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Author Topic: Space Station 13: Urist McStation  (Read 2145319 times)

GiantBadger

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Re: Space Station 13: Urist McStation
« Reply #16500 on: May 02, 2014, 01:57:30 pm »

use heated C02 ftw
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Knirisk

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Re: Space Station 13: Urist McStation
« Reply #16501 on: May 02, 2014, 02:11:47 pm »

Excessive CO2 causes blackouts, IIRC. The only snag is that you need to modify the scrubbers to prevent them from clearing it.

You actually need to modify the Air Alarm in like two ways, I think. First, you have to disable CO2 scrubbing, then you have to turn the maximum allowance for CO2 before it triggers an alarm way up so that the emergency shutters don't cordon off the area. Alternatively, disable alarm entirely, but that'll call more attention to it. It takes more time, but is probably extremely effective at silent murder. I don't know if they get the "can't breath no O2" HUD symbol, though. That might alert some people.

Also, pretty much infeasible if you have an atmos tech who pays attention to atmospherics. Even worse if he's the kind of atmos tech that wears their hardsuit and a large oxygen tank for 4 hours straight.
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Also often called Boowells.

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #16502 on: May 02, 2014, 03:05:37 pm »

Think 2d Flatbush from Futurama but not quite. I'll have to make a mockup sometime. Not at my main computer until next week. I don't have any graph paper now either. It could be a weird away mission where everyone has to set intent to yellow/red so no squeezing past anyone.
What is that?

As for what you showed, sounds clunky as hell and nigh-unworkable.
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Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #16503 on: May 02, 2014, 03:42:33 pm »

Excessive CO2 causes blackouts, IIRC. The only snag is that you need to modify the scrubbers to prevent them from clearing it.

You actually need to modify the Air Alarm in like two ways, I think. First, you have to disable CO2 scrubbing, then you have to turn the maximum allowance for CO2 before it triggers an alarm way up so that the emergency shutters don't cordon off the area. Alternatively, disable alarm entirely, but that'll call more attention to it. It takes more time, but is probably extremely effective at silent murder. I don't know if they get the "can't breath no O2" HUD symbol, though. That might alert some people.

Also, pretty much infeasible if you have an atmos tech who pays attention to atmospherics. Even worse if he's the kind of atmos tech that wears their hardsuit and a large oxygen tank for 4 hours straight.
Oh, yeah, I keep forgetting that you can change those settings. CO2 murder is best in easy to contain areas so they don't find a crack to slip out of.

Dealing with suspiciously well-prepared atmos techs is surprisingly easy, at least as an AI. If you're not afraid of being loud, syphon rooms they'll walk into at some point. If their magboots are off, they get blown in and take some damage. Then they turn on their boots and move slowly enough to get caught in a crushing door.

But, yeah, AIs have a lot of tools at their disposal, most of them louder than a stealthy AI would like. Flooding the station with nitrous/CO2/plasma, syphoning rooms for airflow booby traps, electrified doors, detonating the supermatter, holodeck carp, bolting open external airlocks, killing people in genetics machines under the guise of "backing up their SEs," pumping people in sleepers full of soporifics, disabling the cryogenics freezer... So many delicious options to kill people if they're at the right spot at the right time.
« Last Edit: May 02, 2014, 03:45:22 pm by Jacob/Lee »
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Knirisk

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Re: Space Station 13: Urist McStation
« Reply #16504 on: May 02, 2014, 03:46:21 pm »

Excessive CO2 causes blackouts, IIRC. The only snag is that you need to modify the scrubbers to prevent them from clearing it.

You actually need to modify the Air Alarm in like two ways, I think. First, you have to disable CO2 scrubbing, then you have to turn the maximum allowance for CO2 before it triggers an alarm way up so that the emergency shutters don't cordon off the area. Alternatively, disable alarm entirely, but that'll call more attention to it. It takes more time, but is probably extremely effective at silent murder. I don't know if they get the "can't breath no O2" HUD symbol, though. That might alert some people.

Also, pretty much infeasible if you have an atmos tech who pays attention to atmospherics. Even worse if he's the kind of atmos tech that wears their hardsuit and a large oxygen tank for 4 hours straight.
Oh, yeah, I keep forgetting that you can change those settings. CO2 murder is best in easy to contain areas so they don't find a crack to slip out of.

Dealing with suspiciously well-prepared atmos techs is surprisingly easy, at least as an AI. If you're not afraid of being loud, syphon rooms they'll walk into at some point. If their magboots are off, they get blown in and take some damage. Then they turn on their boots and move slowly enough to get caught in a crushing door.

I like the way you think. Atmospheric hardsuits aren't quite as good as the engineering hardsuits and, contrary to their description, do not actually let you move any faster than the engineering hardsuits. They just protect from harsh temperatures. At least according to my probably-up-to-date edition of BS12 code.

Also, if I ever figure out NTSL, there's no need for it to be that loud.
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Also often called Boowells.

scrdest

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Re: Space Station 13: Urist McStation
« Reply #16505 on: May 02, 2014, 03:49:09 pm »

Excessive CO2 causes blackouts, IIRC. The only snag is that you need to modify the scrubbers to prevent them from clearing it.

You actually need to modify the Air Alarm in like two ways, I think. First, you have to disable CO2 scrubbing, then you have to turn the maximum allowance for CO2 before it triggers an alarm way up so that the emergency shutters don't cordon off the area. Alternatively, disable alarm entirely, but that'll call more attention to it. It takes more time, but is probably extremely effective at silent murder. I don't know if they get the "can't breath no O2" HUD symbol, though. That might alert some people.

Also, pretty much infeasible if you have an atmos tech who pays attention to atmospherics. Even worse if he's the kind of atmos tech that wears their hardsuit and a large oxygen tank for 4 hours straight.
Oh, yeah, I keep forgetting that you can change those settings. CO2 murder is best in easy to contain areas so they don't find a crack to slip out of.

Dealing with suspiciously well-prepared atmos techs is surprisingly easy, at least as an AI. If you're not afraid of being loud, syphon rooms they'll walk into at some point. If their magboots are off, they get blown in and take some damage. Then they turn on their boots and move slowly enough to get caught in a crushing door.

I like the way you think. Atmospheric hardsuits aren't quite as good as the engineering hardsuits and, contrary to their description, do not actually let you move any faster than the engineering hardsuits. They just protect from harsh temperatures. At least according to my probably-up-to-date edition of BS12 code.

Also, if I ever figure out NTSL, there's no need for it to be that loud.

You don't need NTSL. If you know what you're doing, scrambling or disabling the comms is easy.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

HissinhWalnuts

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Re: Space Station 13: Urist McStation
« Reply #16506 on: May 02, 2014, 03:54:48 pm »

Do not try to steal James Magee's plants, it does not end well if you are unarmed.
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Crack-a-lack-a

miauw62

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Re: Space Station 13: Urist McStation
« Reply #16507 on: May 02, 2014, 03:57:16 pm »

NTSL is easy.
Just type this into the console:
$content = ";g " + $content
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

GiantBadger

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Re: Space Station 13: Urist McStation
« Reply #16508 on: May 02, 2014, 04:36:05 pm »

>atmoshardsuit not as good as engi

u wot m8
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #16509 on: May 02, 2014, 04:37:17 pm »

Its true. I dont think it has really any rad protection.
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Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #16510 on: May 02, 2014, 04:45:05 pm »

Yeah. Atmos hardsuits are a good bit less useful in terms of armor than engineering suits.
Spoiler: Engineering (click to show/hide)
Spoiler: Syndicate (click to show/hide)
Spoiler: Security (click to show/hide)
Spoiler: Atmospherics (click to show/hide)

GiantBadger

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Re: Space Station 13: Urist McStation
« Reply #16511 on: May 02, 2014, 04:48:02 pm »

who cares about radiation, fire is where it's at
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Mono124

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Re: Space Station 13: Urist McStation
« Reply #16512 on: May 02, 2014, 05:46:45 pm »

Excessive CO2 causes blackouts, IIRC. The only snag is that you need to modify the scrubbers to prevent them from clearing it.

You actually need to modify the Air Alarm in like two ways, I think. First, you have to disable CO2 scrubbing, then you have to turn the maximum allowance for CO2 before it triggers an alarm way up so that the emergency shutters don't cordon off the area. Alternatively, disable alarm entirely, but that'll call more attention to it. It takes more time, but is probably extremely effective at silent murder. I don't know if they get the "can't breath no O2" HUD symbol, though. That might alert some people.

Also, pretty much infeasible if you have an atmos tech who pays attention to atmospherics. Even worse if he's the kind of atmos tech that wears their hardsuit and a large oxygen tank for 4 hours straight.
Oh, yeah, I keep forgetting that you can change those settings. CO2 murder is best in easy to contain areas so they don't find a crack to slip out of.

Dealing with suspiciously well-prepared atmos techs is surprisingly easy, at least as an AI. If you're not afraid of being loud, syphon rooms they'll walk into at some point. If their magboots are off, they get blown in and take some damage. Then they turn on their boots and move slowly enough to get caught in a crushing door.

I like the way you think. Atmospheric hardsuits aren't quite as good as the engineering hardsuits and, contrary to their description, do not actually let you move any faster than the engineering hardsuits. They just protect from harsh temperatures. At least according to my probably-up-to-date edition of BS12 code.

Also, if I ever figure out NTSL, there's no need for it to be that loud.

You don't need NTSL. If you know what you're doing, scrambling or disabling the comms is easy.
Learning NTSL lets you shut off comms for one person rather than the whole station, so you can kill them while everyone talks about how good their corgi meat sandwich was.
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

rabidgam3r

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Re: Space Station 13: Urist McStation
« Reply #16513 on: May 02, 2014, 05:56:05 pm »

Server ded?
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Mono124

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Re: Space Station 13: Urist McStation
« Reply #16514 on: May 02, 2014, 05:56:20 pm »

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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.
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