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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 ... 208 209 [210] 211 212 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 825328 times)

Yanlin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3135 on: July 27, 2009, 08:29:42 pm »

I can has full picture of this new map?
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WE NEED A SLOGAN!

Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3136 on: July 27, 2009, 10:08:51 pm »

http://www.freewebs.com/trorbes/save/BS12_updated.PNG

This includes the additional update I sent to Johbson (which I apparently can't upload to webs.com as a .zip file).  More emergency closets, stopped the atmos leak in Toxins, fixed the wiring and piping around the station, and removed the mass-driver-transit to Toxins in favor of a corridor.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3137 on: July 27, 2009, 10:29:13 pm »

I disagree with the mass-driver-transit-removal.

It was/is a GREAT no-blame asassination method for the AI, if you close th doors mid-transit. They blame it on a malfunction(and it is, in a way) but not the AI's fault. They think it is just a failure of new complicated technology.
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Eh?
Eh!

Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3138 on: July 27, 2009, 10:44:03 pm »

People said they didn't care for it, and they wanted it removed, so I removed it.  I can see why; it's dangerous, unreliable, and can easily trap people in the even of a power outage or sabotage, and with the unreliable state of power in the late-game (especially on the Toxins station) it becomes a deathtrap.
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3139 on: July 28, 2009, 12:59:53 am »

Yeah, I hated to go to the toxins module, because of those reasons.

In other news, the server will be back up in about half an hour, sorry for it being down, but, happens, and all that.

Also, I have had a stroke of genius, and I cannot wait for the next time I'm traitor. I urge you all to look forward to it as much as I do.  ;D
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Poltifar

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3140 on: July 28, 2009, 01:08:14 am »

Seeing as religion has seeped into this thread, I will be playing the chaplain next round.

Expect to be annoyed :P
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3141 on: July 28, 2009, 01:44:44 am »

Server is back up! Jooooooooin.
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Poltifar

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3142 on: July 28, 2009, 01:59:05 am »

Cant join, for whatever reasons. Internet lagging too much probably. Will try again later.
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3143 on: July 28, 2009, 02:12:58 am »

Gah. My brilliant idea doesn't work due to the fact that door wires are bizarre. Oh well, wonder if anyone can change that..

Spoiler (click to show/hide)
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Giant Snowman

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3144 on: July 28, 2009, 04:31:17 am »

The id wire works a bit different from the other ones. Notice how pulsing it makes the lock blink red in the same way it does when you try to open a door you don't have access to? Pulsing the control or power wires cuts them for about a minute.
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Benzene on steam.

Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3145 on: July 28, 2009, 04:33:05 am »

The id wire works a bit different from the other ones. Notice how pulsing it makes the lock blink red in the same way it does when you try to open a door you don't have access to? Pulsing the control or power wires cuts them for about a minute.

Thats right, but thats not my genius plan.  ;D
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MarineElite

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3146 on: July 28, 2009, 09:15:19 am »

http://www.freewebs.com/trorbes/save/BS12_updated.PNG

This includes the additional update I sent to Johbson (which I apparently can't upload to webs.com as a .zip file).  More emergency closets, stopped the atmos leak in Toxins, fixed the wiring and piping around the station, and removed the mass-driver-transit to Toxins in favor of a corridor.

Im just curious but where was the atmosphere leak in toxins.
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Also to those it may concern How to bybass Troubles with your IP on Byond

Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3147 on: July 28, 2009, 09:41:14 am »

The Engine & Mass Driver room in the north of Toxins vented atmos.  Turns out it was a pipe under a window.
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cib

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3148 on: July 28, 2009, 10:00:45 am »

Yay, so it's fixed?

On a related note, I disagree with the mass-driver removal as well. It simply gave a "high security" feeling to the Toxins area, similar to the prototype. In my opinion, moving between Toxins and the station >should< be hard. Though, I think that toxins should have efficient ways of producing energy in the long run.. For example, a small mixing room with a vent, so you can create a "mini-engine", rather than having to pre-heat gases in order to produce energy with the TEG.
« Last Edit: July 28, 2009, 10:06:15 am by cib »
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MarineElite

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3149 on: July 28, 2009, 10:22:49 am »

The thing that would make the walkway a ton better is the Expanding bridge instead of mass drivers or a walkway with just airlocks.

Also it appears the original makers of SS13 are making there own game of it not on byond.
« Last Edit: July 28, 2009, 10:32:14 am by MarineElite »
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Also to those it may concern How to bybass Troubles with your IP on Byond
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