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Re: Barotrauma Extended v6.7

Posted: Tue Aug 07, 2018 4:44 pm
by randymagic241
Fabevil wrote:Also in vellamo there are no magazines for gauss pistols
Yes there is...

Re: Barotrauma Extended v6.7

Posted: Fri Aug 10, 2018 6:06 am
by J.C Denton
I've got an idea, though I'm not sure if it would be balanced or not.

Lower the health damage of all blunt weapons and then make them deal 3-5 stun damage. This way crew members can help enforcers incapacitate people (and also make blunt weapons a bit more realistic)

Stun damage for non-shock weapons should be very low, so it takes quite a few hits to actually knock someone for a good while. A griefer would probably get caught in the act by the time they deliver enough stun to really knock someone.

Re: Barotrauma Extended v6.7

Posted: Fri Aug 10, 2018 1:55 pm
by chikoeduardo
Stun is a bit... weird. little stun damage will mean you'll be prettu much hitting someone until they go to critical or someone uses a stun baton or similar. If an enforcer sees you hitting someone to stun-lock them, you'll probably be the one getting stunned and brigged by them.

Re: Barotrauma Extended v6.7

Posted: Fri Aug 10, 2018 3:09 pm
by Fabevil
How about uhh...... New monsters? I mean, actual monsters instead of other versions of existing monsters. I mean, they can have a similiar skeleton. Anything that you want.
Other stuff would be a new job, the Security Chief, so the beret actually applies to him, so now the Officer is just the captain's assistant, not the chief of Security and the captain's assistant, this addition would simplify his role.
Other jobs could be Janitors, a passive job where you just play and talk, probably with a new weapon, the mop, Head of Personnel, where you have to manage all the problems in your crew, chief medical doctor and chief scientist (All of these were taken "inspiration" from Station 13)

Re: Barotrauma Extended v6.7

Posted: Sat Aug 11, 2018 9:58 am
by ZimA
It looks like trying to create sugar from biomass causes desync, tested it one few servers

Re: Barotrauma Extended v6.7

Posted: Sat Aug 11, 2018 10:35 am
by rico6822
Make prisoners less OP:

*They spawn with restraint set on them.

*They spawn with all skills set from 10 to 20 due to being drugged with amnesia stuff.

Re: Barotrauma Extended v6.7

Posted: Sat Aug 11, 2018 2:57 pm
by rico6822
New item idea:

Scrapper Kit:

Tool kit, but it's handheld deconstructor. 1 item can be put at the same time in queue instead of 5 and features 5 output slots instead of 10. Nearly obvious is fact it needs no power.

Cost in Credits: Your decision.

Hands: 1+2 (is held in both hands).

Stored in: Same things as tool kit.

Re: Barotrauma Extended v6.7

Posted: Sat Aug 11, 2018 5:46 pm
by randymagic241
rico6822 wrote:Make prisoners less OP:

*They spawn with restraint set on them.

*They spawn with all skills set from 10 to 20 due to being drugged with amnesia stuff.
While I thoroughly dislike most people who play prisoners, keeping them in a restraint set is essentially killing them and at that point you might as well remove prisoners as a role if that was implemented, restraints seem rather excess, they are already locked in a cell. Also, prisoners having near fully randomised skills is the only thing going for them, so restricting that makes them utterly pointless other than RP.

Re: Barotrauma Extended v6.7

Posted: Sat Aug 11, 2018 5:51 pm
by randymagic241
Fabevil wrote:Other jobs could be Janitors
I don't believe there is a way to add a mop that cleans up dirt and blood through XMLs, so to me it seems a job which is just about chatting would just be essentially an alternate to a seamen, which isn't useful in anyway.

Re: Barotrauma Extended v6.7

Posted: Sat Aug 11, 2018 7:33 pm
by rico6822
randymagic241 wrote: While I thoroughly dislike most people who play prisoners, keeping them in a restraint set is essentially killing them and at that point you might as well remove prisoners as a role if that was implemented, restraints seem rather excess, they are already locked in a cell. Also, prisoners having near fully randomised skills is the only thing going for them, so restricting that makes them utterly pointless other than RP.
Prisoners are considered to be a punishment for players with low karma level. So why not? They have to suffer, unless somebody will have mercy upon them and if not restraints, they would run out of cells all at once causing trouble. Giving them highly randomized skills would be a blessing.