Pennwick

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  1. Here are my major experinces with telescience, 2 negative 1 positive. Negative 1: Golems teleported cows onto the bridge as a prank, but then it got out of hand when golems also kidnapped the captain and stole the armory. (Golems can no longer use telescience so this is pretty moot.) Negative 2: As a midround blob who was doing pretty decent telescience dropped a diamond golem onto my core. (This one could be solved with No-Tele flags though a bit more difficult than just shielding the Armory or AI core.) Positive 1: As Charlie station we couldn't figure out how to build a regular teleporter, so instead we built a poorly aimed telepad and shot ourselves to the station, one ended up on the bridge and one ended up in a brig cell due to poor aim. Was a bit of a fun suprise to the Captain/Security staff. Minor Telesci stuff: Saved twice by Paramedic Telesci, suspect that Telesci has been used for Armory raids multiple times. Not sure how often its used to steal objectives. Yes you can grab lockers real easy but usually the relevant head carries said item and it still requires opening the locker. Though this doesn't apply to the handheld teleporter or Nasa Voidsuit. You could also probably easily kidnap any Captains who sit in their bridge chair for an extended period.
  2. Poly and other parrots already do this. Every so often they'll learn a phrase spoken recently and add it to its random sayings. However since Poly starts with 14 phrases memorized you're somewhat unlikely to hear your new one.
  3. Its super slow. If they've killed recently they'll regen just as fast as they take damage. I'd say you're probably okay with freezing and draining the distro line. Just keep a tiny tiny amount of atmos in there (1kpa or so) and freeze it as hard as you can. Hit the spiders both for cold damage and for suffocating.
  4. I don't think you'll ever be able to get past the 'lol cloned' problem of hostage taking but perhaps things could be done to improve the problem of security Bum Rushing the antag requiring a lot of time to kill the target that you should be using to defend yourself. We actually already have a mouth shot ability that does 5x damage with a gun by targeting the mouth and clicking on an adjacent target. Perhaps an advanced version of that could be possible where you still have a 5-10 second windup but then you hold it, shooting when the target moves/you're hit/click them again. Perhaps grab intent for hostage taking and kill intent for immediate shots. Though even with the damage is a little low. 100 damage is devastating but won't kill a healthy spaceman. Perhaps the damage needs to be upped on it? I mean if you had them still for that long you could have probably killed them with a toolbox. Plus nothing can be done similarly with a melee weapon. Perhaps targeting the throat with a sharp object should allow for similar hostage taking doing huge amounts of bleed damage. Not instantly deadly but very lethal.
  5. There is a flaw with the chemical implant method. Security can see chemical implants with their security HUDs. And when you trigger it the dot will disappear. Possibly tipping them off. Will work on some but not others. The dental implant is safe though. Also with that mix I think you'd poison yourself pretty good wouldn't you? While both are in your system Calomel will deplete at 1.3u(on average) per tick and charcoal will be depleting at 5.4. The charcoal would also get purged by the calomel way faster than the charcoal purges the calomel. Leaving you to get tox damage and tipping off the officer possibly when you puke. Even if you balance it correctly you have a random chance of puking with calomel. Pentetic Acid and Salglu might be a better choice. 5u of Pentetic Acid will remove a full glass of holy water and cause no vomiting. You will however suffer some very minor brute and burn damage which should be mostly counteracted by the Salgu however it would still be noticeable by a watchful brig doc. They should all work but none of them are perfect. Well there is one perfect method, and that is to swap the holy water tank in processing with regular water when security isn't watching.
  6. I forsee myself being banned from coding for slipping in a proc that makes vulps Awoo automatically if they hear an Awoo. Thust starting and propagating a chain reaction.
  7. When a strange plant is put into a fermenting barrel the alcohol potency is random each time. It can be anywhere from .1 to 1.5. There's a 1% chance it'll be 2. Even drinking straight Ethanol, Suicider, or Pan Galactics only have an boozepower of 1. If a sip tells you the alcohol is suicidally strong its over 1.2. Sadly its hard to mass produce as every plant added will be random. You have to work one plant at a time and taste every batch. You'll get hammered faster than any clients.
  8. Alternatively they can easily chill a tank of otherwise unused nitrogen or co2 and make a tiny chamber on your own. You don't need every step done for you at round start. *back pops* Back in my day we didn't even have slime management consoles, we did all the slime raising by hand and thats the way we liked it! Goshdurn it!
  9. An upgraded science HUD could maybe read the contents of the RPED in your hand and put a marker by machines upgradable with the parts inside.
  10. Pretty sure the only flogging that should occur on station is the Captain 'disciplining' the HoP with the Chain of Command for opening multiple high priority clown slots. 1 Honk = 1 Lash
  11. I haven't gotten a chance to really sink my teeth into the New Crit system. My only medical rounds have been in chemistry and I just know I'm pumping out chems all shift with barely any free time. However my big gripe currently is not all the changes are centralized in one place. Its hard to tell whats change and what hasn't. Can we have a end all location where all these changes are listed. Discord points to the guide and the guide doesn't mention a lot of the smaller changes. Almost every round the CMO will still give me their hypospray not realising it contains mitochloride instead of omni. The only place that seems to be mentioned is halfway down the PR. I only learned Corazone was disabled by reading the feedback thread. I was adding rezadone to my SR pills to help combat the clone damage without realising that that detriment to SR no longer exists. Its going to be a hard pill to swallow either way but can we at least get all the changes transparent and centralized?
  12. Just wanted to say that in early parts of the shift resources are limited. We already sometimes get issues when Robotics or the mechanic get to the ORM first and drain all the materials leaving nothing for RnD. At least if Robotics takes it all you can complain to the RD but if engineering, medical, or the lawless tide get a hold of all the diamonds good luck getting any back. Incentivize other departments to get all grabby and I kind of feel that the researchers are going to get shafted. Even late round isn't completely safe. I've gone to restock on materials for robotics/RnD and had the ORM drained but diamond statues all over the station.
  13. If chem dispensers got upgraded I'd like for it to be upgrading the parts gave some extra features instead of just faster recharge. One recent semi complex idea would having resivoirs in the machine for chems. Instead of making oil each time or juggling a second beaker, hold it inside the machine to be dispensed at a button click. Maybe start the round with only 2 slots and 100u each but upgrade to something like 4 or 6 and hold up to 300 each. This one is semi related but some way to process monkey cubes straight for blood, so we don't have a dying monkey in the chem lab all the time. Put a monkey cube squeezer in the chem dispenser that gives you X blood to work with for each cube. Or make ground up monkey cubes make monkey powder, which when mixed with a small amount of water produce a large amount of blood. If you combined it with the resivoir then just piggyback off that system. Insert cube, get 500u of blood to work with. I find that as a chemist I'm 'decent' but I only really drain my dispenser when pumping out really simple chems, otherwise its usually hovering midrange. And with the recent changes to sleepers I think I'd really struggle keeping up with medbay's needs. I don't need more speed, I need more Quality of Life features.
  14. I think its due to being wired into the borg overriding the posibrain's natural speaking ability. Or even dead Borgs and IPC would be able to talk.
  15. Github is the place to watch if you want to be up to date on any upcoming changes but I felt like this one was important enough to bring over to the forums just in case you don't check it regularly. Cloning is a pretty big deal and while I personally support the idea of making cloning more rough I'm quite sure its the best way to go about it. You can find the PR HERE. If you have input you should post it in the PR discussion on Github primarily as there is no guarantee it will be read here. A summary of the changes in case you have github viewing troubles (I know I do on mobile.): 1. Cloning times doubled 2. Pre-scanning removed 3. Autocloning removed 4. Strange Reagent will gib any body that belongs to a clonable species, not just those over the damage threshold.