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Author Topic: Space Station 13: Urist McStation  (Read 2124338 times)

WarderSkyfire

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Re: Space Station 13: Urist McStation
« Reply #5250 on: May 14, 2013, 07:01:00 am »

Hurray! Hans is still here.
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Think fast, act faster.

Sengoku

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Re: Space Station 13: Urist McStation
« Reply #5251 on: May 14, 2013, 09:58:11 am »

I just wanted to get this out as it has annoyed me when every now and again people explain, you shouldn't know this, or that.  In the Space Law book, it contains the following paragraph:
Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.
Note that this is one of the few crimes where you may summarily execute someone for if they present a significant risk to detain them.

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Therian Saga

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Profession: Extractor

BigD145

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Re: Space Station 13: Urist McStation
« Reply #5252 on: May 14, 2013, 10:07:27 am »

Robot Unicorn Attack 2 is out and the music is around. We need some proper versions of this stuff. ogg? midi?
https://www.youtube.com/watch?v=khxsTUKK9l4
https://www.youtube.com/watch?v=Sxld7P-WfGE

A version of the immovable rod as a rainbow farting robot unicorn would be hilarious.
"Holy shit what was that?! A metal horse with a horn almost speared me!"
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #5253 on: May 14, 2013, 10:26:20 am »

I just wanted to get this out as it has annoyed me when every now and again people explain, you shouldn't know this, or that.  In the Space Law book, it contains the following paragraph:
Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.
Note that this is one of the few crimes where you may summarily execute someone for if they present a significant risk to detain them.


You do realize the book links to the wiki and does not, in itself, contain IC information, just like, say, Virology book, and it exists just for convenience of the players?

If anything, it can be interpreted IC-ly that what you can read there is an abridged version of the actual applicable Space Law rulings, because no-one would want/be able to write or read true-to-life Legalese.

Also, /tg/ is a mild RP server, we are a medium RP server, and, on the other side of the spectrum there's BS12, a heavy RP server. /tg/'s rules are that people are allowed to know how rounds work, and their characters magically are experts in alien biology and behavior, illegal technologies and classified covert organizations. Well, they are pretty inconsistent about that, IIRC the Chaplain should not know how Null Rod works (or did I mix wikis up again?), but the general rule is that meta is accepted except for metafriending and metagrudges (so, things like coordinating via Skype).

On UMcS, on the other hand, while many people are experts in Genetics, Atmospherics, Xenobiology, Military Tactics, Criminal Law and can play a mean guitar violin, which is hardly realistic but accepted and, on occasion, necessary, they are not allowed to know about antags, aside from vague rumors and, in Heads' case, existence (because they get a printout of possible threats).
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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.

anailater

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Re: Space Station 13: Urist McStation
« Reply #5254 on: May 14, 2013, 11:18:08 am »

Getting ready for my first ever round.
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At best it's a pool of ink thats here for no reason; at worst it's a puddle of hateful alien death penises that want to murder-rape you into chunks.
So how are you today?

Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #5255 on: May 14, 2013, 11:31:21 am »

Don't worry about dying; it happens to all of us eventually. If you start getting killed, scream for help over the radio, and scream bloody murder at the murderer.

And if security isn't sitting on their asses eating donuts, you should be cloned within 5 minutes of the escape shuttle arriving

My Name is Immaterial

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Re: Space Station 13: Urist McStation
« Reply #5256 on: May 14, 2013, 11:31:53 am »

Don't worry about dying; it happens to all of us eventually. If you start getting killed, scream for help over the radio, and scream bloody murder at the murderer.
That works if they aren't robust, like me.
And if they aren't an alien, death squad, facehugger, nuke agent, wizard, meteor, space, immovable rod, have shock gloves, parapen, or other tranquilizing things, and when there isn't a clown mech.

miauw62

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Re: Space Station 13: Urist McStation
« Reply #5257 on: May 14, 2013, 11:41:51 am »

Also, DON'T EVER play head positions until you're relatively good with RP and all jobs beneath said head so you can make sure people do their job. Chemist, engineer, bartender and chef are good, easy jobs with varying levels of RP that will teach you the system.
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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.

scrdest

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Re: Space Station 13: Urist McStation
« Reply #5258 on: May 14, 2013, 11:41:59 am »

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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.

Hanslanda

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Re: Space Station 13: Urist McStation
« Reply #5259 on: May 14, 2013, 11:51:26 am »

I just wanted to get this out as it has annoyed me when every now and again people explain, you shouldn't know this, or that.  In the Space Law book, it contains the following paragraph:
Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.
Note that this is one of the few crimes where you may summarily execute someone for if they present a significant risk to detain them.


You do realize the book links to the wiki and does not, in itself, contain IC information, just like, say, Virology book, and it exists just for convenience of the players?

If anything, it can be interpreted IC-ly that what you can read there is an abridged version of the actual applicable Space Law rulings, because no-one would want/be able to write or read true-to-life Legalese.

Also, /tg/ is a mild RP server, we are a medium RP server, and, on the other side of the spectrum there's BS12, a heavy RP server. /tg/'s rules are that people are allowed to know how rounds work, and their characters magically are experts in alien biology and behavior, illegal technologies and classified covert organizations. Well, they are pretty inconsistent about that, IIRC the Chaplain should not know how Null Rod works (or did I mix wikis up again?), but the general rule is that meta is accepted except for metafriending and metagrudges (so, things like coordinating via Skype).

On UMcS, on the other hand, while many people are experts in Genetics, Atmospherics, Xenobiology, Military Tactics, Criminal Law and can play a mean guitar violin, which is hardly realistic but accepted and, on occasion, necessary, they are not allowed to know about antags, aside from vague rumors and, in Heads' case, existence (because they get a printout of possible threats).


This. Shouting, 'ERMAGERD [X] IS A CHANGELING!' Should not warrant security dogpiling X and cremating him, instead it should receive, "Uh, guys, someone is fuckin' crazy. What the fuck is a changeling?"

For example, in a changeling round, there should be a debriefing by the HoS to his (Probably nonexistent) squad about the Changelings and their abilities. Followed by the obligatory, "Er, boss, we're all changelings."
"Wat." *Stings. So many fucking stings*

Also, we need to have more heads that do the whole, "Orientation" at the start of the shift. Tis good practice.
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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.

Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #5260 on: May 14, 2013, 12:01:53 pm »

Also, DON'T EVER play head positions until you're relatively good with RP and all jobs beneath said head so you can make sure people do their job. Chemist, engineer, bartender and chef are good, easy jobs with varying levels of RP that will teach you the system.
Keep the wiki open and switch to whatever guides you need at the moment. Get on late (1-2am EST) and play whatever you want, as there usually is almost nobody on. This'll help you know what you're doing when it matters.

Cargo Tech is a great way to start as it's easy and fairly simple, as well as leading to Shaft Miner and QM. QM is, IMO, one of the best jobs for someone with a basic handle on the game who wants to interact with a lot of the station, especially on smaller shifts where you can make deliveries  in person. It gets you used to the layout of the station and gives a lot of opportunities for RP. QM also gives you easy experience with hacking and construction; you can easily order toolbelts and electrical supplies, the Autolathe is obscenely easy to hack (the MULEs moderately less so), you can order all the supplies you ever need (so long as you keep enough supply points to deal with unexpected orders).

If you've got a healthy disrespect for the law, it also gives you the perfect opportunity to practice breaking & entering (and thus fast door-hacking) both for giving yourself all-access when there is no HoP or Captain, and for stealing and sawing off the bartender's shotgun so you can shoot open those locked crates you ordered on the mining asteroid. Speaking of which, playing miner gives you experience working with hardsuits and vacuum in an easy job where you don't have to worry about repairing breaches or loosing the singulo.

Basically, playing in the cargo area for your first rounds gives you a good basic grasp of essential skills and the layout of the station which are important regardless of what job you're doing, and it does so in an environment where you don't have a whole lot to worry about, apart from hiding your stash of circular saws that you plan to distribute when everything inevitably goes to shit. Or ordering corgis. Maybe I'm just a Cargo fanboy, i'unno.

Speaking of which, I need to stop playing HoP on populated rounds, because we almost never have a fucking Captain, and while being shoved into that role is certainly an excellent learning experience, I don't want to accidentally fuck up a round for everyone by not knowing the specifics of a part of R&D work or something. :-X
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Aurora on small monitors:
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2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

miauw62

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Re: Space Station 13: Urist McStation
« Reply #5261 on: May 14, 2013, 12:12:45 pm »

The MULEs are the easiest to hack, you even start with a multitool. Pulse wires until the loading bay clunks, cut that wire. If the drive motor whines, cut one of the wires.

Also, you don't HAVE to play captain as HoP if there isn't a captain.
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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.

scrdest

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Re: Space Station 13: Urist McStation
« Reply #5262 on: May 14, 2013, 12:20:49 pm »

The MULEs are the easiest to hack, you even start with a multitool. Pulse wires until the loading bay clunks, cut that wire. If the drive motor whines, cut one of the wires.

Also, you don't HAVE to play captain as HoP if there isn't a captain.

On the other hand, if you have no idea what you're doing, hacking a MULE may result in... unpleasantness. Of the messy, fun kind. Which, of course, is of use to traitor, but been ages since I have seen it used like that.

Also, if you are quick, you can sprint for a coin and get Insulated Gloves. Which are THE accessory for hacking, rendering you invincible to shocks from wires.
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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.

miauw62

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Re: Space Station 13: Urist McStation
« Reply #5263 on: May 14, 2013, 12:21:38 pm »

The MULEs are the easiest to hack, you even start with a multitool. Pulse wires until the loading bay clunks, cut that wire. If the drive motor whines, cut one of the wires.

Also, you don't HAVE to play captain as HoP if there isn't a captain.

On the other hand, if you have no idea what you're doing, hacking a MULE may result in... unpleasantness. Of the messy, fun kind. Which, of course, is of use to traitor, but been ages since I have seen it used like that.

Also, if you are quick, you can sprint for a coin and get Insulated Gloves. Which are THE accessory for hacking, rendering you invincible to shocks from wires.
You can order those too.
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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.

Damiac

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Re: Space Station 13: Urist McStation
« Reply #5264 on: May 14, 2013, 12:24:23 pm »

If the QM steals insulated gloves from the station instead of ordering his own, he should get spaced immediately.
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