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Author Topic: Space Station 13: Urist McStation  (Read 2125185 times)

Cheedows

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Re: Space Station 13: Urist McStation
« Reply #21945 on: April 10, 2015, 03:09:59 pm »

Thanks Vactor.
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bluwolfie

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Re: Space Station 13: Urist McStation
« Reply #21946 on: April 10, 2015, 05:12:59 pm »

I think I may of noticed some updates to the traitor interface when you buy tator items.. Looks slightly different, maybe with a new item or something?
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Slayerhero90

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Re: Space Station 13: Urist McStation
« Reply #21947 on: April 10, 2015, 05:30:22 pm »

I think I may of noticed some updates to the traitor interface when you buy tator items.. Looks slightly different, maybe with a new item or something?
Do y'all over here on Urist have the cane sword yet?
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #21948 on: April 10, 2015, 07:33:53 pm »

Do y'all over here on Urist have the cane sword yet?
Is it a Bay item? Also, if so, how recently was it added?
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #21949 on: April 10, 2015, 08:34:38 pm »

Do y'all over here on Urist have the cane sword yet?
Is it a Bay item? Also, if so, how recently was it added?
Yes, added in the previous dev branch pull, so we don't have it yet.
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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.

Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #21950 on: April 10, 2015, 09:28:06 pm »

Do y'all over here on Urist have the cane sword yet?
Is it a Bay item? Also, if so, how recently was it added?
It seems to be a switchblade hidden in a cane. Two crystals. With any hope it'll get a little more use than the morphic clerical kit, which I found a use for exactly once in my time. :P

Donuts

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Re: Space Station 13: Urist McStation
« Reply #21951 on: April 11, 2015, 12:01:23 am »

Well, that was a completely awesome round, at least for the guys in medical!
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bluwolfie

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Re: Space Station 13: Urist McStation
« Reply #21952 on: April 11, 2015, 12:06:03 am »

We got 5 peeps, could use more, please join.

Thank you for serving with Nanotrasen.
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Naverin

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Re: Space Station 13: Urist McStation
« Reply #21953 on: April 11, 2015, 08:10:45 am »

That round that went till 1am EST was awesome!

I was chief engineer.  ended up  trying to get the captains spare ID to be able to access more of the station,  saw someone in the captains office who teleported away.  I jumped through the portal and engaged in combat in atmospherics.  I got tore up by the energy sword but managed to get the hand tele back.  I did a no lock jump into space (Yikes!) and then no jumped into engineering.  I ran for the microwave as I was bleeding all over to warm a donk pocket (tricord)   I yelled for the AI to help me and passed out.

A solid 15 min of real life time passed and I came back to my screen to see myself in the cryotube..  After another 15 min of medical work (I was in bad shape) I was patchedup and able to function.

I was voted into captain ship and grabbed the ID and adjusted my ID card.

The traitor was detained by a borg, while i was outcold almost dying.  We transported her to medical for a physical and psych evaluation to determine if we could have her make a decision about her captail punishment of being Perma-brigged until crew transfer or being exiled through the gateway.   While that psych eval was happening, I went to order some supplies in cargo and was attacked by a giant spider.   Toxin and a broken leg adding up I was down for the count AGAIN...   incapacitated I have no clue whats happening for a solid 15 min while im being patched up.. (THANK YOU MEDICAL).  Shortly after coming to a crew transfer is scheduled  as i'm sure a good majority of us were tired and wanted to go to bed!

We transferred off successfully with 1 miner wondering in space and 1 geneticist in the medical dorm still on the station.

Traitor Role play was the most stellar Ive ever seen!

Thanks all for an awesome round,  Its what keeps me coming back to SS13 especially this server.
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Tsuchigumo550

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Re: Space Station 13: Urist McStation
« Reply #21954 on: April 11, 2015, 08:44:39 am »

Ironically, the only thing that sparked all of this was Derya going after the Spare ID at about the same time. I had an Agent card, and was just going to scan it and run away.

The hand-tele was an emergency escape option, which backfired heavily. I wasn't planning on harming you at all, until getting thwacked by the crowbar. I still didn't want to -kill- you, I just wanted your ID. Unfortunately, you got up before I could grab it, and the Borg came in around that time, too.

The borg wound up not managing to down me with all their tazer shots, and I managed to disable it with my sword just as it cuffed me. I was able to uncuff myself, and I'm pretty sure the madness set in at that point, as I started madly trying my best to escape Atmospherics. The hand tele was gone because I threw it at Stark in an attempt at peace, the AI had locked the doors, and my identity (previously "floor" thanks to the Agent ID) had been revealed through the radio. I can't remember when the voices started, but about here was when the psychosis started setting in.

Derya's ingenious plan was to use her Chameleon Projector to fuck with the AI. She tossed all the gear people knew about in a corner, and then hid in a locker waiting for someone to come pick her up. As soon as they asked to be let in, she used the chameleon projector (as the AI wouldn't see it). Open the locker, and... it's a fire helmet.

I was in a bad spot, though, and the search continued without any doors opening. I was going to open the locker and try to act omnipotent, but that just managed to get me caught in a grate. Eventually I was freed, and taken to Medical.

In which I hide as a pen in a chair, convince my escort that I've gotten into Chem, and run for my life down the hallway. The voices are in full swing now, convincing me that the medical team is going to experiment on me and that Security is going to torture me, so Derya goes where she's happiest.

Hydroponics. She spends quite a block of time here just breaking down, trying to get into the kitchen. Medbay was adamant about getting her out of here, but understandably, she entrenched herself inside. She was basically harmless and helpless at this point, but it still took the rebuilt Borg to (thrash her into submission and) drag her out. The voices continued harrassing her, and it was about this point that she started responding to them over the radio.

Sometime during the brigging, Derya stopped talking. A combination of realizing that the voice wasn't actually coming from her radio and the way it twisted every hopeful statement she made around scared her into muteness. I'm sure this was interesting and probably creepy for the bystanders, as they didn't get the mental messages Derya was actually responding to.

She did her best to be complacent with the psych eval, and started to recover slightly just because no one had tried to take her brain out yet. This is about when shit started to go down with spiders, and Derya was still a nervous wreck- one that got locked in Chem.

Being alone with a voice in your head is not fun. Her first action was to make a grenade (poly-acid smoke and explosion), in an attempt to knock herself out and possibly melt away, just to stop hearing the voice. It exploded harmlessly, causing panic on the station. The voice liked the panic, and Derya made another, more potent explosive... dropping it in the trash chute while it was active. She was still influenced by the voice, although she hated the idea of it, leading to her third action: mindbreaker toxin gas cloud.

As soon as she'd huffed enough of it for Stark to come by and beat her up (because mindbreaker), Nokolai walked back in and prevented her from doing much more. At this point, she's seeing and hearing more than just voices, temporarily forcing herself to talk. This lasts a while, but eventually she's sedated, and the round ended. Technically she was given the wrong psychiatrist's drug, since anxiety/stress/bestmins were her problem and not ADHD. Of course, to everyone else, she'd been babbling nonstop, and was running in circles after breathing god-knows-what. In fact, I can only imagine what dealing with Derya was like when you only had her half of the conversation to go by.

Derya was silent by the time Stark came by, and she tried to apologize, just... couldn't, due to the whole "I can't talk" thing.
Overall, a great round.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #21955 on: April 12, 2015, 05:32:27 am »

The new TG mode got merged:
Shadowlings.

Basically, a shadow thing spawns, and it has to enthrall enough people to ascend.
Is really fucking fun, and the ascendant shadowling flattened a 20-man deathsquad in like half a second.
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Donuts

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Re: Space Station 13: Urist McStation
« Reply #21956 on: April 12, 2015, 06:15:21 am »

Is really fucking fun, and the ascendant shadowling flattened a 20-man deathsquad in like half a second.
That's pretty robust.
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Cheedows

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Re: Space Station 13: Urist McStation
« Reply #21957 on: April 12, 2015, 10:32:40 am »

Lings based on enthralling rather than absorbing and stealing their identity? Consider me sold, this sounds pretty good so far.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #21958 on: April 12, 2015, 10:43:44 am »

Lings based on enthralling rather than absorbing and stealing their identity? Consider me sold, this sounds pretty good so far.
I'm working on something similar in idea, basically a zombie virus outbreak-style gamemode.
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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.

Cheedows

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Re: Space Station 13: Urist McStation
« Reply #21959 on: April 12, 2015, 11:08:30 am »

Damn, you silly coders working to give us awesome unique gamemodes.  :P
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