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Author Topic: Space Station 13: Urist McStation  (Read 2163722 times)

Hanslanda

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Re: Space Station 13: Urist McStation
« Reply #5850 on: May 22, 2013, 02:50:27 pm »

Sorry to Kaylee, but I genuinely saw very little coice other than letting you run off and smash the station, so I opted to critical you and cure you, then inject a clean SE into you, but you assaulted me after being de-hulked, causing it to go apeshit.


Necessary force. Hulks can't be stunned, you use lethal force on them until they hit 25% health and dehulk/enter crit, THEN you can apprehend them, if they weren't actively trying to kill you. Killing someone that is hulked is not exactly cool, but it is acceptable, RP speaking. If you were faced with a giant green man that giggled at tasers, you would probably shoot him to death too, if he wanted to hurt you.
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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.

Hanslanda

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Re: Space Station 13: Urist McStation
« Reply #5851 on: May 22, 2013, 02:55:11 pm »

That Rev round we had awhile back, someone came at me through a wall (Saul Fisher, now that I think on it.) and attacked me (HoS) while I was charging my gun. So I shot them in crit, (It had been a long shift) then I emptied another gun into them. While the borg dragged them to medbay, I followed, and shot him to death as they threw him into a sleeper. Because no. I'd had enough of people being warned/arrested/injured, hoping they'd learn their lesson, then them coming back and fucking with me again.

I got jumped RIGHT after that by the last Rev Head in the library, nearly died, woke up to five people ganging up on the borg and the Rev Head. So, naturally, I started kicking the Rev in the head until we got that sweet sweet green text.
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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.

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #5852 on: May 22, 2013, 03:07:20 pm »

Hey, if your playing this round want to team? so im closer to beatup?
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werty892

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Re: Space Station 13: Urist McStation
« Reply #5853 on: May 22, 2013, 05:04:22 pm »

ARGH. JOIN NAOW

Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #5854 on: May 22, 2013, 06:33:09 pm »

HOly hell I was fucked(The bartender) I was marked for both of the traitors and that was their only objectives other than get out alive.

What did vladmir do? Just hit on a few women from the Syndicate and this is what he gets?

Gamerlord

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Re: Space Station 13: Urist McStation
« Reply #5855 on: May 22, 2013, 07:43:52 pm »

Dammit, I gotta find a way to play at Uni... think I could run this on a laptop? I want Sean O'Driscoll (basically me) and Theodore Ulery (PimpMiner) to be on more often...  :-\

TheBronzePickle

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Re: Space Station 13: Urist McStation
« Reply #5856 on: May 22, 2013, 08:00:39 pm »

Idea for a gamemode lovingly ripped from somewhere else. I think it would work just fine with SS13, though.

Basically, everyone who isn't a head or security officer has been poisoned, and in order to not die they have a target they must kill. No two people will have the same target, and heads and security are not targets so it will basically form a loop. As players kill their victims (or their victims otherwise die), they gain back the damage they lost to the poison and take the victim's target as their own, until there is one person left.

The heads and security officers, on the other hand, basically have to find a way to stop the bloodshed and find a way to provide an antidote to the poison.

It doesn't necessarily have to be a poison, but anything that slowly ticks away at the player's health would provide them heavy impetus to kill their target quickly, since they become not only less able to hunt their target but more likely to be easily killed by the person hunting them.
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Bdthemag

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Re: Space Station 13: Urist McStation
« Reply #5857 on: May 22, 2013, 08:03:19 pm »

Idea for a gamemode lovingly ripped from somewhere else. I think it would work just fine with SS13, though.

Basically, everyone who isn't a head or security officer has been poisoned, and in order to not die they have a target they must kill. No two people will have the same target, and heads and security are not targets so it will basically form a loop. As players kill their victims (or their victims otherwise die), they gain back the damage they lost to the poison and take the victim's target as their own, until there is one person left.

The heads and security officers, on the other hand, basically have to find a way to stop the bloodshed and find a way to provide an antidote to the poison.

It doesn't necessarily have to be a poison, but anything that slowly ticks away at the player's health would provide them heavy impetus to kill their target quickly, since they become not only less able to hunt their target but more likely to be easily killed by the person hunting them.
Let me guess, that Shacktactical video right? I wouldn't mind doing something similar to shackcops, but it'd have to either be coded in (I'm completely unsure if coding that in would be hard or not.) or require a lot of admin oversight. I like it though, but it would have to be very fast paced and rather gameplay based to really be fun.
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Your drunk posts continue to baffle me.
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TheBronzePickle

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Re: Space Station 13: Urist McStation
« Reply #5858 on: May 22, 2013, 08:10:25 pm »

Yes, ShackTac, although I've seen the concept elsewhere and I think they themselves based it off another game or a movie or something.

It seemed to me like it would fit the gameplay of SS13 alright, and it would certainly be a good way to force rounds to be more fast-paced (and would also give everyone something to do beyond being bored with their job, since absolutely everyone would be either an antag or trying to stop them.)
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Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #5859 on: May 22, 2013, 08:32:45 pm »

*On the solars, building my crib*
Spoiler (click to show/hide)
Now that's just terrible, terrible luck. :P

My Name is Immaterial

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Re: Space Station 13: Urist McStation
« Reply #5860 on: May 22, 2013, 09:19:10 pm »

How much are we supposed to know about carp IC?

Chiefwaffles

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Re: Space Station 13: Urist McStation
« Reply #5861 on: May 22, 2013, 09:20:00 pm »

Considering how their random events seem to be a bit common, I'd say "those aggressive fish which break windows and attack people"
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Cheedows

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Re: Space Station 13: Urist McStation
« Reply #5862 on: May 22, 2013, 09:23:29 pm »

But they are unknown anomalies, although information would be common if you observed them (which is likely)
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Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #5863 on: May 22, 2013, 09:27:03 pm »

Yeah, the actual announcement about alien life is alarming enough, and the carp are fairly straightforward. "Agh, there are giant space fish trying to eat me! They look sort of like purple carp!" There's not really a whole lot of preparation to do that isn't implied by the alert, and nothing about their appearance or behavior that you couldn't get from seeing one. That, and with them being NPC antags I don't really care when someone metas about them, both because it doesn't hurt players and because there isn't a whole lot that metaing brings to the table in this case.
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Chiefwaffles

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Re: Space Station 13: Urist McStation
« Reply #5864 on: May 22, 2013, 09:28:29 pm »

The frequency of the event seems to dictate Space Carp to be fairly common (relatively), and crew will probably know about them from previous attacks. The "unknown" portion of their event message is likely because the station can't precisely detect what's coming, only that something's coming.

At least, this is my 'translation' of the event.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!
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