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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


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Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 808109 times)

alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11670 on: May 01, 2010, 10:07:28 am »

Could we have a combination system like wiremod? The hardest part would be the icon but you could make a sort of "project box" type object that you place all the objects in then activate it to connect the I/O of each component then just show the box icon. Objects that don't look like they should fit in box should just have the box icon drawn onto it.

Or: Make each object have component icons, so that that when they are placed on different sides of other things they look ok. Just have some sort of common edge that they must share, sort of like the community pixel art thing in creative projects.
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Matz05

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11671 on: May 01, 2010, 11:22:24 am »

Modular items: YESSSSSSS!!!!
Wiremod: YESSSSSSSS!!!!
Modular, wiremod-type projects: Matz05 cancles Post: Head exploded.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11672 on: May 01, 2010, 12:26:42 pm »

Matz05 cancles Post: Head exploded.

What, you can't post because one of the hosts exploded?
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Matz05

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11673 on: May 01, 2010, 12:30:08 pm »

Modular items: YESSSSSSS!!!!
Wiremod: YESSSSSSSS!!!!
Modular, wiremod-type projects: Matz05 cancles Post: His head exploded.
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11674 on: May 01, 2010, 01:04:38 pm »

Personally, I like the rectangular windows, but the ones with the insets look...  just too blobby really.

The Telnet thing will be fixed shortly.

wiremod-ish stuff sounds...  interesting.  Any ideas what you would want to be able to do with it?
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Sixteen

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11675 on: May 01, 2010, 01:07:17 pm »

Any ideas what you would want to be able to do with it?

Everything.
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Shadowlord

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11676 on: May 01, 2010, 01:21:27 pm »

Could we have a combination system like wiremod? The hardest part would be the icon
You seem a little confused.
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Matz05

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11677 on: May 01, 2010, 01:56:53 pm »

It would make the goons cry to see Bay12 with a system of Inputs and Outputs on items and a way to bolt/strap/tape/stick-with-gum arbitrary items together. It would allow cool things like laser turetts and also make more interesting bomb-squad jobs where you arent sure exactly WHAT you are facing or how it's detonated.

Multiple detonaters/anti-tamper anyone?
Tazer gun point-defence on a timebomb?
Plasma canisters tapped 10 seconds before bomb detonation?
Proximity device that signals to the airlocks to close, waits 2 seconds, signals them to bolt, releases a tank of CO2?
IRlaser->revolver deathtrap?
An electrified shell on a remote bomb?
An automated medical station that scans an area constantly and applys bruise-packs and ointment if nessasary?
Said station sabatoged to apply acid syringe to people with a certain ID?
The possibilities are endless.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11678 on: May 01, 2010, 02:01:00 pm »

Multiple detonaters/anti-tamper anyone?
Done. Use a proxy as the trigger, can't be undone without setting it off. Can set it off though without getting close.

Tazer gun point-defence on a timebomb?
Proxy. No need to defend.

Plasma canisters tapped 10 seconds before bomb detonation?
Would be nice
Proximity device that signals to the airlocks to close, waits 2 seconds, signals them to bolt, releases a tank of CO2?
Can be done.

IRlaser->revolver deathtrap?
Would be nice.

An electrified shell on a remote bomb?
Proxy
An automated medical station that scans an area constantly and applys bruise-packs and ointment if nessasary?
EXTREMELY useful.

Said station sabatoged to apply acid syringe to people with a certain ID?
Very nifty.

The possibilities are endless.
Perhaps.
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Evilgrim

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11679 on: May 01, 2010, 02:31:09 pm »

It would make the Evilgrim cry to see Bay12 with a system of Inputs and Outputs on items and a way to bolt/strap/tape/stick-with-gum arbitrary items together.

Fixed.

But if we were doing this Wiremod style..

Proximity Bomb:
Basically, you'd have a Proximity Laser going across a hallway, seeing as the hallway was 3 tiles long, it's be outputting "Length: 3" [And probably some other freaky stuff] anyway, you could wire this up to a  on the Bomb, wired to the Igniter, and the Igniter would be wired so that if it's Ignite input was 1. Then. Boom! :D
Does that make sense?

Code: [Select]
Proximity Laser = 3
If < 3 = 1.
Ignite.

That's basically it.
Ohh yes, some ideas..

Code: [Select]
Comparison Chip. [Less Than, Greater than. Etc.]
Subtraction.
Addition.
Ranger/That Proximity Laser.
Beacon/Locater finder.
Buttons.
ID Scanners.

JUST SOME THOUGHTS.

« Last Edit: May 01, 2010, 03:05:21 pm by Evilgrim »
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11680 on: May 01, 2010, 02:54:21 pm »

That's awesome.

BTW, lots of people on "Cowed" talk about SS13, and they pretty much agree that Baystation12 owns.

Also, please NEVER NEVER make us "RP attacks". It's no fun when I have to "emote sneaks up to the jailer and attacks" and then get around to attacking. It destroys the purpose of suprise.
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Orb

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11681 on: May 01, 2010, 03:09:24 pm »

It would be nice if someone else besides head* hosted, atleast occationally. I have a really bad connection to Head's location, as many people do.


*Not that I dont appreciate that you do, anyway.
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Rakonas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11682 on: May 01, 2010, 03:13:57 pm »

How about collateral damage for lasers and tasers? Say someone is sitting at a terminal, and someone fires a laser/taser at him and it hits the terminal. Terminal could be destroyed or temporarily inactive. Thus, when you see someone running to a terminal to do something dangerous/helpful, you could just shoot the terminal and not risk them dodging. Or, you could accidentally destroy a vital terminal while having a fire fight in an area. I suppose it could also work for other things, like pipes/switches/light bulbs. I think it would make fire fights more flavorful.
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Matz05

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11683 on: May 01, 2010, 03:51:53 pm »

Yeah, guns kill people, but the also kill windows and computers! Laser/revolver fights should break stuff and tazers should at least temporarily disrupt electronics. Maybe give them a 50/50 chance of disarming/seting off prox. bombs?
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Zeta

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11684 on: May 01, 2010, 04:00:49 pm »

Pretty sure that's a mistake, and fixing it would be useful (since it would allow for a means of drawing from the 5 storage areas for the 5 gases AND also allow a safe on-station spot to divert all hazardous gases to [read: PLASMA])
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