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Author Topic: Space Station 13: Urist McStation  (Read 2119345 times)

LeoLeonardoIII

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Re: Space Station 13: Urist McStation
« Reply #12765 on: December 31, 2013, 06:06:40 pm »

You could have rounds where certain power sources don't work, such as an eclipse where solar doesn't work for example.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #12766 on: December 31, 2013, 06:42:25 pm »

You could have rounds where certain power sources don't work, such as an eclipse where solar doesn't work for example.

Powerless station is pretty awful, though. No machines work, doors require a crowbar to open, radios are down so you can't even chat...
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Itnetlolor

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Re: Space Station 13: Urist McStation
« Reply #12767 on: December 31, 2013, 06:47:28 pm »

You could have rounds where certain power sources don't work, such as an eclipse where solar doesn't work for example.

Powerless station is pretty awful, though. No machines work, doors require a crowbar to open, radios are down so you can't even chat...
Perfect traitor and Welder potential, or even worse, alien/blob. What better than a brief power-out to cause havoc? Of course, for singulo and such, how would that work without crushing the whole station by a loose singulo?

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #12768 on: December 31, 2013, 08:05:52 pm »

Singo beacons. Just have it drawn away.
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Nightscar982

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Re: Space Station 13: Urist McStation
« Reply #12769 on: December 31, 2013, 08:06:11 pm »

Traitor item like a sink that just straight up knocks out power rather than draining it?
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #12770 on: December 31, 2013, 08:07:37 pm »

But they allready have the beacons...
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Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #12771 on: December 31, 2013, 08:55:50 pm »

You could have rounds where certain power sources don't work, such as an eclipse where solar doesn't work for example.

Powerless station is pretty awful, though. No machines work, doors require a crowbar to open, radios are down so you can't even chat...
Perfect traitor and Welder potential, or even worse, alien/blob. What better than a brief power-out to cause havoc? Of course, for singulo and such, how would that work without crushing the whole station by a loose singulo?
No offense, but blob is already pretty shit, and blob without power would be even worse. You've got a slim chance of beating the blob at all, and that requires easy access to lots of guns and rechargers/someone to already be making bombs before it's discovered, both of which necessitate power. Aliens, OTOH... :3
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Itnetlolor

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Re: Space Station 13: Urist McStation
« Reply #12772 on: December 31, 2013, 09:37:58 pm »

You could have rounds where certain power sources don't work, such as an eclipse where solar doesn't work for example.

Powerless station is pretty awful, though. No machines work, doors require a crowbar to open, radios are down so you can't even chat...
Perfect traitor and Welder potential, or even worse, alien/blob. What better than a brief power-out to cause havoc? Of course, for singulo and such, how would that work without crushing the whole station by a loose singulo?
No offense, but blob is already pretty shit, and blob without power would be even worse. You've got a slim chance of beating the blob at all, and that requires easy access to lots of guns and rechargers/someone to already be making bombs before it's discovered, both of which necessitate power. Aliens, OTOH... :3
Blob mode could start with a brief power-out/brown out as the blob suddenly hatches. For dramatic effect; though having someone casually ask why Godzilla sneezed in the cafeteria and then panic sets in is always nice.

wlerin

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Re: Space Station 13: Urist McStation
« Reply #12773 on: December 31, 2013, 10:20:45 pm »

No offense, but blob is already pretty shit, and blob without power would be even worse. You've got a slim chance of beating the blob at all, and that requires easy access to lots of guns and rechargers/someone to already be making bombs before it's discovered, both of which necessitate power. Aliens, OTOH... :3
Unless things have changed, rechargers don't need power.

edit: Maybe I'm thinking of battery chargers.
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Corai

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Re: Space Station 13: Urist McStation
« Reply #12774 on: January 01, 2014, 02:12:47 am »

Never give anyone conjure creature, ever. That is all.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #12775 on: January 01, 2014, 04:50:04 am »

You could have rounds where certain power sources don't work, such as an eclipse where solar doesn't work for example.

Powerless station is pretty awful, though. No machines work, doors require a crowbar to open, radios are down so you can't even chat...
Perfect traitor and Welder potential, or even worse, alien/blob. What better than a brief power-out to cause havoc? Of course, for singulo and such, how would that work without crushing the whole station by a loose singulo?
No offense, but blob is already pretty shit, and blob without power would be even worse. You've got a slim chance of beating the blob at all, and that requires easy access to lots of guns and rechargers/someone to already be making bombs before it's discovered, both of which necessitate power. Aliens, OTOH... :3
Blob mode could start with a brief power-out/brown out as the blob suddenly hatches. For dramatic effect; though having someone casually ask why Godzilla sneezed in the cafeteria and then panic sets in is always nice.
"POWER WENT OUT IT'S BLOB GUNS FOR EVERYONE"
An event where power goes out for a few minutes in some areas would be cool, though.
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Nightscar982

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Re: Space Station 13: Urist McStation
« Reply #12776 on: January 01, 2014, 09:29:08 am »

Going back to grab my axe unarmed was probably not a good idea against carp...
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Isdar

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Re: Space Station 13: Urist McStation
« Reply #12777 on: January 01, 2014, 10:39:59 am »

Going back to grab my axe unarmed was probably not a good idea against carp...
Using melee against carp is generaly not a good idea either.
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Hanslanda

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Re: Space Station 13: Urist McStation
« Reply #12778 on: January 01, 2014, 03:31:45 pm »

Going back to grab my axe unarmed was probably not a good idea against carp...
Using melee against carp is generaly not a good idea either.


Unless you enjoy feeling like a god-like badass after beating four carp to death with your bare hands, don't do it.
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Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #12779 on: January 01, 2014, 03:35:12 pm »

* Iceblaster fought man-hacks with a broken Vodka bottle

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