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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 ... 327 328 [329] 330 331 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 810657 times)

Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4920 on: October 07, 2009, 11:02:25 am »

Yeah.
Right, you have two severely overpowered things.
Also yeah, IT is more of a placeholder at the moment, I think it needs balancing etc.
It should have a weakness that isn't sleeping pills.
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4921 on: October 07, 2009, 11:08:13 am »

Overpowered?

I once killed IT with a FUCKING screwdriver and a sheet of metal. I shit you not. I killed IT by beating it's goddamn brains out.

Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4922 on: October 07, 2009, 11:20:30 am »

Eh, it was overpowred once.
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4923 on: October 07, 2009, 11:30:39 am »

I did this when it first came out.

Skibiliano

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4924 on: October 07, 2009, 11:42:42 am »

Yeah.
Right, you have two severely overpowered things.
Also yeah, IT is more of a placeholder at the moment, I think it needs balancing etc.
It should have a weakness that isn't sleeping pills.


Yeah! Also, I am the one who did the thing with the pills.
I think his weakness could be something like Extreme heat..
What if... his weakness would be that his lungs could breathe in space and such, but if air pressure is over 400%, he starts to suffocate majorly after being in a high-pressure area for 30 seconds.
Or something like that.
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4925 on: October 07, 2009, 11:46:43 am »

Overpowered?

I once killed IT with a FUCKING screwdriver and a sheet of metal. I shit you not. I killed IT by beating it's goddamn brains out.

Seems to be standard operating procedure on encountering new and exciting xenomorphs.

Quite a while, I'd wager.

We need to get our coders to make some of this happen!

Incidentally, which tutorials did you use to learn the game programming?

I didn't. Next question.

Oh man, they even have coffee machines...

*Jim Dandy cancels fueling engine: drinking *
« Last Edit: October 07, 2009, 11:48:42 am by Cajoes »
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andrea

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4926 on: October 07, 2009, 11:48:03 am »

IT's problem is that, while nearly unkillable, can be easily stunned. a couple of people with a taser can win easily if they play well.

chaoticag

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4927 on: October 07, 2009, 11:53:46 am »

IT's problem is that, while nearly unkillable, can be easily stunned. a couple of people with a taser can win easily if they play well.
A toolbox to the groin can be just as devastating, and causes memory loss for some reason. It more or less stops being fun when IT is knocked out and three people try to brain it to death with toolboxes.

Also, I was wondering if it would be a good idea to make a radio jammer object for the traitor that can jam radios within a radius.
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andrea

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4928 on: October 07, 2009, 12:04:26 pm »

well, it would be an awesome item. perfect for stealth killing... activate before you strike, kill, and maybe move the body, then your crime goes undiscovered until somebody finds the corpse.

Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4929 on: October 07, 2009, 12:06:13 pm »

For traitors, a mind control ray would also be cool.

Unless, of course, we simply bash you in the groin, and TELL you that you are the traitor's accomplice.

Skibiliano

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4930 on: October 07, 2009, 12:21:44 pm »

How about an implant for the traitor that "modifies" speech if possible.

Yes -> No
No -> Yes
And something like that...

Ofcourse, the speaker would not see his speech as the unmodified version.

Cog: Hey, are you a revolutionary?
Urist Testsubject: Yes (No)
« Last Edit: October 07, 2009, 12:26:43 pm by Skibiliano »
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4931 on: October 07, 2009, 12:24:13 pm »

Um, that's easily Circumvented.

"Halp! The traytur is *name*!!!!"

beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4932 on: October 07, 2009, 12:25:33 pm »

I like the idea of having some way to deal with people who discover you, without killing them.

I got it. Zombie serum. After you kill a person, you can inject it to get a loyal zombie, who follows your commands but can't speak, except for brains. Not sure if it should be infectious or not.
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Skibiliano

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4933 on: October 07, 2009, 12:30:23 pm »

Um, that's easily Circumvented.

"Halp! The traytur is *name*!!!!"

Or how about the messages are on a queue?
The traitor has 10-20 seconds per message to cancel or allow a message to be transferred.
The traitor has to be in a certain range for the device to be used.
"Halp! The traytur is Armok!!" [Allow] [Disallow] 7 seconds ago
"Hey! can anyone hear me?" [Allow] [Disallow] 3 seconds ago
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The Survivor

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4934 on: October 07, 2009, 12:33:14 pm »

I like the idea of having some way to deal with people who discover you, without killing them.

I got it. Zombie serum. After you kill a person, you can inject it to get a loyal zombie, who follows your commands but can't speak, except for brains. Not sure if it should be infectious or not.

Yeah, that would be pretty cool. Or maybe you could make a thing that makes them not be able to talk! That would be cool.
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'Sup.
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