Spiders need to be able to have more defensive and offensive capabilities against the crew for specific scenarios that and a new problem that has appeared is spiders beign stuck in the same form unchanging and unable to change for the good of the nest.
10/3/2023Intro We all know this is a heated topic that often ends in people madly ranting about how it should be and whatever, but let's try to be civil(sybil) about it. Cult stuns aren't in a great place right now, with a total of a 16 second stuns on click, giving the cult an unfair advantage in combat and leaving many players annoyed by its strength. I believe we can diminish the cult's stun ability in combat while not sacrificing their strength for converting people into the cult itself. The Why? Cult stuns are widely known as some of the most annoying things to deal with in combat, and they have received some backlash for their general design on servers and even in games at times. They stun for an unresonable amount that is disproportionally balanced to the rest of the game mechanics while using the excuse that it is necessary for the cult to convert, even though there are other things that we can change to keep its ability to convert while not keeping its unfair combat ability. The How? By changing the cult stun time, of course, while increasing other of its attributes that help the cult keep itself a secret from the station, I've done some timing and testing on how long is needed to convert someone and how the cult is often outed, and I have found a time that is both enough to convert people while not being overpowered in battle, that being a 8 second stun time. With this change comes an increase in its mute ability from 12 seconds to 30 seconds and an increase in its cult-slurs speech from 30 seconds to 1 minute
6/17/2023Intro Psykers are no longer pirates. Piracy has being reduced to 3 total factions one with a heavy ruleset other two light quite dissapointing, so why not have more, more varierity is always good especially when it comes to an antag like pirates more pirate types both expands possible themes in roleplay and gameplay. New Pirates Ex-interdyne Pharmacists Previously Interdyne Pharmaceuticals workers with many years of experience under their belt they know their chemistry and they know it very well additionally they have experienced in many other medical branches such as virology and surgical procedures with weaponry maching their experience, they have left Interdyne in the search of a greater cause to fund their own research through generous "donations" from their sponsors one of them being good old charitable nanotrasen. Equipment Combat 2 rapid syringe guns
6/1/2023Abstract Nanotrasen, the main corporation and bases of most SS13 servers, we start in Nanotrasen, we live in Nanotrasen, and we die in Nanotrasen, but have you ever wondered what's on the other side? There is a high amount of gameplay, lore, and RP that can be obtained through making a specific station map that supports a Syndicate Station with different laws and rules of behavior than Nanotrasen. We see the Syndicate send all sorts of wicked things to Nanotrasen; hired changelings, infiltrators, sleeper agents, and nuclear operatives showing different types of morals and systems of operations. This is where we can explore more deeply into the different rules of behavior players would have under the Syndicate, which this text will describe at a higher degree later on, but basically a more goal-oriented and tyrannical station as a reference like the Galatic Empire from Star Wars. Intro
3/25/2023or
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