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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 ... 589 590 [591] 592 593 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 825644 times)

Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8850 on: March 23, 2010, 06:28:37 pm »

I have no idea why that happened.

Bringing it back up now

Its up
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Orb

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8851 on: March 23, 2010, 07:00:54 pm »

Zombies = Need some kind of plasma defence. =/

I suggest a mode where zombies cant bite, but get some kind of gas mask thing going on. Not sure how it would be implemented though.
« Last Edit: March 23, 2010, 07:02:49 pm by Orb »
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zac4213

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8852 on: March 23, 2010, 07:04:30 pm »

Zombies = NEED TO BE ABLE TO FUKKEN CLAW OPEN CANISTERS.

Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8853 on: March 23, 2010, 07:16:46 pm »

1. Zombies can turn canisters on. No need for clawing.

2. When I am faced with plasma, I start breaching the hull and wipe out all the atmosphere on the station.

Someone dragging a plasma canister around the hallways is instant loss for zombies unless they ban together and rip the shuttle apart, which is dangerous because they can be pushed off the station easily.

When a round starts, the captain needs to do what I do and gather a group of people and collect all the lasers then rip the zombies apart.
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Cecilff2

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8854 on: March 23, 2010, 07:39:23 pm »

The disk should never be anywhere thats unreachable to the crew itself(You guys need to be bringing the disk on the shuttle, remember?).
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8855 on: March 23, 2010, 07:44:59 pm »

1. Zombies can turn canisters on. No need for clawing.

2. When I am faced with plasma, I start breaching the hull and wipe out all the atmosphere on the station.

Someone dragging a plasma canister around the hallways is instant loss for zombies unless they ban together and rip the shuttle apart, which is dangerous because they can be pushed off the station easily.

When a round starts, the captain needs to do what I do and gather a group of people and collect all the lasers then rip the zombies apart.

I detect metagaming.

What are zombies, anyways?
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MagmaDeath

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8856 on: March 23, 2010, 07:49:08 pm »

DOWN AGAIN?
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8857 on: March 23, 2010, 08:00:57 pm »

Johbson is here with awesome code, weeeeeee, server is up now.

EDIT- Oh, Googoplex already has a server up, my bad, mine is down for now then.
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Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8858 on: March 23, 2010, 08:09:31 pm »

He's literally only an admin cause he was on SS13DL for like a day.
Also, how come he gets admin whereas actual members of Bay12 are just ignored?
moanmoanmoanetc

Hehe, the problem is that once the admins/community get to actually know you, they will never give you admin because they will know of all your problems.....  ::)
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MagmaDeath

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8859 on: March 23, 2010, 08:33:25 pm »

He's literally only an admin cause he was on SS13DL for like a day.
Also, how come he gets admin whereas actual members of Bay12 are just ignored?
moanmoanmoanetc

Hehe, the problem is that once the admins/community get to actually know you, they will never give you admin because they will know of all your problems.....  ::)
Exactly
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8860 on: March 23, 2010, 08:36:49 pm »

I disagree with the direction you are taking our zombies.  Zombies are only killable via application of brute force.  No plasma shenanigans.
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8861 on: March 23, 2010, 08:39:17 pm »

I think my adminlist is pretty strong. I don't know about anyone else's, but I trust my admins. Only reason you're not an admin Apple is because you lose your temper easily.  :P


I disagree with the direction you are taking our zombies.  Zombies are only killable via application of brute force.  No plasma shenanigans.
Plasma kills zombies? It shouldn't, unless, you know, its on fire. Or if someone changed it.
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8862 on: March 23, 2010, 08:41:32 pm »

Someone changed it.

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JOHBSON RAEEEEEEEEEEEEEGGGG!!!!!
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8863 on: March 23, 2010, 08:44:20 pm »

Potential solution to the nuclear disk:

Replace it with a wireless locking device that prevents the nuke from arming while it is within range(conveniently one Z-level) and active, so if it is destroyed or discarded, it counts as having been disabled.

To make up for it, say that unless it is deactivated, the nuke will send out a signal for confirmation, and will wait an entire minute for a response, aborting if it does. The locking device could only be deactivated/reactivated by bringing it to the nuke itself.

Reactivating it while the nuke is set to explode will abort the nuke, and if the nuke is armed(by the timeout feature) and the device has not been deactivated, it will send a warning to the station.


Result: They still need the object to activate the nuke, but if it has been destroyed or discarded, they can activate it with a delay. They are encouraged, after deactivating the device, to destroy or discard it to prevent it's use in aborting the nuke.

Also, destroying or discarding the disk-replacement would actually make the round easier, as they just have to wait 60 seconds to activate the nuke and win.
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MagmaDeath

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8864 on: March 23, 2010, 09:06:04 pm »

Crashy crash
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