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Author Topic: Space Station 13: Urist McStation  (Read 2144941 times)

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #15360 on: March 28, 2014, 11:49:00 am »


I'm actually making a small series of tutorials on using DreamMaker to map. There really aren't any good ones (or any at all).

Now I can learn to map better! Good!

Now, where is our new code so I can mess with a map...
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #15361 on: March 28, 2014, 12:53:00 pm »

J_L is waaaaay ahead of you. It's already added to the Leestation.
Don't call it Leestation. That's my name.
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KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #15362 on: March 28, 2014, 01:47:29 pm »

J_L is waaaaay ahead of you. It's already added to the Leestation.
Don't call it Leestation. That's my name.
Everyone, quickly, call it Leestation. Make it canon. PUT UP BANNERS. :evillaugh:
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Sigtextastic
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #15363 on: March 28, 2014, 01:55:26 pm »

Dont.
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KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #15364 on: March 28, 2014, 02:02:22 pm »

Anyway, I'm super excited for the special surprise. SUUUPER EXCITEEEEEEEE
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Sigtextastic
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #15365 on: March 28, 2014, 02:22:12 pm »

'Stroid station is going abit. Large arrivals shuttle, arrival shuttle clamps (yes, clamps), arrivals processing and the general outline are done.
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BurnedToast

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Re: Space Station 13: Urist McStation
« Reply #15366 on: March 28, 2014, 03:48:50 pm »

The clonevender seems op, and as you touch on it would be a end to the stealth killing traitor that finds his target, kills him, and then gets rid of the body and goes along with his day.

SPESS MAGICAL vendor that automatically detects when you're dead and clones you is not only OP as fuck, but also makes no goddamn sense. If there were such machines, why wouldn't NanoTrasen use them everywhere? Why have a regular one that needs to be manned by a Geneticist?

Besides, it would be sabotaged every. Single. Round. At least as long as there's a traitor with Kill objective.

But it *ALREADY* exists, it's just not automated.

Go to genetics - get scanned - get death implant, game announces when you die so the geneticist can just reach over and press the "clone" button.

Even if death implant does not carry over when we switch maps, he (or a medical doctor) can just check suit sensors every now and then and press clone on anyone who is dead, or just cycle through the records pressing clone to see if any of them work.

People don't because they are lazy, don't realize it's possible, don't want to pester the geneticist, or the geneticist does not exist that round.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #15367 on: March 28, 2014, 03:56:36 pm »

Yes, but:

a) There is only one of those,
b) It's not automated and so:
c) It does rely on death implants, which are limited in quantity and can be removed or sensors, which can be disabled and won't work on people out of their clothes, and
d) There already is one of those, so any traitor who wants to permakill someone can and will bomb Genetics if needed and assure that. Another one would double the costs/risks for the traitor, with precisely zero problems for the crew.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #15368 on: March 28, 2014, 04:20:15 pm »

what about linking cargo points with money somehow, or custom vending machines cargo and other departments can load up with stuff so that medical can sell drugs, cargo can sell gloves, sci can sell guns, and others can sell things. Going on this theme maybe have a sort of flea market place dedicated where characters can sell goods that they acquired.

I'm going to add this to Glloydstation whenever I finish porting it.

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #15369 on: March 28, 2014, 04:22:33 pm »

Ooh, someone resuggested something I suggested about three months ago?

(the venders...)
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #15370 on: March 28, 2014, 04:35:31 pm »

The market areas were first done in Efficiency station, BTW :v
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Ozarck

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Re: Space Station 13: Urist McStation
« Reply #15371 on: March 28, 2014, 04:41:24 pm »

Is the server down? I can't connect. I need to moderate something, dammit!

KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #15372 on: March 28, 2014, 04:50:40 pm »

Is the server down? I can't connect. I need to moderate something, dammit!
And WE need to fuck up at something! Although, the surpriiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiissssssssssse may take time.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #15373 on: March 28, 2014, 04:52:42 pm »

Surprise will be up in about half an hour.

KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #15374 on: March 28, 2014, 04:58:40 pm »

Surprise will be up in about half an hour.
HMMMMNNNNGHRHHHM
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