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Author Topic: Space Station 13: Urist McStation  (Read 2119592 times)

scrdest

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Re: Space Station 13: Urist McStation
« Reply #16455 on: May 01, 2014, 03:39:56 am »

It would be cool if we just had an almost-blank computer (perhaps pre-loaded with messenger and the game) and then could add software to it...
Like how cartridges work.

goon has (used to have?) that with its dwaine terminals

best fucking thing

thanks for the pm, werty
No problem. Now I keep telling you we need a speshul heist round where we have a group that breaks into places around the station while Sec tries to stop them.

That's... called Heist? And is a thing already? Unless you NEED them to be humans, in which case we just need objectiveless antags.
Have you played Payday:The heist? That's what I want. Gun battles and all.

Nuke, objectiveless antags.
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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.

werty892

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Re: Space Station 13: Urist McStation
« Reply #16456 on: May 01, 2014, 08:58:16 am »

It would be cool if we just had an almost-blank computer (perhaps pre-loaded with messenger and the game) and then could add software to it...
Like how cartridges work.

goon has (used to have?) that with its dwaine terminals

best fucking thing

thanks for the pm, werty
No problem. Now I keep telling you we need a speshul heist round where we have a group that breaks into places around the station while Sec tries to stop them.

That's... called Heist? And is a thing already? Unless you NEED them to be humans, in which case we just need objectiveless antags.
Have you played Payday:The heist? That's what I want. Gun battles and all.

Nuke, objectiveless antags.
Except they always have objectives.

scrdest

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Re: Space Station 13: Urist McStation
« Reply #16457 on: May 01, 2014, 09:36:29 am »

No, it's a config option on Baycode servers. BS12 actually has it on.

The antags don't get any actual objectives, just the gear, and are expected to just come up with whatever goal fits the situation the character gets in (for traitor - so for example you get your pay cut by the HoP, so you take out your trusted revolver which YOU TOTES ALWAYS HAD HIDDEN SOMEWHERE and go murder him) or, for other antags, whatever makes the round fun.
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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.

Slayerhero90

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Re: Space Station 13: Urist McStation
« Reply #16458 on: May 01, 2014, 09:42:49 am »

So, the ship is empty...
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GiantBadger

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Re: Space Station 13: Urist McStation
« Reply #16459 on: May 01, 2014, 12:40:32 pm »

It's a goddam spacestation.
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Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #16460 on: May 01, 2014, 12:44:16 pm »

I'd like a station that's built like a space ship :P

BigD145

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Re: Space Station 13: Urist McStation
« Reply #16461 on: May 01, 2014, 01:15:20 pm »

I'd like to see a station designed from a side on cross sectional view. "Lifts" would be the only access between "decks".
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LordSlowpoke

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Re: Space Station 13: Urist McStation
« Reply #16462 on: May 01, 2014, 01:22:27 pm »

no

byond does /not/ like many z's

it handles one giant z significantly better than two smaller ones

had i any power over this shit i'd merge all current z's into one and make border teleports between fake z's so it looks like there's more than one at a glance

i mean sure if you design it this way it should be fine but then you have to set up shit like cross-z atmos and explosion handling, which would be pretty unwieldy pieces of code at the least, and the map would have to rely on a pretty static hallway network unless you want your mappers to go through the pain of setting up teleports every single time they edit anything

all lessons taken from bs12's luna, by the way.
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #16463 on: May 01, 2014, 01:43:35 pm »

I'm talking about one z.
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #16464 on: May 01, 2014, 02:12:27 pm »

How?
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #16465 on: May 01, 2014, 02:26:52 pm »

Make those transporter capsules into 'lifts', make a series of parallel corridors with departments on each end.
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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.

USEC_OFFICER

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Re: Space Station 13: Urist McStation
« Reply #16466 on: May 01, 2014, 02:30:49 pm »

Make those transporter capsules into 'lifts', make a series of parallel corridors with departments on each end.

And then people can bust up the ceiling and floors of each department and walk up and down through floors without any effort. Let's face it, the game is designed for a top-down view and you'd have to redo large chunks of the game to get the side-view perspective to work nicely.
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #16467 on: May 01, 2014, 02:33:22 pm »

Yah.

In other news, i still have about 30 ship designs for SS13 kicking about.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #16468 on: May 01, 2014, 02:41:54 pm »

Make those transporter capsules into 'lifts', make a series of parallel corridors with departments on each end.

And then people can bust up the ceiling and floors of each department and walk up and down through floors without any effort. Let's face it, the game is designed for a top-down view and you'd have to redo large chunks of the game to get the side-view perspective to work nicely.

No. Then they get sucked out into space.
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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.

USEC_OFFICER

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Re: Space Station 13: Urist McStation
« Reply #16469 on: May 01, 2014, 02:43:40 pm »

No. Then they get sucked out into space.

You know what I mean. Gravity to enforce the side-on view does not exist yet.
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