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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 807971 times)

Deon

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13245 on: June 04, 2010, 03:06:50 pm »

You should replace your blood with acid to get rid of contaminants.

P.S. Actually an acidic shower which slowly kills you if you have no protective suit is a fun idea.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13246 on: June 04, 2010, 03:34:06 pm »

Judge: I sentence you to death via acid!

Acid Shower: My skinnnnnnnnn!
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westsider_gw

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13247 on: June 04, 2010, 03:58:46 pm »

I reckon' thats not how I'd wanna die.. :-X
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alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13248 on: June 04, 2010, 05:15:16 pm »

Why does the acid shower have skin  :o ?
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Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13249 on: June 04, 2010, 07:25:03 pm »

My great engine design idea:
LISTEN ALL YOU CHILDRENS!
It goes like this:
Over all idea:

The engine room is like this, turbines are now main use for power.
They now have chances for random parts to break though and an engineer would have to fix them, hence giving them things to do!
Also hence multipul turbines. (i am thinking 8 turbines total? or maybe if we used rows of 2, 12 turbines?)
The turbine design goes like this:

It's also about recycling to be nice and tidy.
And then you have the gas storage room:

Where the vats and emergancy canister area is seperated by a group of walls (not accuratly drawn) incase of fire or explosion.

I also frogot to draw it but, if it would be feasable, a heater area is inbetween the canister area and the turbines to heat the plasma with it's own oxygen supply to the south to boost output (imagine hooking the plasma lab's one to the mixing chamber with 60k plasma in it). This is only if heated plasma boosts turbine output.
The risks with super heating the turbine plasma however involve the fact that the turbine is more prone to breaking at higher stress levels.
1% every roll normaly and up to 10% every roll if it gets bad enough.
Implementing and using some form of coolent to cool the turbine would be a great idea to help reduce the risk of breaking.

But Saint,this idea sucks, the turbines suck and we already have a great engine design!
Well my friend, too bad it's just an idea, cry about it.
But Saint, pipe calculations are super laggy! THIS IDEA SUCKS MORE!
Ahh but the current engine design uses LOADS of pipes!*
*this statement and question may be false but I assume someone would say that.
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Pick Yer Poison

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13250 on: June 04, 2010, 08:22:22 pm »

Even better idea:

Code: [Select]
___________    _________
|           |  |         |   ________
|  Plasma   |__|  Bomb   |__|        |
| vats/tank  __  storage  __  Medbay |
|  storage  |  |___   ___|  |________|
|___________|      | |
               ____| |____
              |           |
              | Captain's |
              | Quarters  |
              |___________|

;D
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13251 on: June 04, 2010, 08:28:55 pm »

Even better:
Code: [Select]
/---\_/---\_/---\_/---\
|???| |???| |???| |???|
|???   ???   ???   ???|
|???| |???| |???| |???|
\- -/ \- -/ \- -/ \- -/
|                     |
/- -\ /- -\ /- -\ /- -\
|???| |???| |???| |???|
|???   ???   ???   ???|
|???| |???| |???| |???|
\- -/ \- -/ \- -/ \- -/
|                     |
/- -\ /- -\ /- -\ /- -\
|???| |???| |???| |???|
|???   ???   ???   ???|
|???|_|???|_|???|_|???|
\---/ \---/ \---/ \---/

With each block of ? a random room...
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alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13252 on: June 04, 2010, 08:41:32 pm »

even better:
Code: [Select]
__   __
/SS\ /EE\
|SS|_|EE|
|SSD_DEE|
\__/ \__/

S = start shutte
E = Escape shuttle
D = door

[/joke]

Random maps are awsome btw, but you need some sort of node system, ie maintance nodes on the maintance tunnels/engineering so it does not join engineering to someones bedroom.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13253 on: June 04, 2010, 09:11:53 pm »

Even better:
Code: [Select]
/---\_/---\_/---\_/---\
|???| |???| |???| |???|
|???   ???   ???   ???|
|???| |???| |???| |???|
\- -/ \- -/ \- -/ \- -/
|                     |
/- -\ /- -\ /- -\ /- -\
|???| |???| |???| |???|
|???   ???   ???   ???|
|???| |???| |???| |???|
\- -/ \- -/ \- -/ \- -/
|                     |
/- -\ /- -\ /- -\ /- -\
|???| |???| |???| |???|
|???   ???   ???   ???|
|???|_|???|_|???|_|???|
\---/ \---/ \---/ \---/

With each block of ? a random room...
We could do a 3x3x3 station now. Really have some fun with z levels.
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Orb

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13254 on: June 04, 2010, 09:35:29 pm »

Even better idea:

Code: [Select]
___________    _________
|           |  |         |   ________
|  Plasma   |__|  Bomb   |__|        |
| vats/tank  __  storage  __  Medbay |
|  storage  |  |___   ___|  |________|
|___________|      | |
               ____| |____
              |           |
              | Captain's |
              | Quarters  |
              |___________|

;D

I endorse this idea. Though, the arrival bay should be north of the bomb storage.
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Deon

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13255 on: June 04, 2010, 09:40:52 pm »

Code: [Select]
___________    _________
|           |  |         |   ________
|   Bomb    |__|  Bomb   |__|        |
|            __  storage  __  Bomb   |
|  storage  |  |___   ___|  |Storage |
|___________|      | |      |________|
               ____| |____
              |           |
              |    Bomb   |
              | Storage   |
              |___________|
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13256 on: June 04, 2010, 10:09:46 pm »

Even better idea:

Code: [Select]
___________    _________
|           |  |         |   ________
|  Plasma   |__|  Bomb   |__|        |
| vats/tank  __  storage  __  Medbay |
|  storage  |  |___   ___|  |________|
|___________|      | |
               ____| |____
              |           |
              | Captain's |
              | Quarters  |
              |___________|

;D

I endorse this idea. Though, the arrival bay should be north of the bomb storage.
Bomb storage is the Arrival Bay. Haven't you seen the migrant welcome rooms in fortresses?
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13257 on: June 04, 2010, 10:41:14 pm »

even better:
Code: [Select]
__   __
/SS\ /EE\
|SS|_|EE|
|SSD_DEE|
\__/ \__/

S = start shutte
E = Escape shuttle
D = door

[/joke]

Random maps are awsome btw, but you need some sort of node system, ie maintance nodes on the maintance tunnels/engineering so it does not join engineering to someones bedroom.
So I woke up today and had to ask over the intercom for access to the door so I could get across engineering and to the hallway where I then had to be escourted again to the hallway so I could go to the bathroom which is all the way across the station through medbay,plasma research, the bridge and across medical research. I then have to walk ALL THE Way back to get ready for work then get across to the other end through a load of other stations to the network office where I sit there for 8 hours then go back to my room for the night, once again escourted all the way back.
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You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13258 on: June 04, 2010, 10:55:17 pm »

The existing random map section system already supports categories, so make a "maintainence" category and group the load-markers for them, make a "living quarters, peasant" and "living quarters, nobles heads" category...
Currently, categories are reccomended to be used at least for size matching.
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13259 on: June 05, 2010, 06:14:33 am »

Ooh can we randomnize size categories? :D

So we end up with stations with insufficent medical bays and massive bars, or a miniscule engine and a bridge you could herd elephants around and play fetch. Curiously mismatched abomination stations
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