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Author Topic: Space Station 13: Urist McStation  (Read 2118234 times)

rabidgam3r

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Re: Space Station 13: Urist McStation
« Reply #13560 on: January 27, 2014, 01:44:29 pm »

>Have dream about server getting reverted to horrible code
>Try to log onto server
>Connection failed
>IT'S HAPPENIIIIIIIING
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Even if he hadn't brought the server down in a ball of flaming, slow-mo gibbing corgis

Dorsidwarf

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Re: Space Station 13: Urist McStation
« Reply #13561 on: January 27, 2014, 02:12:56 pm »

>Have dream about server getting reverted to horrible code
>Try to log onto server
>Connection failed
>IT'S HAPPENIIIIIIIING

Server. Server come back, we luv you.
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Quote from: Rodney Ootkins
Everything is going to be alright

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #13562 on: January 27, 2014, 02:21:38 pm »

If this means that Vactor is updating...

Well, this update will bring a bunch of stuff. All the /tg/ updates for the last week and a half or so, a bunch of map fixes and tweaks, some stuff for S-COM (To make it easier to run and such). Oh, and...

The Psychologist Job

That's right. As I mentioned earlier, and as the results of the vote suggested, the psychologist job is in. I wrote out some instructional papers and put them in the psychologist's locker, but I'll post them here for you all.

Quote
So You Want To Be A Psychologist? Part One


In order to be an effective psychologist for the crew of Urist McStation, there are a few things that you need to know. First off, you are not a doctor of the body, but of the mind. Your job is to evaluate the mental state of the crew, and to address that accordingly. In addition, it is your job to determine whether arrested criminals are insane, or just criminals. It is for this reason that you have Brig Access. In the event that you find them insane, it is then your job to rehabilitate them into a functioning member of society through whatever means necessary.

Next is the drugs. It is your job to prescibe medicine as well for the crew, but not for physical issues, for mental ones. It is because of this that you have been assigned various pills, which are described in the other document attached.

Finally, in the event that none of your help can fix their mind (the greatest shame for any space psychologist), you have been provided with a straightjacket, and you will trasnport the patient to a patient room, and then to the next available crew transfer shuttle. Do not take your responsibilities lightly, as the mental health of the station is in your hands.

Quote
So You Want To Be A Psychologist? Part Two: Pills


An important part of your job is prescribing the proper medication for a patient's mind. One pill should do the trick in most cases, but how do you know what pill to use? You have also been given Chemistry access in case those chemists turn out to be your patients, and will need to know how to make these drugs. This handy guide will help you do just that!

Methylphenidate
Methylphenidate is a drug that will help improve a patient's concentration if they are having trouble focusing on their job.
Made with 1 part mindbreaker and 1 part hydrogen.

Citalopram
Citalopram is a mild anti-depressant that will also help stablilize a patient's mind.
Made with 1 part mindbreaker and 1 part carbon.

Paroxetine
Paroxetine is a strong anti-depressent that will also be very effective at stabilizing your patient's mind. However, the drug itself is unstable, and can lead to an extremely deterioated mental state and hallucinations. Use with caution.
Made with 1 part mindbreaker, 1 part oxygen and 1 part inaprovaline.

miauw62

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Re: Space Station 13: Urist McStation
« Reply #13563 on: January 27, 2014, 02:23:47 pm »

I read that as:
NEW MORE POWERFUL HALLUCINATION DRUGS WOOOOOO

Also as of this update we will really have ling arm blades if we didn't have them already.
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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.

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #13564 on: January 27, 2014, 02:29:45 pm »

I read that as:
NEW MORE POWERFUL HALLUCINATION DRUGS WOOOOOO

The other ones just have fluff text attached to them. Paroxetine has a one in ten chance to break your mind. Think 100u of mindbreaker broken.

Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #13565 on: January 27, 2014, 02:32:57 pm »

Psychologist sounds like a fast track to pathological hatred of the crew. It's like being Sec except you get pill bottles instead of tasers and batons. I mean, really, can you imagine having to deal with all of the bullshit without the ability to stuncuff someone when they finally cross the line and try to kill you?  :P
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Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #13566 on: January 27, 2014, 02:33:31 pm »

I read that as:

Quote
NEW WAY TO TRAITOR PEOPLE WITNESSES

Kydrasz

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Re: Space Station 13: Urist McStation
« Reply #13567 on: January 27, 2014, 02:37:05 pm »

I can see a psychologist labelling everyone as insane then giving them mindbreaking drugs.

Yesssss.....
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #13568 on: January 27, 2014, 02:53:58 pm »

I can see a psychologist labelling everyone as insane then giving them mindbreaking drugs.

Yesssss.....

You're all crazy for being on a tin can (with glass windows) in space. It's very difficult being on this station with all these other people with different backgrounds.

Self-fulfilling prophecy and/or job security?
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Dorsidwarf

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Re: Space Station 13: Urist McStation
« Reply #13569 on: January 27, 2014, 03:28:51 pm »

CUlt psychologist. "Do you see anything unusual? A glowy symbol? Can you stand where this 'symbol' is?"
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #13570 on: January 27, 2014, 03:35:01 pm »

'Close your eyes and begin to relax... Take a deep breath and let it out slowly...'

Hmm, that could be a cool idea, a traitor item that lets you temporarily brainwash a person to do your bidding. Sure, that depends on people not being dicks, but playing SS13 generally does that.
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Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #13571 on: January 27, 2014, 03:39:25 pm »

That in particular is unreliable, though, given the frequency at which people who are converted/constructed in cult rounds go right on killing the cultists and BS an explanation for it.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #13572 on: January 27, 2014, 03:42:51 pm »

That in particular is unreliable, though, given the frequency at which people who are converted/constructed in cult rounds go right on killing the cultists and BS an explanation for it.

Like I said, it depends on knowing a person wouldn't be a dick about that. And well, Cult and Rev basically work on the exact same basis except STATIONWIDE. If we'd go ahead with removing everything some people are dicks about, we'd have to find a method to kill the universe.
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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 #13573 on: January 27, 2014, 03:44:56 pm »

CUlt psychologist. "Do you see anything unusual? A glowy symbol? Can you stand where this 'symbol' is?"

"This is an exercise in trust. Just turnaround and fall back into my arms." *pull them back into cult sign*
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #13574 on: January 27, 2014, 03:48:49 pm »

oh god, thats... thats... bad...
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