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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 823626 times)

Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7065 on: February 13, 2010, 04:48:31 am »

It's a huge green scary unknown thing if I'm hearing about the IT right.  I'd be as scared as hell of it.  If I didn't try to kill it, I'd at least run the hell away from it.

The trouble is that IT is impossible to beat without metagaming to an extent
Rp during the gamemode is therefore non-existant. If it ever is a proper gamemode the players would need an rp reason for immedatly arming themselves

I'm all for qwertyuiopas's sugestion(you want access to the source again ?) but it would require a great team that rarely occours on ss13

On a sidenote I find it funny that a friend of mine discovered the DNA glitch desipte never playing the game(He then told it to me and I told it to beorn and so on)
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7066 on: February 13, 2010, 05:47:50 am »

The IT is easy to beat, you just keep bashing it with things and blinding the bugger.

it's inoffensive when it's blind.

eerr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7067 on: February 13, 2010, 06:11:57 am »

Idas:
It should be immune to genetic tampering.

However, some little-used chemical combination should be it's weakness.

It shouldn't just ignore stunning, but fast recovery is important.

More importantly, it should never be unable to see things, and have IR-vision by default.



IT is SUPPOSED to be overpowered. The only way to kill it is a group assault and *teamwork*.

If the heads think that they alone can stop it, they should have difficulty. The station should win together or die trying together.

Oh, and busting out of a welded locker is also a good idea for it's abilities.


Basically, it should be resistant or immune to all standard greifing and then some, a powerful foe, and when the station wins, they should feel the accomplishment.

Not some wimpy "kill it in 30 seconds" mid-boss, and not easily disabled. If the players can consistantly restrain it for more than 30 seconds, they are either paranoid, overprepared, metagamers, or it is too weak.

Think about it like this: It must appear nearly unbeatable, and really frighten any experienced player who sees it coming, but neither should it be totally unbeatable. One player with a clever trap should be able to win, but a mob of 40 new players with toolboxes should only barely win, if at all.

You see the works of H. P. Lovecraft?

Do they have some "Oh, we just tasered it constantly until it died 5 minutes later from the constant toolbox smashings" settings? NO! They have a true horror that no sane man would fight against! THAT is what IT should aim at, not some wimpy boss monster that dies to powergaming, not some instadeath nuke of power either. It can't be captured for long, can't be pacified by genetics(unnatural genetic makeup renders standard methods useless, and no alternatives?). You SHOULD be able to flee, on a shuttle or off the map, you SHOULD be able to space it as well. The game mode should not reveal itself, hiding behind a false game type(the original claimed to be traitor), to trick metagamers, though it should use gamemodes where a threat exists so that players are somewhat cautious.


And that is my vision of IT. IT should be a horror story that you usually lose, but can win with excellent preparation and luck. (But IT should be able to defeat such preparations by altering it's play style, making it a constant war of strategy and counter-strategy across rounds)
space godzilla?
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7068 on: February 13, 2010, 08:36:16 am »

The entire design was based off cthulhu, so, from the little I know of godzilla, I guess somewhat close. (Haven't watched any movies about godzilla)
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Eh?
Eh!

Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7069 on: February 13, 2010, 09:25:14 am »

S-s-s-s-serveeeeeeeer?
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Skibiliano

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7070 on: February 13, 2010, 12:04:54 pm »

A suggestion for the IT mode, if it is possible. how about it would have a varying weakness?
IT gets a notification at the start of the round.
"You are weak to ____"
Examples:
Water, if you would throw a beak of water at him, it would act like it would be acid, although it would take a while to kill IT with just water.
Fire, human-like fire interaction
Laser, Five shots, dead.
Co2, 5x dosage required to do the same thing as for normal humans.
Toxins, 4x the dosage than what is required to kill a human for IT to die.
and so on...
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7071 on: February 13, 2010, 12:28:12 pm »

Toxins weakness = Gas mask! :D

Now die puny humans!
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7072 on: February 13, 2010, 12:34:06 pm »

Lol
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

Megaman

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7073 on: February 13, 2010, 02:20:57 pm »

that has a simple solution. blind it with monter Pr0n and take off it's mask.
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Hello Hunam

quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7074 on: February 13, 2010, 02:44:34 pm »

that has a simple solution. blind it with monter Pr0n and take off it's mask.

Hmmm...so the IT needs to have firebreath to blow up any pr0n that appears?
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7075 on: February 13, 2010, 03:19:37 pm »

my server is back online:
123.243.197.60:1500

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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7076 on: February 13, 2010, 03:24:55 pm »

my server is back online:
123.243.197.60:1500


Yay for servers. I'll be on the same time as last night though...
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7077 on: February 13, 2010, 03:57:04 pm »

YOU TOOK IT DOWN!!!!  :( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:(
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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.

quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7078 on: February 13, 2010, 04:16:27 pm »

YOU TOOK IT DOWN!!!!  :( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:(

Or somebody got the 100k bomb from an exploit. Mapwipes are scary.
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

rickvoid

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7079 on: February 13, 2010, 04:27:51 pm »

I'm online. Anybody playing right now?

Got to play earlier. The admin was an uberpowered greifer. Killed me four friggen times. The last time, I managed to stun him for a bit, and whacked him with mah crowbar. He flipped out, and used what I can only assume to be an admin tool to get rid of the stunning, and killed me with his energy sword.  ::)

It was fun though. From now on, I'm going to play as Gordon Freeman, and run around with a crowbar!  ;D
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