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Poll

Which update would you like the most?

Randomized Backstories
- 67 (25.9%)
Genetic Additions
- 98 (37.8%)
Mess Hall
- 50 (19.3%)
Revamped Area
- 44 (17%)

Total Members Voted: 257


Pages: 1 ... 770 771 [772] 773 774 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 807871 times)

Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11565 on: April 29, 2010, 04:11:12 pm »

Yeah, but the problem is, the transport device (what a fancy name for a locker) needs internals, right? And if you miss the arm because the power's out, what's going to happen? He's going to go flying off into space with no way back to the game, that's what.
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11566 on: April 29, 2010, 04:29:53 pm »

So what it becomes is a very sophisticated form of grief.  Don't do it, man, just don't go there.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11567 on: April 29, 2010, 04:46:39 pm »

Hey, it's not like you can't do it now. Knock a guy out, give them internals, weld them into a locker and space them and you have basically the same effect.

It's just this time it'd be unintentional and therefore even more annoying.
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11568 on: April 29, 2010, 04:47:56 pm »

Therefore, less bannable.  It's a bad idea.
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Matz05

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11569 on: April 29, 2010, 05:14:43 pm »

How DO you get plump helmets in BS12? Pour booze on the floor in a dark place and hope for the best?
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Shadowlord

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11570 on: April 29, 2010, 05:15:47 pm »

Ah, I remember when the prison station was used - and was a death sentence: You stuffed prisoners in their cells and a few minutes later, they were dead due to the cells lacking any kind of air circulation or filtration.

I think people stopped using it when you stopped being able to start as the prison warden to get free stuff and high-level ss13 permissions.
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Dyjeccu

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11571 on: April 29, 2010, 05:24:41 pm »

Yeah, but the problem is, the transport device (what a fancy name for a locker) needs internals, right? And if you miss the arm because the power's out, what's going to happen? He's going to go flying off into space with no way back to the game, that's what.

Just have brig escape pods that terminate directly in to cells on Centcom.
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Pick Yer Poison

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11572 on: April 29, 2010, 05:31:44 pm »

Just have brig escape pods that terminate directly in to cells on Centcom.

Mind rephrasing this? It doesn't make much sense.
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Pick Yer Poison

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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11573 on: April 29, 2010, 05:59:12 pm »

Brig escape pods that end with you in a cell at CentComm.

Still leaves you out of the game with the added problem of nobody coming to get you, in all probability.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11574 on: April 29, 2010, 05:59:56 pm »

No, here is my idea.

Mass driver points west from brig. Large supply of gas masks and oxy tanks there.

Prison station has a full arm that goes down, with walls and floors but no air, that intercepts the mass drivers path.

Lockers arrive, person gets out and runs north to get into prison station proper, where it finds, preferably, one of the ID kiosks.

Then, they can putz around on there or try to make it back to the station.
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Rakonas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11575 on: April 29, 2010, 06:29:49 pm »

Something I forgot to mention. When people are 'braindead' you could add something to when you examine them (similar to the "their eyes are closed as if sleeping")

Though, it's easy to tell who's braindead anyways just when they talk... but still...

This is a great idea. If we do this, we can remove the annoying phrases spammed by braindead people every 20 seconds.
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Ozyton

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11576 on: April 29, 2010, 06:38:03 pm »

Also, now that we have food, replace the "box" item in the backpack with a "lunchbox" pre-packed with a yummy fuds.

Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11577 on: April 29, 2010, 06:38:40 pm »

Perhaps a visual icon would be better, so you can tell, at a glance, who's braindead or not.
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Pick Yer Poison

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11578 on: April 29, 2010, 07:29:05 pm »

Make all braindead people have a dunce cap on their head.

Also, on an unrelated note, can you guys please fix that bug that prevents dead players from talking in deadchat half the time?
« Last Edit: April 29, 2010, 07:32:35 pm by Pick Yer Poison »
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Pick Yer Poison

GENERATION 12: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Lend a hand to the Bay Station 12 Space Station 13 wiki!

Dyjeccu

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11579 on: April 29, 2010, 07:34:00 pm »

Just have brig escape pods that terminate directly in to cells on Centcom.

Mind rephrasing this? It doesn't make much sense.

I will use pictures, in two methods.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Or use the arm idea. Either way the prison shuttle is eliminated, as per the goal, to make way for a mining shuttle.
« Last Edit: April 29, 2010, 07:36:03 pm by Dyjeccu »
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