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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 821491 times)

qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13410 on: June 12, 2010, 04:09:29 pm »

That only works when the station doesn't fall to bits as fast as it currently does.

First, the ability for air to escape would have to be reduced, then death would have to be reduced as well. The station would then have to be made bomb and meteor resistant and supplies made availalbe to rebuild it...


Most importantly, the access system would need to be remade and the sstation designed that anyone spawning mid-round would not have any default access to ways of breaking something(rwalls, 2 layers thick between public and restricted areas, 3 layers between maintainence and space, with frequent atmospheric-loss triggered safety doors, assistants having no access...)

(2 new posts while writing this)

I don't think our round system should be customary, ie. SS13 or Cowed. I think rounds should last 24 hours at the very least, preferably week-long rounds.

And how long would the respawn time on this be?

world.Reboot()

Ah! So THAT'S what it was.
I kept searching for 'restart'.

Step 1:
  Open DM.

Step 2:
  Hit F1.

Step 3:
  If not already there, open the contents tab.

Step 4:
  Expand world, then procs.

Step 5:
  Profit from your new knowledge, including:
    Reboot()
    Import()/Export()  (Probably how the teleporter works)
    Where to find the reference in an easy to use helpfile.

(3 new replies while relying to one of the 2 replies while writing the initial post...)

Gah!
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x2yzh9

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13411 on: June 12, 2010, 07:26:24 pm »

Orry, thought this was the Dwarfed thread.

Criptfeind

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13412 on: June 12, 2010, 08:38:41 pm »

Is the game still going on? I cant find it.
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head

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nuker w

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13414 on: June 12, 2010, 08:53:11 pm »

Slight change of plans with suit, I was going to make gloves that shoot fire (FIRE!) and im hitting a few snags. Anyone know the location code for an item being in the glove part? If not, a small hand held flame thrower will have to do.

P.S I was planing to make this admin only etc as such, I dont want every round finishing with some guy in a huge suit of iron with a mini flamethrower killing every one. That goes against how I like to play  :D
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13415 on: June 12, 2010, 08:55:24 pm »

Admin only is good. Could provide interesting changes to say, traitor mode. Ask for a suit, but get three more objectives.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13416 on: June 12, 2010, 08:57:26 pm »

More like...be offered a suit and get more objectives.

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garfield751

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13417 on: June 12, 2010, 09:38:10 pm »

i dont need no mini glove spark trower when i got my hotter then a supernova's core flametrower

quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13418 on: June 12, 2010, 09:42:54 pm »

I don't need a space station when I have my divide by zero strength bombs.
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13419 on: June 12, 2010, 09:49:15 pm »


I feel making admin-only toys sets a bad precedent.
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alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13420 on: June 12, 2010, 10:14:24 pm »

About the weapons, you could have them be an item so you could have a left and right one, and some sort of deactivation for when you want to pick stuff up (I'm thinking another command tab for the suit).

There could be a "destroy this crappy station for us" round where a centcom demolition person has to destroy station (mainly crew though).

You would be able to choose one of several "packages":
IronMan suit:Suit with various weapons, start in space at edge of map.
Bomber: 4 conventional bombs, asortment of grenades, nuke (no disc).
Sabatour: Emag, viruses, short range (single tile?) bombs, blob seed
Covert: Thermal goggles, cloak, voice changer, sleepy pen, silenced pistol.
Hacker: Packet sniffer, camera viewing glasses, unresetable AI chips, radio jammer
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Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13421 on: June 12, 2010, 10:19:05 pm »


I feel making admin-only toys sets a bad precedent.
This, you guys are frogetting your damn roots and why we did this whole thing.
To provide a great experience for the players, not an admin abuse shit fest.
And if you go through with this shit I swear to god I will prob. leave and not come back to ss13.
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Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13422 on: June 12, 2010, 10:42:32 pm »

I'm definitely against too much admin only stuff
That being said though, sometimes an admin has to do the job of a Tabletop style GM.
(Assigning traitors, trying to keep the game fair, that kind of stuff)

Unless something has a real use for RP, and not just admins screwing around, then I would be heavily opposed to it.

Although I am in favor of making a weighted suit to dampen the effects of airflow for use in emergencies though
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nuker w

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13423 on: June 12, 2010, 10:49:53 pm »

Right then, iron man suit on indefinite postponement. Due to me going back to school, I will need to pick another idea for "a test" and start next weekend. Any NORMAL suggestions?
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garfield751

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13424 on: June 12, 2010, 10:59:50 pm »

a robot
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