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Author Topic: Space Station 13: Urist McStation  (Read 2123411 times)

Hanslanda

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Re: Space Station 13: Urist McStation
« Reply #5685 on: May 19, 2013, 01:56:55 am »

I just committed the perfect crime, too!  Was an emagged mediborg for Hans, was supposed to kill Alder.  To mess with people, the first thing I did was turn off the lights in surgery, where Alder was trying to sex change Axl.  I waited for Hans to give the go ahead for murder, which was many minutes later.  Finally get it, go into surgery, still there, had JUST finished the operation, so I said "Greetings.  I am sorry." and just melted his face.  The lights were off, and Axl was still tied to the table, so I just sprayed him to crit then dragged him into the dark.  I stripped all his clothes, dragged him into maintainance, and spaced him.  It was PERFECT.  Also, for some reason I think I got the name wrong.  Alder?  Alger?  Something like that I think.  I'm BAD with names.
That was a horror movie scene. I woke up after you sprayed him and watched you pull him of the room. All of my stuff had been melted by your spray and I was afraid to say anything because you might come back and kill me. There wasn't enough light for me to open the secret door I made to get in there in the first place and nobody who had access. Also, "Alger."

You nutz? I was EMAGGED by HANS.  When I robot-talked to him that you were a chick, he assigned me to guard you and escort you to the escape pod!


It went like this:

"Oh, and Axl is a woman now."
"... I love you."
"... What?"
"Escort Axlette to the Pod. Make sure she survives."
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.

Karlito

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Re: Space Station 13: Urist McStation
« Reply #5686 on: May 19, 2013, 06:57:12 am »

I ask for Cargo over the comms. Twice. I ignore the Quartermaster's short reply. So I ask the HoP to make me some beakers and grenade casings. Nothing. So I ask the Captain or HoP to give me Cargo lobby and autolathe access. Then suddenly the QM comms me and says, "Oh, come fill out the form." I fail to fill out the form properly. When I don't go away, He justly denies my request. I ask him nicely. He denies my request. I tell him if he doesn't give me my stuff, I make vague threats, and he ignores me as any true officer of the Cargo Bay would.

So I came back with fire and bombs and death, and Bomrek only survived because I didn't push him down in my fire bomb radius or knock him down when I threw my lexorin/impedrazine/cryptobiolin grenade. I only didn't die, because my chloral hydrate syringe and the intervention of command staff prevented him from beating me to death.

I DID release N2O in cargo, set half like 5% of it on fire, and melt through the wall, which I'm going to count as a futile gesture, and one that was easily repaired.

The spacelube mine you planted in the lobby afterwards was pretty good though. Bomrek tried to set it off by throwing a box at it, but all that accomplished was covering it up with a box. The botanist came by and set it off before he could order a Corgi trigger it.
« Last Edit: May 19, 2013, 07:05:53 am by Karlito »
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #5687 on: May 19, 2013, 10:51:31 am »

All that over beakers? Yeesh.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #5688 on: May 19, 2013, 11:53:38 am »

Hm. The AI started syphoning the bar so I hacked the air alarm and cut the AI control wire, then set the syphons to off, but they kept turning themselves on. Any idea how the fuck that happened?

E: You know what's a fucking dick move? Law 2-ing the cyborg into chosing a module. It's like chosing a job. You're generally stuck with that module for the rest of the round, so having a module that you don't enjoy sucks. Don't try to Law 2 cyborgs into modules. Suggesting that they should choose a specific module based on the situation is fine tough.
« Last Edit: May 19, 2013, 12:25:00 pm by miauw62 »
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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.

Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #5689 on: May 19, 2013, 12:35:09 pm »

E: You know what's a fucking dick move? Law 2-ing the cyborg into chosing a module. It's like chosing a job. You're generally stuck with that module for the rest of the round, so having a module that you don't enjoy sucks. Don't try to Law 2 cyborgs into modules. Suggesting that they should choose a specific module based on the situation is fine tough.

Hehe Cruelty to a cyborg in one summary.

Knirisk

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Re: Space Station 13: Urist McStation
« Reply #5690 on: May 19, 2013, 01:07:49 pm »

Hm. The AI started syphoning the bar so I hacked the air alarm and cut the AI control wire, then set the syphons to off, but they kept turning themselves on. Any idea how the fuck that happened?

E: You know what's a fucking dick move? Law 2-ing the cyborg into chosing a module. It's like chosing a job. You're generally stuck with that module for the rest of the round, so having a module that you don't enjoy sucks. Don't try to Law 2 cyborgs into modules. Suggesting that they should choose a specific module based on the situation is fine tough.

I Law-1 counter people who try to Law-2 me into choosing a module, because choosing a module could potentially limit your ability to prevent harm to humans. Although, generally, I only don't want to ever be secborg, which is the most requested module, usually.
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Also often called Boowells.

Karlito

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Re: Space Station 13: Urist McStation
« Reply #5691 on: May 19, 2013, 01:10:33 pm »

All that over beakers? Yeesh.

It was about Principles.
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kilakan

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Re: Space Station 13: Urist McStation
« Reply #5692 on: May 19, 2013, 01:26:54 pm »

E: You know what's a fucking dick move? Law 2-ing the cyborg into chosing a module. It's like chosing a job. You're generally stuck with that module for the rest of the round, so having a module that you don't enjoy sucks. Don't try to Law 2 cyborgs into modules. Suggesting that they should choose a specific module based on the situation is fine tough.

Hehe Cruelty to a cyborg in one summary.
For the record if I play RD or roboticist I have zero problems preforming resets on borgs for exactly that reason.
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Nom nom nom

Fayrik

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Re: Space Station 13: Urist McStation
« Reply #5693 on: May 19, 2013, 01:37:04 pm »

All that over beakers? Yeesh.

It was about Principles.
As a devout Cargo Tech, my Principles state that Cargonia has a duty to supply everyone with the tools they need to complete their job.
If you're failing to do that, you're bringing shame to the great name of Cargonia.

Imho, of course.
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So THIS is how migrations start.
"Hey, dude, there's this crazy bastard digging in the ground for stuff. Let's go watch."

kilakan

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Re: Space Station 13: Urist McStation
« Reply #5694 on: May 19, 2013, 01:41:14 pm »

All that over beakers? Yeesh.

It was about Principles.
As a devout Cargo Tech, my Principles state that Cargonia has a duty to supply everyone with the tools they need to complete their job.
If you're failing to do that, you're bringing shame to the great name of Cargonia.

Imho, of course.
Well I always see it as more of a bargaining thing myself, the chemist wants some shit?  Get him to make you a bottle of tricord for when someone gets unhappy and lights your office on fire.  Unless a head orders you to get something for them, in which case do it but very very slowly, and possibly have the muel send it somewheres obscure.
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Nom nom nom

Graknorke

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Re: Space Station 13: Urist McStation
« Reply #5695 on: May 19, 2013, 01:42:53 pm »

I got backstabbed by an incredibly mean surgeon.
I had appendicitis, as I found out by throwing up all over the nice new wooden floor in escape. I went to the medbay to get it sorted out and the CMO took me into surgery. I stripped and waited to be put on the operating table. I got anaesthetic on and surgery happened. When I woke up I was alone in the surgery room. I still had appendicitis. Except that now I was a woman. I hacked my way out of the room, but still.
Not cool yo.
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Karlito

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Re: Space Station 13: Urist McStation
« Reply #5696 on: May 19, 2013, 01:43:20 pm »

All that over beakers? Yeesh.

It was about Principles.
As a devout Cargo Tech, my Principles state that Cargonia has a duty to supply everyone with the tools they need to complete their job.
If you're failing to do that, you're bringing shame to the great name of Cargonia.

Well, when the person in question has no qualms about using grenades to blow up the Cargo Bay, I think it's all right to be a little hesitant in providing them with more.
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Fayrik

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Re: Space Station 13: Urist McStation
« Reply #5697 on: May 19, 2013, 01:54:06 pm »

Well I always see it as more of a bargaining thing myself, the chemist wants some shit?  Get him to make you a bottle of tricord for when someone gets unhappy and lights your office on fire.
Believe it or not, in most cases one good deed merits another, so by just giving service with a smile, you'll find by the end of the round, you can call in random favours from nearly any department at a whim.

Which is pretty much why that's what I've decided is Cargonia's Prime Directive. Supply the demand.
...Any thing else after that is fair game. You can go murder that Engineer to take back those 50 sheets of metal you just gave him. Whatever. The demand was satisfied, your job was done, and now you're as free as an Assistant without a boss.

Unless a head orders you to get something for them, in which case do it but very very slowly, and possibly have the muel send it somewheres obscure.
I don't see the point in delaying an order from a head. They're less useful for favours as there's less they can give you, but if they're happy to pick up the order themselves then there's no need to mess with them.

Well, when the person in question has no qualms about using grenades to blow up the Cargo Bay, I think it's all right to be a little hesitant in providing them with more.
So, you're using events that happened after the incident to justify your prior actions?
Honestly, what's a couple of large beakers to you? Nothing.
If you're loathe to give out grenade casings, then ask for CMO authorization. If you're REALLY loathe to do it then ask for specific purpose too.
I hate to point this out, but practically any sensible chemist will be able to acquire both of these things with no problems. Because they're supposed to be making grenades. That's why they start with them.
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So THIS is how migrations start.
"Hey, dude, there's this crazy bastard digging in the ground for stuff. Let's go watch."

scrdest

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Re: Space Station 13: Urist McStation
« Reply #5698 on: May 19, 2013, 02:25:21 pm »

As someone who played Chemist quite often, we'd kill (and, as it was proved by Hans, we might try to) for more Large Beakers. There's a reason why Chemists are violently possessive of the damn things, it's much easier to work with a Large one than the measly 50u standard ones you normally get.

Large Beakers let you use much bigger volumes of Chems, and, as it follows, synthesize more in one batch. You also don't have to worry about running out of volume, so you can put that Phosphorus-Potassium pre-cooked mix should you need to dispense some smoke. (TIP: you can put pills into beakers. So you can make a Instant-Smoke-Just-Add-WaterSugar Smoke Grenade.)

Also: try experimenting with the basic elements. For example, did you know Mercury gives you minor brain damage, like the Space Drugs? Or that pure Oxygen shot can help crit people? Or that Chlorine gives you minor Brute damage?
« Last Edit: May 19, 2013, 03:43:18 pm by scrdest »
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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.

BigD145

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Re: Space Station 13: Urist McStation
« Reply #5699 on: May 19, 2013, 03:07:56 pm »

All that over beakers? Yeesh.

It was about Principles.
As a devout Cargo Tech, my Principles state that Cargonia has a duty to supply everyone with the tools they need to complete their job.
If you're failing to do that, you're bringing shame to the great name of Cargonia.

Imho, of course.

Every QM and HoP have their own procedures they follow. With the new changes to cargo, bureaucracy is a bigger deal than ever before. If a QM requires forms and stamps and you don't like it, go over their head to the HoP and then Captain if the HoP is the one requiring all the paperwork. Or just get your department head to stamp requisitions. This is a bit of a passive way of telling the QM to fill the order because all the department heads overrule the QM.
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