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Author Topic: Space Station 13: Urist McStation  (Read 2148413 times)

kisame12794

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Re: Space Station 13: Urist McStation
« Reply #5385 on: May 15, 2013, 08:15:38 am »

There is space beer and vending machines too.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #5386 on: May 15, 2013, 09:06:09 am »

Virology has a microwave too.

Damiac, you get revolution wrong. Revolutions have exactly nothing to do with the Syndicate, afaik. I think you should RP rev-conversions but not cult-conversions.
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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.

Gamerlord

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Re: Space Station 13: Urist McStation
« Reply #5387 on: May 15, 2013, 09:20:14 am »

On the subject of cults 'lolflashing', there's nothing to RP.  You use a magic rune drawn with your blood to force a person to join the cult of nar'sie.  The RP begins with stunning them, and ends with clicking on the rune.  After that, there's RP opportunity.

But either way, OOCing about IC stuff just because it didn't go the way you wanted is total BS.  Not that anyone seems to care much about IC in OOC anymore.  I personally wish the admins would just mute OOC for 15 minutes every time someone gives away IC info in OOC.  Let the players bitch out the offending player(s) for making them lose OOC, and avoid any ban/punishment drama.

Really, rev is the same thing as cult. The syndicate teaches you a special technique to brainwash people into joining your revolution, which is clearly stated at round start.  Rev is essentially just a much harder cult for the most part, so when you've got crewmembers who you try to RP revolutionary stuff with, and they tell sec, it only makes it harder.  The RPing rev conversions rule was based on very low populations, where the entire security force was generally the captain and HoS.  So that rule might not really make sense anymore.
However, the best Rev rounds are when the Revheads can get everyone to rebel against the Heads and the Cap without flashing them.

Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #5388 on: May 15, 2013, 09:24:26 am »

Last time I checked, revolutions are syndicate-sponsored, which is why you have a brainwashing flash at the start... Goon even gave the head revs syndicate uplinks, but TG canned that and Goon retired the mode entirely.

miauw62

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Re: Space Station 13: Urist McStation
« Reply #5389 on: May 15, 2013, 09:30:29 am »

Still, I wouldn't call revolutionaries syndicate agents. A syndicate agent is somebody that the syndicate paid a lot of money/kidnapped the wife & children of so they go steal some shit/kill somebody. Head revs are people that want to start a revolution, the syndicate heard of this so they train them up a little bit and give them a flash. This makes sense because the syndicate has a big advantage if the newest research station of NT is filled with revolutionaries that make it into a big pirate ship and sail it straight into the fucking sun.
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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 #5390 on: May 15, 2013, 10:32:35 am »

Still, I wouldn't call revolutionaries syndicate agents. A syndicate agent is somebody that the syndicate paid a lot of money/kidnapped the wife & children of so they go steal some shit/kill somebody. Head revs are people that want to start a revolution, the syndicate heard of this so they train them up a little bit and give them a flash. This makes sense because the syndicate has a big advantage if the newest research station of NT is filled with revolutionaries that make it into a big pirate ship and sail it straight into the fucking sun.

Read the CentComm status report next time you're Head/AI/break into Brig. It summarizes potential threats, including Rev. It says that Head Revs are normal employees who have been brainwashed by the Syndicate at recent conference (IIRC, it may change, generally brainwashed off-station at some corporate event).

So they are revs because they were brainwashed. As for why they cannot be un-flashed, they probably either have a hacked implant or the flash method they use is inferior and quick-and-dirty compared to professional brainwashing HRs have been subjected to.

Also, there is one more possibility for agents: zealots. Either full-on, LCS-style politically motivated loons or Spess Taliban or intelligence operatives (which, technically, get paid a shitload of cash, but I would not lump them with the more mercenary types).
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Damiac

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Re: Space Station 13: Urist McStation
« Reply #5391 on: May 15, 2013, 10:36:56 am »

Hmm, I'll have to pay more attention to the rev head opening text next time it comes up (Which probably will be a long time from now).

I don't know where you're getting your info on syndicate agents.  I've never seen any mention of motives behind traitors either in game or on the wiki.  Anyway, my point is, in cult, you have a magic device that brainwashes people (runes).  In rev, you have a technological device and secret technique (flashes) which brainwash people.  It doesn't make sense to first talk them into joining, then magically brainwash them. 

Now, if they've got a loyalty implant, talking them into getting surgery to remove it makes sense.  But then, so does stuncuffing and forcibly removing the implant.

That's not to say I'm against an RP version of rev, where the flashes are simply an in-game mechanic, to represent someone willingly joining the revolution.  We use revolution code and mechanics to achieve our own custom game-mode effectively.  But that's not the same as secret randomly rolling rev mode, which is the one with the magic brainwashing device.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #5392 on: May 15, 2013, 10:51:20 am »

Hmm, I'll have to pay more attention to the rev head opening text next time it comes up (Which probably will be a long time from now).

I don't know where you're getting your info on syndicate agents.  I've never seen any mention of motives behind traitors either in game or on the wiki.  Anyway, my point is, in cult, you have a magic device that brainwashes people (runes).  In rev, you have a technological device and secret technique (flashes) which brainwash people.  It doesn't make sense to first talk them into joining, then magically brainwash them. 

Now, if they've got a loyalty implant, talking them into getting surgery to remove it makes sense.  But then, so does stuncuffing and forcibly removing the implant.

That's not to say I'm against an RP version of rev, where the flashes are simply an in-game mechanic, to represent someone willingly joining the revolution.  We use revolution code and mechanics to achieve our own custom game-mode effectively.  But that's not the same as secret randomly rolling rev mode, which is the one with the magic brainwashing device.

/tg/ wiki, except the page is 'The Syndicate', not 'Syndicate', as the latter redirects to Traitor page. Also a half-coded feature in the code; if you dig around IIRC in Gamemode, you will find it there too.

http://wiki.nanotrasen.com/index.php?title=The_Syndicate
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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.

Absolute Niro

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Re: Space Station 13: Urist McStation
« Reply #5393 on: May 15, 2013, 11:16:06 am »

Earlier today I realized this game needs a gimmicky SCP Foundation gamemode. It would be amazing, SS13 is the best game for it.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #5394 on: May 15, 2013, 11:38:53 am »

I'm getting a bit tired of whenever there's no captain, one head will say "LULZ I BE DA CPTN!". If you want to play captain, set captain on your preferences. Not HoP and then promote yourself to captain. I realize it's perfectly valid, but it's a little annoying.

E: By the way, Glloyd. There appears to be a bug with lifting police tape. I couldn't un-lift it after I lifted it.
« Last Edit: May 15, 2013, 11:44:01 am 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.

Damiac

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Re: Space Station 13: Urist McStation
« Reply #5395 on: May 15, 2013, 11:48:22 am »

Eh... I don't want to play as captain, i want to play as CE. But I really don't want to play aboard SS13 with nobody in charge.  I'd rather someone step up and be acting captain, and if nobody else will do it, I will. 

HoP is first in line for captain's spot, so that makes perfect sense.  In effect, you're signing up as vice captain.  And you still leave the opportunity for someone else to decide to be captain, then you can step back down to the job you really wanted.
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Knirisk

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Re: Space Station 13: Urist McStation
« Reply #5396 on: May 15, 2013, 11:54:57 am »

I'm getting a bit tired of whenever there's no captain, one head will say "LULZ I BE DA CPTN!". If you want to play captain, set captain on your preferences. Not HoP and then promote yourself to captain. I realize it's perfectly valid, but it's a little annoying.

No, I like this. Generally, if there's no captain, there's no security either (aside from maybe a HoS), so the added protection is nice. To be honest, I view it less as one of the heads taking over captain's position, and more of one of the heads assuming the captain's position, if need be, but mostly sticking to their own departments regardless. I tend to see a lot of heads-turned-captain just enter the armory, pick up an ablative, and then leave back to their own departments and/or do important maintenance on station system functions like the singularity.

They don't want to play captain, but they'll take up the responsibility if no one else will. And I don't blame them. Captains get shitted on a lot and blamed for a lot. If you're an entirely different head, at least you have the excuse of "I didn't really even want to do it. It's not my department. You want to blame someone? Fine, take up the job yourself. Have fun." and then you go back to your assigned role.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #5397 on: May 15, 2013, 11:56:11 am »

I'm getting a bit tired of whenever there's no captain, one head will say "LULZ I BE DA CPTN!". If you want to play captain, set captain on your preferences. Not HoP and then promote yourself to captain. I realize it's perfectly valid, but it's a little annoying.

No, I like this. Generally, if there's no captain, there's no security either (aside from maybe a HoS), so the added protection is nice. To be honest, I view it less as one of the heads taking over captain's position, and more of one of the heads assuming the captain's position, if need be, but mostly sticking to their own departments regardless. I tend to see a lot of heads-turned-captain just enter the armory, pick up an ablative, and then leave back to their own departments and/or do important maintenance on station system functions like the singularity.

They don't want to play captain, but they'll take up the responsibility if no one else will. And I don't blame them. Captains get shitted on a lot and blamed for a lot. If you're an entirely different head, at least you have the excuse of "I didn't really even want to do it. It's not my department. You want to blame someone? Fine, take up the job yourself. Have fun." and then you go back to your assigned role.

Also, if you are Captain, you are THE most important person. So people don't want to risk being Captain and having to quit.
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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.

Android

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Re: Space Station 13: Urist McStation
« Reply #5398 on: May 15, 2013, 12:03:58 pm »

So, uh, bug report: If an energy gun is in a charger, the AI can click the charger and the gun will go to the AI's hand and (maybe?) out of the charger. Once this happens, the AI can lock/unlock lockers by clicking on them, place the gun in a locker to spawn new guns (!!!) and beat people/items adjacent to it with the gun.
Good bug find. This is pretty serious so I am going to report it to TG directly.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #5399 on: May 15, 2013, 12:14:25 pm »

I'm getting a bit tired of whenever there's no captain, one head will say "LULZ I BE DA CPTN!". If you want to play captain, set captain on your preferences. Not HoP and then promote yourself to captain. I realize it's perfectly valid, but it's a little annoying.

E: By the way, Glloyd. There appears to be a bug with lifting police tape. I couldn't un-lift it after I lifted it.

It automatically unlifts after a few seconds.
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