there was the exact opposite problem. That should be considered in fixing it... |
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DJ-Fireball_did_this |
Ideas & Suggestions
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32 |
11,742 |
09-14-2020, 09:56 AM |
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Thread: Antag Tokens should take into account preferences
Post: RE: Antag Tokens should take into account preferen...
But then the antag isn't guaranteed, looping us back to not having the token. |
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DJ-Fireball_did_this |
Ideas & Suggestions
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10 |
3,616 |
09-09-2020, 05:08 PM |
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Thread: Antag Tokens should take into account preferences
Post: RE: Antag Tokens should take into account preferen...
Only thing is, what if the prefs don't align with the round? Like you have only traitor enabled but it's nuke. Is the round forced to roll somebody's prefs? That could lead to some really massive rati... |
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DJ-Fireball_did_this |
Ideas & Suggestions
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10 |
3,616 |
09-09-2020, 04:15 PM |
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Thread: Spooktober 2020 Suggestions Thread
Post: RE: Spooktober 2020 Suggestions Thread
Or make it so the power grid actually fails when stuff goes wrong. |
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DJ-Fireball_did_this |
Ideas & Suggestions
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48 |
21,285 |
09-09-2020, 10:59 AM |
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Thread: Economy Rework Part 1: Wages and Vending Machines
Post: RE: Economy Rework Part 1: Wages and Vending Machi...
What if instead of barring things that can be accessed/produced easily already there was more of a focus on vending (or cargoing) things without a good way to get? Maybe not new objects entirely, but ... |
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DJ-Fireball_did_this |
Ideas & Suggestions
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33 |
13,379 |
09-07-2020, 02:44 PM |