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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 ... 647 648 [649] 650 651 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 807703 times)

bluephoenix

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9720 on: April 07, 2010, 09:39:04 pm »

Fix the "The shuttle is leaving" bug please, server is stuck.


What game mode?
zombie, well pretty much every mode
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9721 on: April 07, 2010, 09:42:31 pm »

The epilepsy is a lie.

I am a genetic GOD.
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Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9722 on: April 07, 2010, 09:57:32 pm »

Well, look at the current situation of zombie media...

No one stereotype prevails, just that they *are* zombies, and they usually can infect people.

Thus, it would be better to just say that the zombie media covers every concept of zombie that it does in Real Life, and then some additional ones that no movie has considered yet.


Better yet, maybe have a bunch of binary states to decide what zombies are like, with each sde to each state having advantages and disadvantages. Example: either they shamble along but can revive even from death given time, or they are just as fast as a regular player, but death is final.

Each state-pair would have it's state chosen randomly.

There could be an admin menu with the various state-pairs, and an override to have both of neither(though the initial randomization would pick one or the other, and neither none or both)

Maybe have it so they are slow and only can die from head injuries because reviving after death would make them impossible to kill, oh and add a genetic way to revert them, so they can be saved, and add a Genetic injector launcher that can be built, so they don't have to get close.
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9723 on: April 07, 2010, 10:40:28 pm »

I believe I talk for sensibility here (wow that's a new one) but a syringe gun is just plain dumb.

▼It's already hard enough to hit people as it stands.
« Last Edit: April 07, 2010, 10:52:38 pm by zchris13 »
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alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9724 on: April 07, 2010, 10:49:01 pm »

Maybe if you could pull them out and there was a chance it could miss or break.
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9725 on: April 07, 2010, 10:53:44 pm »

Syringe gun? Really? You know I *do* have ideas that aren't ripping off the goons.  :P
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alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9726 on: April 07, 2010, 11:11:44 pm »

How about DNA pills? Or syringes hidden in floor tiles, when you step on it, you get injected.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9727 on: April 08, 2010, 01:00:53 am »

Overall implausibility of genetics aside, how in the world would a DNA pill work?

As for the syringe traps, what the hell's the RP justification for that? NanoTransen are not just dicks, but mentally challenged planks of wood?

Well yes, I know they are, but they wouldn't include something like that in their stations. It doesn't make sense.
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alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9728 on: April 08, 2010, 03:40:21 am »

I was thinking more of a traitor type thing, also the pills: dissolve it in beer.

How a pill might work: Contains a retrovirus which implants the DNA.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9729 on: April 08, 2010, 04:04:55 am »

I like it.
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bluephoenix

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9730 on: April 08, 2010, 04:56:38 am »

shuttle is bugged again, admin please

EDIT: its all good now, head fixed it
« Last Edit: April 08, 2010, 05:27:33 am by bluephoenix »
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Orb

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9731 on: April 08, 2010, 06:00:10 am »

Well, look at the current situation of zombie media...

No one stereotype prevails, just that they *are* zombies, and they usually can infect people.

Thus, it would be better to just say that the zombie media covers every concept of zombie that it does in Real Life, and then some additional ones that no movie has considered yet.


Better yet, maybe have a bunch of binary states to decide what zombies are like, with each sde to each state having advantages and disadvantages. Example: either they shamble along but can revive even from death given time, or they are just as fast as a regular player, but death is final.

Each state-pair would have it's state chosen randomly.

There could be an admin menu with the various state-pairs, and an override to have both of neither(though the initial randomization would pick one or the other, and neither none or both)

Maybe have it so they are slow and only can die from head injuries because reviving after death would make them impossible to kill, oh and add a genetic way to revert them, so they can be saved, and add a Genetic injector launcher that can be built, so they don't have to get close.

Zombies dont heal without 02.  Simply put, kill, then eject into space.

"Edit" Im not liking the idea of making the geneticist better. I mean, he can already make himself superman without anyone suspecting anything, till its too late.

The pill would be alright, I guess. Though, it should have a random chance to fail. "Instead, I gave you super powers! Hehe" or "I killed you, crap" or "Nothing happens". This would mean for a traitor trying to stuff one down another's throat, that it might not work as intended.

I would say like a 40% chance of working, 20% chance of doing nothing, 20% chance of killing you(its a virus, duh), and 15% chance of adding random disorders(instead of what was intended), and a 5% chance of adding super powers. In this way, it cant be exploited to get yourself super powers, since your more likely to die.

Only one of these would work. I dont know coding, like at all, but it go something like "system chooses a number from 1-100, whatever number/percent range it happens to be in, that event happens".
« Last Edit: April 08, 2010, 06:11:37 am by Orb »
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9732 on: April 08, 2010, 06:38:19 am »

prob() is a awesome proc :)

anyway a quick fix has been added to all the gamemodes.
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Evilgrim

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9733 on: April 08, 2010, 06:55:52 am »

Ermm.. Hey, I guess..
I've been coming to the server frequently but I often have problems getting in.. so, I'm no sure what that is..
Anyway, this is still active right?

And, hi and all..
I've been playing for about 5 days.. And stuff..
And.. Hi..

</Failure>
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bluephoenix

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9734 on: April 08, 2010, 07:03:18 am »

Ermm.. Hey, I guess..
I've been coming to the server frequently but I often have problems getting in.. so, I'm no sure what that is..
Anyway, this is still active right?

And, hi and all..
I've been playing for about 5 days.. And stuff..
And.. Hi..

</Failure>

welcome to bay station 12  ;)
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