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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 ... 913 914 [915] 916 917 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 808255 times)

Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13710 on: June 16, 2010, 10:21:41 am »

Drew you guys a ship design real quick.
No idea personaly where access shafts should go so I left them out.
Spoiler (click to show/hide)
LARGE IMAGE WARNING!
make in 20 minutes in MS paint
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Rift

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13711 on: June 16, 2010, 10:28:33 am »

 ??? weapon ports?
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The Scout

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13712 on: June 16, 2010, 10:35:15 am »

Can someone explain how do I get on the bay12 server. Sorry but I'm technology stupid right now.
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Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13713 on: June 16, 2010, 10:55:54 am »

??? weapon ports?
For those wanting to destroy escape pods, astroids, shoot at ships to blow them up.
Cold mass launch garbage into space.
Kill space men.
Whatever elss you might want to do with it.
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Pick Yer Poison

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13714 on: June 16, 2010, 11:09:19 am »

??? weapon ports?
For those wanting to destroy escape pods, astroids, shoot at ships to blow them up.
Cold mass launch garbage into space.
Kill space men.
Whatever elss you might want to do with it.

We have other ships? And since when did asteroids and escape pods move slow enough to hit?
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Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13715 on: June 16, 2010, 11:15:33 am »

Never said they could.
Plus if we used the current escape pods as drop pods or rail launched boarding pods for syndicates, then used larger multipul space escape pods like I suggested we could blast them into pieces as they take off, maybe have a 40% chance that if the gun is set to hit escape pods they crash on a planet or something cool.
or they just die and the pod goes to a void space the other time.
40% crash
50% explode
10% escape with out being hit
raises % of not being hit on how many guns are operational, so if all are operational at 10% escape rate,then disableing a few guns would increase the odds.
Also meteors can move slower if we want them too, and them being hit is 40% default chance.
Lower if guns are off.
Syndicate rail pods cannot be shot down because they abuse a blind spot on the weapon system.
To keep the crew locked down the AI can set the guns to blast ANY ship leaving or entering the area, so the supply shuttle too.
The other ports I made are for any extra ships we add in.
Maybe blast away the labs or storage space there when they are ejected?
to keep the science locked inside or whatever elss a dead secret.
« Last Edit: June 16, 2010, 11:19:41 am by Saint »
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alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13716 on: June 16, 2010, 03:13:18 pm »

Also, we could have an astroid as an event that is loaded (with the map loader thing) at some time, then to get in you blast the soft outer shell to get to the minerals/plasma inside.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13717 on: June 16, 2010, 03:35:52 pm »

Thanks for the address Deon. Sooo....why are we private again?
Anything specific?
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Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13718 on: June 16, 2010, 03:36:53 pm »

Also, we could have an astroid as an event that is loaded (with the map loader thing) at some time, then to get in you blast the soft outer shell to get to the minerals/plasma inside.

I could imagine the blast being too big....

10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0-BOOOOOM... "I wonder if we blasted too far i- HOLY SHIT PLASMA ON FIRE RUUU-" bzzt.
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Quote
Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

x2yzh9

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13719 on: June 16, 2010, 03:54:27 pm »

And maybe the big asteroid could really rock you're ship. Ie. it blasts into the hull, hurting the engine massively and have a chance of releasing a blob.

And maybe pirate ships? It could be sort of a minigames, having people to man all the turrets, and they could act sort of like solar trackers(You would have to have the radar operationial to see what location to aim you're turrets, and it's health would gradually go down. I don't know if we should add in boarding, but they would be able to fire lasers as well that acts as basicallly the meteors but a little more damaging than the current meteor damage ingame.

alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13720 on: June 16, 2010, 04:33:22 pm »

Completely unrelated:

Apostrophes are for when there is a letter missing, or possesives, except for pronouns:
PronounPossesiveAre/Is
IMyAm
WeOurAre
YouYourYou're
HeHisHe is
SheHersShe is
TheyTheirThey're
ItItsIt's

[/Grammar nazi]
« Last Edit: June 16, 2010, 04:39:05 pm by alfie275 »
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Cecilff2

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13721 on: June 16, 2010, 04:41:55 pm »

Maybe he wants to be the ship.  Like River Tam.
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westsider_gw

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13722 on: June 16, 2010, 06:20:31 pm »

OK.. if the Bay12 server isn't showing in the BYOND list.. here's how you connect.

1.) Open Internet Explorer or Firefox.
2.) Paste this into the address bar: byond://74.194.120.230:9625
3.) Connect away :)

(For everyone out there who hasn't been able to figure it out)
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13723 on: June 16, 2010, 06:31:21 pm »

So, having a couple odd issues, but I am now starting to work on RAMPS for use in any new stations, to complement ladders and elevators.
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13724 on: June 16, 2010, 07:40:12 pm »

Annnnnd ramps now work for both players and bots :)
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