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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 ... 502 503 [504] 505 506 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 810128 times)

vagel7

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7545 on: February 23, 2010, 08:42:45 am »

Zombie mode fixed!
Nuke shouldent be able to blown up anymore.
Zombies infection chance has buffed.
and some other misc things i can't remember

and since everyone seems to have missed it.
you can now build computers.
The modules can be found in the ai upload

But we aren't supposed to go to the AI upload.
Logged
That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

Pillow_Killer

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7546 on: February 23, 2010, 08:52:17 am »

Zombie mode fixed!
Nuke shouldent be able to blown up anymore.
Zombies infection chance has buffed.
and some other misc things i can't remember

and since everyone seems to have missed it.
you can now build computers.
The modules can be found in the ai upload
-Insert generic praises here-
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Quote from: x2yzh9
every man faps to every person he knows/likes. I've done that for about 2 girls that I've liked really, and it's because they have big boobs. 'Nuff said amirite?

head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7547 on: February 23, 2010, 09:26:13 am »

Zombie mode fixed!
Nuke shouldent be able to blown up anymore.
Zombies infection chance has buffed.
and some other misc things i can't remember

and since everyone seems to have missed it.
you can now build computers.
The modules can be found in the ai upload

But we aren't supposed to go to the AI upload.

Cap,HoP,HoM can get it.

and if you really need it you can always get it.
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Dev on Baystation12- Forums
Steam Username : Headswe

Cthulhu

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7548 on: February 23, 2010, 09:41:19 am »

Had some fun rounds last night, played a security guard that was being attacked by an assistant.  After he dodged my taser rounds and avoided being cuffed I grabbed the only thing nearby:  A fire extinguisher. 

I needed to get him to the Brig before he went crazy again so I stuffed him in a locker and was dragging him over there.  Some time between stuffing him in the locker and bringing him to the brig he died.  So it goes.
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Shoes...

Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7549 on: February 23, 2010, 10:36:56 am »

Zombie mode fixed!
Nuke shouldent be able to blown up anymore.
Zombies infection chance has buffed.
and some other misc things i can't remember

and since everyone seems to have missed it.
you can now build computers.
The modules can be found in the ai upload

But we aren't supposed to go to the AI upload.

Cap,HoP,HoM can get it.

and if you really need it you can always get it.

Yes, you just have to bypass the double electrified bolted doors and the laser turrets...
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Quote from: Roman Proverb
Do not argue against the sun. For it is a lot brighter than you are.

Creaca

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7550 on: February 23, 2010, 11:12:29 am »

Yes, you just have to bypass the double electrified bolted doors and the laser turrets...

Just ask the Captain, Head of Mantenience, or Head of Personal to get it for you. Or just tell the AI you need it. If you're after the AI modules for 'less altruistic' reasons. Then It's totally fair to make it difficult to get into the AI core. Or at least force you to trick someone.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7551 on: February 23, 2010, 11:18:41 am »

What is the first step in breaking computers? I failed at it yesterday. Do they need to be powered down?

And genetics thing wasn't fixed when I last played.
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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.

quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7552 on: February 23, 2010, 11:19:28 am »

Zombie mode fixed!
Nuke shouldent be able to blown up anymore.
Zombies infection chance has buffed.
and some other misc things i can't remember

and since everyone seems to have missed it.
you can now build computers.
The modules can be found in the ai upload

But we aren't supposed to go to the AI upload.

Cap,HoP,HoM can get it.

and if you really need it you can always get it.

Also, the  useful computers all require ID anyways.
Logged
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.

head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7553 on: February 23, 2010, 11:26:35 am »

What is the first step in breaking computers? I failed at it yesterday. Do they need to be powered down?

And genetics thing wasn't fixed when I last played.

Hint: its a quite underused tool that is worthless if you got yellow gloves.
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Dev on Baystation12- Forums
Steam Username : Headswe

Creaca

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7554 on: February 23, 2010, 11:30:08 am »

Underused? Sounds like the wrench. That only gets used for connecting canisters and breaking down walls.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7555 on: February 23, 2010, 11:38:02 am »

Hmmm....wrench to disconnect it?
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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.

head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7556 on: February 23, 2010, 11:41:07 am »

Nope. i dunno know if you find it underused.
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Dev on Baystation12- Forums
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7557 on: February 23, 2010, 11:46:01 am »

Here's the idea I posted back on page 375
@head: Your concept of two seperate arrays for interstation and exostation communications makes more sense though. And would add another weak point to the station's integrity/functionality. Without communications, we'd be running around blindly with little means of organizing a defense.

addendum: Not saying it's a bad thing, just saying it'd be another layer of challenge.
addendum addendum: Well okay it IS a bad thing. But it's not game breaking... I think

Spoiler (click to show/hide)
« Last Edit: February 23, 2010, 12:04:10 pm by Cajoes »
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Quote from: Roman Proverb
Do not argue against the sun. For it is a lot brighter than you are.

vagel7

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7558 on: February 23, 2010, 11:49:01 am »

I like the comms officer job and the 2 computers,also maybe the comms officer could tunr on/off the radio headsets or scramble them aswell?
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7559 on: February 23, 2010, 11:51:04 am »

Or someone with the comm ID.

Scrambling is a great idea, or do it the way zombies here, with the ***s representing static, and make it a random/mod event.

Turning it off can be done by the comms.

If the radio radar is destroyed, make it so the stuff to recreate it is hard to come-by too.
Logged
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.
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