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Author Topic: Space Station 13: Urist McStation  (Read 2117877 times)

Kot

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Re: Space Station 13: Urist McStation
« Reply #22995 on: August 30, 2015, 07:45:45 am »

The fighters sound pretty cool though. Are they like mechs (code-wise) in space, somekind like CVRs are big mechs on treads?
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BFEL

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Re: Space Station 13: Urist McStation
« Reply #22996 on: August 30, 2015, 07:47:34 am »

BFEL - you could've just as well used an airtank, and you started with one.

That's what I DID do. THE WHOLE TIME I PLAYED I WAS USING THAT AIR TANK. It ran out of air right around the time we had failed three times over and one person was sorta figuring out what we were there for finally. And then I waited to either finally fully suffocate or be told how to turn my air on.

The fighters sound pretty cool though. Are they like mechs (code-wise) in space, somekind like CVRs are big mechs on treads?
They are very much mechs in space. You apparently use the exosuit menu (because everyone knows that's an actual thing) to TURN ON YOUR LIFE SUPPORT.
« Last Edit: August 30, 2015, 07:49:12 am by BFEL »
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Kot

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Re: Space Station 13: Urist McStation
« Reply #22997 on: August 30, 2015, 07:50:16 am »

BFEL - you could've just as well used an airtank, and you started with one.

That's what I DID do. THE WHOLE TIME I PLAYED I WAS USING THAT AIR TANK. It ran out of air right around the time we had failed three times over and one person was sorta figuring out what we were there for finally. And then I waited to either finally fully suffocate or be told how to turn my air on.

The fighters sound pretty cool though. Are they like mechs (code-wise) in space, somekind like CVRs are big mechs on treads?
They are very much mechs in space. You apparently use the exosuit menu (because everyone knows that's an actual thing) to TURN ON YOUR LIFE SUPPORT.
TBH, if it has exosuit menu you should know that you need to turn the air on, as mechs have that off on default.
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Ozarck

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Re: Space Station 13: Urist McStation
« Reply #22998 on: August 30, 2015, 07:55:25 am »

Also, quite frankly I was a bit sad that with the teased different faction goals it boiled down to each team doing their own thing, I hoped for intra-defender conflict.
Seemed a little hard pressed for there to be time or effort available for factional conflict. "Holy shit that's a lot of aliens. We're all going to die!" Seems more like what was available. Now, i the threat seemed more distant and the teams had time to jockey or position, and maybe if each faction was independently given some clue what their long term objectives respective of the other factions was ...

scrdest

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Re: Space Station 13: Urist McStation
« Reply #22999 on: August 30, 2015, 08:04:41 am »

Also, quite frankly I was a bit sad that with the teased different faction goals it boiled down to each team doing their own thing, I hoped for intra-defender conflict.
Seemed a little hard pressed for there to be time or effort available for factional conflict. "Holy shit that's a lot of aliens. We're all going to die!" Seems more like what was available. Now, i the threat seemed more distant and the teams had time to jockey or position, and maybe if each faction was independently given some clue what their long term objectives respective of the other factions was ...
Well, the first thing was that at least one of the factions never even got to meet the other two by design. That was actually part of the source of confusion - I thought the planet icon may be a disguised teleport to ground Z-level for boots on the ground support at first - BTW, making almost the entire dogfight zone take place over the planet icon may help a lot with the navigation, because you'll have reference points, at least more than you have over endless space tiles.

The other was that, at least for Navy, the admins playing officers weren't told about said goals beforehand either.
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BFEL

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Re: Space Station 13: Urist McStation
« Reply #23000 on: August 30, 2015, 08:48:50 am »

BFEL - you could've just as well used an airtank, and you started with one.

That's what I DID do. THE WHOLE TIME I PLAYED I WAS USING THAT AIR TANK. It ran out of air right around the time we had failed three times over and one person was sorta figuring out what we were there for finally. And then I waited to either finally fully suffocate or be told how to turn my air on.

The fighters sound pretty cool though. Are they like mechs (code-wise) in space, somekind like CVRs are big mechs on treads?
They are very much mechs in space. You apparently use the exosuit menu (because everyone knows that's an actual thing) to TURN ON YOUR LIFE SUPPORT.
TBH, if it has exosuit menu you should know that you need to turn the air on, as mechs have that off on default.
Ok, but not everyone has USED A MECH BEFORE. I sure hadn't. Granted I'm fairly new, but it seems like a dick move at best to give us space fighters and not tell us in advance how to turn the air on, just in case newbies (of which there are a lot of) don't know how to do something so completely essential.

I get that in SS13 failing at things like this are half the fun, but that's in a normal round and not "Super serious plot relevant space battle"
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Liction

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Re: Space Station 13: Urist McStation
« Reply #23001 on: August 30, 2015, 10:01:34 pm »

Feeding muh nokolai.

(Its nokolai's sleeper meat)

Spoiler (click to show/hide)
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Donuts

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Re: Space Station 13: Urist McStation
« Reply #23002 on: August 31, 2015, 06:11:49 am »

<3 LOVE CAN BLOOM ON THE STATION
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #23003 on: August 31, 2015, 07:15:45 am »

No love pls, erp is banned.
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Donuts

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Re: Space Station 13: Urist McStation
« Reply #23004 on: August 31, 2015, 08:06:16 am »

BRB bugging Glloyd to legalize ERP.
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Kot

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Re: Space Station 13: Urist McStation
« Reply #23005 on: August 31, 2015, 08:23:59 am »

Legalize ERP and Tajarans 2015.
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BFEL

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Re: Space Station 13: Urist McStation
« Reply #23006 on: August 31, 2015, 11:20:10 am »

While daydreaming at my job this morning I imagined playing a wizard round where I convince the heads of staff I'm there from the future to "Prevent the birth of the Demon Lord" who is apparently conceived on the station during the round after a "ERP virus" infects the crew.

As much as I want that to be a thing I doubt the admins would go for it :P
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #23007 on: August 31, 2015, 11:22:21 am »

That could actually be an interesting Cult variant - less CTHULHU FHTAGN and more Rosemary's Baby.
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Kot

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Re: Space Station 13: Urist McStation
« Reply #23008 on: August 31, 2015, 11:58:52 am »

ERP virus could be considered both IIC and OOC "Rape" as it's essentially forcing people to ERP. Pretty bad if someone doesn't want to. Would be better if they didin't actually have to ERP but rather... do suggestive stuff.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #23009 on: August 31, 2015, 12:06:02 pm »

ERP virus could be considered both IIC and OOC "Rape" as it's essentially forcing people to ERP. Pretty bad if someone doesn't want to. Would be better if they didin't actually have to ERP but rather... do suggestive stuff.
The actual problem with ERP is ghosts and admins. You may be hidden out of sight of everyone on the white ship or whatever... but the dead know not peace from your dickings.
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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.
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