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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 822224 times)

zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13725 on: June 16, 2010, 08:54:13 pm »

Here we come X-COM combat simulation!  Yes!
New objective: X-COM combat simulator holodeck on station.  HOLODECK.  Not actual combat room.  You would have it teleport the squad off station into a special z-level(s) with the combat simulation there.  Would be a game mode.
« Last Edit: June 16, 2010, 09:03:18 pm by zchris13 »
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13726 on: June 16, 2010, 08:56:55 pm »

No.

I'm working on my own idea for a shipstation design.
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The Scout

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13727 on: June 16, 2010, 09:26:10 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)
Your the new jesus.
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13728 on: June 16, 2010, 10:36:48 pm »

Dunno if anyone else wants to try their hand at designing a ship-style map, but I'm finding this page to be great inspiration:

http://forums.galciv2.com/336081
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nuker w

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13729 on: June 16, 2010, 10:49:20 pm »

I was thinking about trying this weekend, how ever, I would like to do some mining arch work. I'll try to get a mining pod, basic equipment, a suit and maybe an asteroid map. Also, should you trust me enough, I'd like a copy of the joined source. It would cut out the need for a code merge, which give me headaches.  :)
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Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13730 on: June 16, 2010, 11:07:43 pm »

Is my design really that bad?
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13731 on: June 16, 2010, 11:13:30 pm »

it's a bit linear for my tastes..  what does anyone else think?
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x2yzh9

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13732 on: June 16, 2010, 11:35:31 pm »

Gonna have to agree with Sukasa on this one. Here's mine.
Spoiler (click to show/hide)

Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13733 on: June 17, 2010, 12:14:54 am »

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Evilgrim

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13734 on: June 17, 2010, 01:27:25 am »

x2yzy9, where be the Medbay?
And the AI..

D:
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Grakelin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13735 on: June 17, 2010, 02:40:04 am »

Yeah dude, the design is too simple for this sort of game (hiding your activities from others), and you forgot all the rooms. There's no engine, either.

EDIT: I'm confused about why we're looking at designing a ship in the first place. Is this in addition to the state or instead of? If all it takes is some work in paint, I can probably whip something up that will be a bit more bargey and less linear, which is what I think we want for SS13.

Though, we'd also still want it to be just linear enough that we can seal off sections of the ship when the hull is breached.
« Last Edit: June 17, 2010, 02:51:05 am by Grakelin »
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EagleV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13736 on: June 17, 2010, 03:09:59 am »

I'm bored, and when I'm bored, I start making ship designs, even though nobody wants them anymore :p

Spoiler (click to show/hide)

This is a ship. I think I included all rooms. The black is space, so there is space between the main body and the wings. This allows for easy lockdown of one section of the ship. The bridge can also be placed a bit more to the front, with one or two space walkways between it and the main deck, this would allow for an effective bridge lockdown as well, but two bombs - or cables cut - and it is completely useless. That's why I opted to keep it attached. The rest is fairly self-explanatory. I tried to mimick the designs of arrival and supply (never change a wining formula and stuff like that.) I forgot escape pods, but just add a corridor between medbay and bar, and between eva and suppy, and there is enough space to add an escape pod room. It's not perfectly safe, for instance someone with atmos access (acces?) could weld into plasma, but it is safe enough for a station that will explode anyway. Also, the middle deck should be a bit larger, so there is more room for engineering (an extra storage room) and the AI. Maintenance corridors are not added because I know nothing about how piping and electricity should go (and the corridors follow these, right?). Oh, and maybe more escape pods next to the bridge, so the heads have a better chance to escape, which is how nanotransen would want it.
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nuker w

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13737 on: June 17, 2010, 03:23:21 am »

Looks good to me from here. Thought i'd test the waters, who would be interested in the mining arch? Because if people like it (like I do) I plan to be doing alot of work on it, so I beter make shure its not in vain
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Grakelin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13738 on: June 17, 2010, 03:34:59 am »

Why is the server private? Were we not getting few enough players already, or what?
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Okay, so, today this girl I know-Lauren, just took a sudden dis-interest in talking to me. Is she just on her period or something?

gvazdas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13739 on: June 17, 2010, 04:10:21 am »

The server is private because everyone wants it that way. I don't know the reason. I like it that way too - less players = less chaos.
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It's a piece of crap, pretty much useless, and I need to spend my money in the smartest way.
I'll take it.
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