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Author Topic: Space Station 13: Urist McStation  (Read 2116419 times)

Darvi

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Re: Space Station 13: Urist McStation
« Reply #8970 on: August 15, 2013, 01:28:05 pm »

I'd say it's very clever. Have one spare of every tater objective in the bar, and never worry about theft again!
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #8971 on: August 15, 2013, 02:06:40 pm »

I'll make another version tomorrow, which is new new chemical, but based on old chem rather than new chemical. (aka new old chem) (aka the version where chefs can get into the morgue)
Also, this is a good time to say this, the double-barrelled shotgun is a traitor objective. It's not smart to have one in the illicit bar.

I keep forgetting... I just moved the illicit bar over from UMcS, and when I made THAT, it wasn't a tator objective. Hm... Do sawed offs count? That seems more sketchy anyways. Also, you'll have to update your branch, I just pushed an update that adds atmos everywhere but medbay/science.
« Last Edit: August 15, 2013, 02:13:30 pm by Glloyd »
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Hanslanda

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Re: Space Station 13: Urist McStation
« Reply #8972 on: August 15, 2013, 02:27:46 pm »

Sawed offs count.

Also, I played a round on Facepunch station today. I had NO idea what was going on, but I managed to sleep-tox the RD on accident, then convince him of my innocence by saving him from a marauding assistant via soap.
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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.

Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #8973 on: August 15, 2013, 03:55:50 pm »

If this gets pulled, Nar-Sie will now be a corrupting force of evil itself (As expected) instead of just a fancy looking mega-singuloth.
https://github.com/tgstation/-tg-station/pull/1170

Also, a traitor chameleon stamp that can turn itself into any other stamp. Imagine the possibilities...

Imperial Guardsman

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Re: Space Station 13: Urist McStation
« Reply #8974 on: August 15, 2013, 04:10:28 pm »

Its down on my end.
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #8975 on: August 15, 2013, 04:10:45 pm »

Also, a traitor chameleon stamp that can turn itself into any other stamp. Imagine the possibilities...
More like "Imagine the clothing possibilities..."
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #8976 on: August 15, 2013, 04:11:39 pm »

Just shove in a small pump-shottie. It wont count and it has about the same use. it also has the same rounds as a normal one.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #8977 on: August 15, 2013, 04:18:34 pm »

Or don't provide a free weapon for the first person to get it at round start at all?
I mean, at BEST it's going to be used to instantly bump combat tech up.
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Fniff

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Re: Space Station 13: Urist McStation
« Reply #8978 on: August 15, 2013, 04:22:36 pm »

Can't connect to the server. Is it down?

Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #8979 on: August 15, 2013, 04:24:18 pm »

Can't connect to the server. Is it down?

I'm having the same problem...

TIME TO FINISH DAPPER MCJESTER'S JOURNEY IN THE ZAMBIE APOCALYPSE :D

MCipher

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Re: Space Station 13: Urist McStation
« Reply #8980 on: August 15, 2013, 04:30:12 pm »

I think I'm on the backup server. No-one else is on, it's sandbox. Join now.
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b_knight286

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Re: Space Station 13: Urist McStation
« Reply #8981 on: August 15, 2013, 05:10:18 pm »

We need someone to program a borg for the sole purpose of killing NPCs. Sec borgs aren't good against those because harmbatoning drains power VERY VERY QUICKLY.  Would be cool if someone made a borg with a functioning shield and a sword that could be upgraded into an energy sword. Other modules would be....let me see, flash as usual, some kind of ranged weapon like a crossbow....would love a medieval cyborg to go fight carp!  Also good for invasion rounds.  Invasion rounds the best survival rate goes to mediborgs since NPCs are immune to stun.  Engiborgs are fairly robust but since they can't heal themselves they're pretty much best against a human with no gun.  Also, I asked a while ago to steal spiderbots from baystation and adapt them to PDAs, how's that going?
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Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #8982 on: August 15, 2013, 05:28:22 pm »

Doesn't BS12 have a combat module for borgs or am I just making shit up?

My Name is Immaterial

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Re: Space Station 13: Urist McStation
« Reply #8983 on: August 15, 2013, 05:39:57 pm »

What about a black-ops cyborg? Only available at the captain/AI's permission, or to emagged cyborgs. Equipped with sword, crossbow, chameleon projector, crypto sequencer and thermal imaging-style vision.

Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #8984 on: August 15, 2013, 05:45:27 pm »

What about a black-ops cyborg? Only available at the captain/AI's permission, or to emagged cyborgs. Equipped with sword, crossbow, chameleon projector, crypto sequencer and thermal imaging-style vision.
Hmm. Since half of that is Syndicate tech, I'd assume only their operatives could acquire it. Maybe buy it for however many crystals (The cyborg would get the name and model of a security cyborg, for secrecy) or by emagging the fabricator. I'd assume a traitor (possibly malfunctioning) AI could hack the machines to make one, although getting a human to insert the upgrade might be difficult.
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