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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 ... 715 716 [717] 718 719 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 823608 times)

Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10740 on: April 17, 2010, 04:15:14 pm »

If you are a rev member then flashbang spam can't be spam because you are using them to blind people and make them deaf so they can't do anything to harm you, I.E blind the captain so he can't shoot you with a taser then beat you to death.
Also you should be able to pointblank shoot a laser.
I tried to commit suicide with one and it didn't work.
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Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10741 on: April 17, 2010, 05:09:28 pm »

If you are a rev member then flashbang spam can't be spam because you are using them to blind people and make them deaf so they can't do anything to harm you, I.E blind the captain so he can't shoot you with a taser then beat you to death.
Also you should be able to pointblank shoot a laser.
I tried to commit suicide with one and it didn't work.

I wasn't using them to blind though... I was using them so I could walk in and taser them. I only has 2 shots left in my taser, and I wanted to make sure I wouldn't miss so I figured I would flash them and then walk up and tase them, and THEN beat them to death with a fire extinguisher.
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Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10742 on: April 17, 2010, 05:16:16 pm »

Then I see no problem at all.
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10743 on: April 17, 2010, 05:18:18 pm »

I've got an idea for arrival area while working on my map. It is meant to lower the amount of assistants wondering around the station and increase security:
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Orb

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10744 on: April 17, 2010, 05:18:29 pm »

Hmm, it boils down to me just being irratated that sunglasses dont work, I suppose, since you cant stop flashbangs at the moment.
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Orb

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10745 on: April 17, 2010, 05:20:26 pm »

I've got an idea for arrival area while working on my map. It is meant to lower the amount of assistants wondering around the station and increase security:


Seems a bit crowded to assign jobs.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10746 on: April 17, 2010, 05:30:49 pm »

Here's an idea, sunglasses stop the blinding effect of flashbangs.

Flashbangs use a combination of sound and light, so the only way to totally avoid should be earmuffs + sunglasses. (Which should be coded in sometime.)

Please don't remove the deafening effect.

Also, using tons of flashbangs isn't that bad...I usually rely on only flashbangs, using about 2 per person I have to arrest. Then I can walk in and stun them. I've never once seen someone blinded by them, only deafened temporarily. Using Flashbangs as a main security weapon isn't a bad thing. Perhaps make them never perma-blind, but temporary blinding and perma-deafening should still be in.
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Evilgrim

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10747 on: April 17, 2010, 06:09:36 pm »

I like the idea Alfie, but what if there's no HoS/Captain available?
And like someone else said, it does seem a bit crowded..

But still, I like the idea.

And Qwerty, I like it.
Any other ideas for the new map?
« Last Edit: April 17, 2010, 06:11:45 pm by Evilgrim »
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head

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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10749 on: April 17, 2010, 06:29:44 pm »

Well, I was thinking about a two-way link between atmos and the engine, but the return link must first pass through a cooling room and should require great effort to get contents from the engine to atmospherics. The primary use would be routing it on to toxins, and salvaging the CO2(with proper cooling, of course)

Also, a modified icon for the engine combustion area, because when everything is already the same shade of blue, it is very hard to discern what is what in engineering.

Spoiler (click to show/hide)
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Sixteen

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10750 on: April 17, 2010, 06:31:22 pm »

Anyone mind if I make a genetics guide? Won't go into specifics on powers and stuff, just the basics.
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10751 on: April 17, 2010, 06:48:00 pm »

qwerty: Options -> Frame Areas
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10752 on: April 17, 2010, 06:56:56 pm »

Anyone mind if I make a genetics guide? Won't go into specifics on powers and stuff, just the basics.

Ours works pretty much the same as goonstation, I think, except to revive people you simply need to turn them into a monkey and back again and immediately stuff them in cryo lest they die again.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10753 on: April 17, 2010, 07:12:07 pm »

I don't think, though I may be wrong, that they have the gene order randomized each round.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10754 on: April 17, 2010, 07:16:04 pm »

Yeah, I'm pretty sure that's right.
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