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Author Topic: Space Station 13: Urist McStation  (Read 2124316 times)

hops

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Re: Space Station 13: Urist McStation
« Reply #21600 on: March 20, 2015, 04:59:26 pm »

Well you were alreayd on. I meant people who aren't playing because "hurr durr nurr plurryurr"
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Cheedows

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Re: Space Station 13: Urist McStation
« Reply #21601 on: March 20, 2015, 06:11:20 pm »

People are on, let's keep this pop consistent for next week.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #21602 on: March 20, 2015, 06:41:14 pm »

I'll hop on later when I get home from work.

Events are tomorrow at 5-6PM EST (I mean I'm starting around then) and 7PM or so EST Sunday.

hops

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Re: Space Station 13: Urist McStation
« Reply #21603 on: March 20, 2015, 07:43:48 pm »

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Cheedows

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Re: Space Station 13: Urist McStation
« Reply #21604 on: March 20, 2015, 07:56:05 pm »

Damn, I don't think I can make it to the Saturday events tomorrow. Sunday I probably can though.
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Naverin

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Re: Space Station 13: Urist McStation
« Reply #21605 on: March 20, 2015, 10:01:26 pm »

I enjoy playing an Engineer and starting up the engines but I've hopped on the past week a bit and the engines almost never running.

My recommendations on power is simple.  All solar is direct wired to the grid allowing the station to function in life support mode with minimal power but enough to keep lights and machinery online on some level.  Maybe med bay is powered down so no cryo/cloning available since those draw a bit.

That lets people just kinda hop on.. run around play a bit and not worry about doors/lights being closed and off.



Also Atmospherics at the start of rounds is all kinds of broken.   pumps and crap on all over and nothing configured correctly so the main distro line doesn't fill without someone working atmos up.

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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #21606 on: March 21, 2015, 06:07:33 am »

Honestly, you can run the entire station off of the solars, medbay and all, if you turn off lights in un-used areas like the law office, detectives office, various dorms, without even wiring them directly to the grid.
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Donuts

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Re: Space Station 13: Urist McStation
« Reply #21607 on: March 21, 2015, 06:49:37 am »

I'll be on this weekend, yay!
Pretty surprised we got to 13 players yesterday for a whole round, too.
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Slayerhero90

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Re: Space Station 13: Urist McStation
« Reply #21608 on: March 21, 2015, 12:31:36 pm »

I can't remember, does Urist have a fully-functioning xenoflora lab, with the bioballistic thingy and the lysis-isolation centrifuge?
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #21609 on: March 21, 2015, 02:11:37 pm »

I can't remember, does Urist have a fully-functioning xenoflora lab, with the bioballistic thingy and the lysis-isolation centrifuge?

Yeah, it's in the asteroid lab.

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #21610 on: March 21, 2015, 05:03:06 pm »

Event's starting shortly.

scrdest

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Re: Space Station 13: Urist McStation
« Reply #21611 on: March 21, 2015, 05:09:43 pm »

Event's starting shortly.
As in, RIGHT NOW. Hop in!
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #21612 on: March 21, 2015, 05:10:32 pm »

Its fallout, so get yer bums on before its not fallout.
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HissinhWalnuts

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Re: Space Station 13: Urist McStation
« Reply #21613 on: March 21, 2015, 06:13:58 pm »

What if we hate fallout?
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #21614 on: March 21, 2015, 06:27:14 pm »

Get on other way, to listen to OOC and keep us company?
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