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Author Topic: Space Station 13: Urist McStation  (Read 2145108 times)

Dorsidwarf

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Re: Space Station 13: Urist McStation
« Reply #13665 on: January 29, 2014, 03:58:53 pm »

I don't understand goon plant code at all. I like it, but what.

I'd like to have "shivering" tomatoes and shit in /tg/ too but that's a bit much as as far as I can tell there's no goddamn point.

Shivering tomatoes?


Also get on surveh.
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Nightscar982

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Re: Space Station 13: Urist McStation
« Reply #13666 on: January 29, 2014, 04:49:58 pm »

Can't connect :l
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In all things you were. In nothing you become.

scrdest

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Re: Space Station 13: Urist McStation
« Reply #13667 on: January 29, 2014, 04:54:31 pm »

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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.

rabidgam3r

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Re: Space Station 13: Urist McStation
« Reply #13668 on: January 29, 2014, 05:02:36 pm »

Not going on the alt. It lags FAR too much for me to enjoy it.
It doesn't lag as much these days, IIRC.
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Even if he hadn't brought the server down in a ball of flaming, slow-mo gibbing corgis

Tsuchigumo550

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Re: Space Station 13: Urist McStation
« Reply #13669 on: January 29, 2014, 05:54:58 pm »

I kinda worked out a basic Podstation.

Arrivals and Escape are linked, directly connected by a Security checkpoint. Security can close these doors.
Security, Engineering, and the Engine form the centermost area of the station, the Engine being smack-dab in the center.

Cargo and Service form one side of the station, Cargo has an insecure connection with the Mining area, Service has the true Illicit sector, they both are directly connected to a residential/crew area, and all of this is imbedded in an asteroid. Illicit actually burrows inot the 'roid.

On the other side, you've got Medbay and Research. Medbay connects (again relatively insecurely) to Viro, Sci to Bomb Testing, and they share a direct link to the AI chambers.
Under both Service and Science are mostly similar connections to the Bridge that also function as solars. They are meant to be extremely secure- a double-layer reinforced wall separates the solar arrays from the inside tubes. These twin solars connect to the Bridge area.

A failsafe connection to the Bridge exists between Engineering and the Bridge- a mass driver. On the other end, there's an exposed-to-space catwalk and a door that can only be opened from the outside, similar to a Viro airlock, but one-time.

Pods are located in various areas. Sec dosen't actually have a pod, and to send people to the labor camp, they have to escort a prisoner to a mining dock next to regular Mining.

Pods #1,2,3:
Arrival has three pods.
Pod #4:
Sec technically does have a pod, but it's open to anyone if the arrival-escape doors are open.
Pod #5,6:
Engineers get two pods, one on either side of the suicide mission Mass Driver.
Pod #7:
There's a pod deep in Illicit.

Any connections not labeled as insecure or direct are the aformentioned "tubes" from that earlier discussion on Separate Station.

---

For an extreme test, I could try to make a station based entirely on mass driving around, and have activators inside the driver. Emergency suits would be EVERYWHERE.

---

The alt lags more, but I think it's due to location for me.

---

I think the original idea is kind of balanced.
>traitors have nowhere easy to hide
>singulo ALWAYS fucks shit up
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
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Vactor

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Re: Space Station 13: Urist McStation
« Reply #13670 on: January 29, 2014, 06:56:33 pm »

main server is back up
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Wreck of Theseus: My 2D Roguelite Mech Platformer
http://www.bay12forums.com/smf/index.php?topic=141525.0

My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

LordSlowpoke

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Re: Space Station 13: Urist McStation
« Reply #13671 on: January 29, 2014, 07:19:00 pm »

I do wonder how an experimental station like that would work out.

Wouldn't even have to be mass drivers, just a system of air tunnels. Would need to reconstruct them all the way from 4407 since someone tried to purge them along the way...

Maybe a station that's divided between, say four different small asteroids, with a mass driver "hub" between the four? The hub would be a pretty damn obvious traitor target, so maybe stick Security on the hub? Don't know.
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #13672 on: January 29, 2014, 07:38:47 pm »

Tubes please. Drivers mean you need suits.
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Nightscar982

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Re: Space Station 13: Urist McStation
« Reply #13673 on: January 29, 2014, 08:21:38 pm »

School tomorrow means  very little SS13 for me for a while, seeing as I play with you guys at 1-4 in the afternoon :(
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Grek

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Re: Space Station 13: Urist McStation
« Reply #13674 on: January 29, 2014, 08:31:59 pm »

Pro tip: If you click a security camera with a carrot, it becomes an X-Ray camera.
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #13675 on: January 29, 2014, 08:33:33 pm »

Proer tip, if you click on one with plasma it never shuts off unless hacked.
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #13676 on: January 29, 2014, 10:08:26 pm »

Tubes please. Drivers mean you need suits.

Not if it's a short trip.
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Tsuchigumo550

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Re: Space Station 13: Urist McStation
« Reply #13677 on: January 29, 2014, 10:18:18 pm »

There's a mass driver failsafe for Bridge access, which is a short enough trip. There's so many things that can go wrong after just one bomb on this proposed station, I love it
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

LordSlowpoke

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Re: Space Station 13: Urist McStation
« Reply #13678 on: January 30, 2014, 12:30:04 am »

I might have to download the latest rev and try to map something basic myself. Power and atmos would be all kinds of bullshit though, you'd basically have lattices with power cables running all across the scattered outposts which is fine by itself but when you're adding piping it's kind of against the point as you'd potentially be able to just stick a floor on top of it and link everything with a neat tunnel

Maybe give each part an overwhelming solar array and robust SMES to back it up? What's the fun in that, though?

brainstorm me solutions to problems you don't even know exist spessmen thread
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Mapleguy555

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Re: Space Station 13: Urist McStation
« Reply #13679 on: January 30, 2014, 01:17:43 am »

It appears that I killed the server by attempting to stuff an oxyloss medkit into itself 3 times. (loljk)

Server died.
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