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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 ... 80 81 [82] 83 84 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 819198 times)

Dr. Johbson

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Re: Space Station 13
« Reply #1215 on: June 18, 2009, 11:33:02 am »

Poltifar, exaggeration win.

I agree. The whole "ONE MORE TOOL!" is fun. But multitools are far too rare for something that should practically be standard issue.

Can we also replace all the bloody signalers you start with? How about you start with nothing on your belt? Unless you're a security officer, Head of X or captain. In which case, it should be a taser. (NOT A LAZOR!)

Keep the pen though.

Yeah, those RSDs (Radio Signaller Device) are very useful, plus, if we remove them, it would be very easy to spot the traitor unless it was also coded in ALL syndicate RSDs can he hidden as headsets, instead of just the heads/people who start with something else on their belt.

I had more ideas for stuff, but I just woke up, so bleh.

Also, I can bring the server up, but my first round will suck. Its got a bad bug for me which I can explain in-game because I don't feel like doing it now.
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Pillow_Killer

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Re: Space Station 13
« Reply #1216 on: June 18, 2009, 11:40:09 am »

Keep the server up!
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Cecilff2

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Re: Space Station 13
« Reply #1217 on: June 18, 2009, 01:16:26 pm »

The engine room fluid is already MAGMA-worthy.

I manage to burn the entire engine room with that (well, the corridor anyway)



It's a gas.

Not quite, it looks like that in game, but supposedly it is a visible semi liquid that behaves like a gas.  Then again Ex was talking about changing the description of the stuff and its name.  I can post its entire description if you like.
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There comes a time when you must take off the soft, furry slippers of a boy and put on the shoes of a man.
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Oh ho ho, but don't try to return the shoes, because they won't take them back once you've worn them.
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Floirt

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Re: Space Station 13
« Reply #1218 on: June 18, 2009, 02:13:00 pm »

Hey, Johbson. Don't forget to upload our version somewhere where I can download it!

Also, I hate my internets. Fortunately, I will move out somewhere in July, yay.
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MarineElite

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Re: Space Station 13
« Reply #1219 on: June 18, 2009, 02:29:28 pm »

Johbson I'm still banned on the server, Did you forget to unban me?
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Also to those it may concern How to bybass Troubles with your IP on Byond

beorn080

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Re: Space Station 13
« Reply #1220 on: June 18, 2009, 04:03:31 pm »

Ah the joys of stupid admins creating lag spikes. Such fun. Oh well, always another round.
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Dr. Johbson

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Re: Space Station 13
« Reply #1221 on: June 18, 2009, 05:35:24 pm »

Johbson I'm still banned on the server, Did you forget to unban me?

I did, done, now.

Also, I have an idea for HFS for Mining Station. A tile that spawns infinite gas, we di that today our the server, was pretty awesome. If you didn't have internals, you were dead, and if you opened a door from a 'clean' room to an 'infected' room, (And did't have internals) you'd die. I wish I could explain things better.
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Yanlin

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Re: Space Station 13
« Reply #1222 on: June 18, 2009, 05:40:29 pm »

Phoebus spawned an infinite amount of CO2 and the air pressure was somehow billions of %.

There was NOTHING in the air except CO2. It seems like the rest of the gas was FORCED OUT INTO SPACE!
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Micro102

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Re: Space Station 13
« Reply #1223 on: June 18, 2009, 05:43:15 pm »

Also for mining, make the farther you get in, more resistant to explosions.... If the asteroid floor is invunerable you can nuke the asteriod for instant finish. So make it a concequence that explosions too big will rip holes in the floor. And the center being more resistant to simulate the thickness of
an asteroid assuming it's round.

Phoebus spawned an infinite amount of CO2 and the air pressure was somehow billions of %.

There was NOTHING in the air except CO2. It seems like the rest of the gas was FORCED OUT INTO SPACE!
why did he do that?
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Yanlin

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Re: Space Station 13
« Reply #1224 on: June 18, 2009, 05:49:28 pm »

Micro, asteroids don't work that way.
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Sowelu

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Re: Space Station 13
« Reply #1225 on: June 18, 2009, 05:52:57 pm »

Heh, on a Goonstation server someone blew up a wall in the engine control room into a little tiny space room that vents from the engine, and somehow we ended up with infinite oxygen in the atmosphere that flooded into any room that got opened.  Everything was blowing around all over the place, which wasn't much fun.

Man, 40-person maps can be pretty epic.
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Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
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Smitehappy

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Re: Space Station 13
« Reply #1226 on: June 18, 2009, 05:57:38 pm »

Man, 40-person maps can be pretty epic.

Seeing as some 10 person games devolve into chaos in the first few minutes I assume that people and objects start exploding the instant a 40 person game starts. I wanna try!  ;D
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Interestingly, Armok's name actually originates from arm_ok, a variable in one of Toady's earlier games that kept track of how many of your arms weren't missing.

Micro102

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Re: Space Station 13
« Reply #1227 on: June 18, 2009, 06:11:51 pm »

Micro, asteroids don't work that way.

Would be better then cheap instant mining, and easier then coming up with an algorithm for asteriod breaking.


And wth why dont we make a pure dwarf fortress version of this? I wouldnt mind trying it.
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Sowelu

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Re: Space Station 13
« Reply #1228 on: June 18, 2009, 06:19:19 pm »

Go ahead and write your own then, Micro.  :P  I actually LIKE most of the stuff in SS13.


As for the general chaos in a 40 person game, it's often less than you find on small servers.  Big, well-developed servers are often well-behaved, often because people flock to well-maintained servers that ban people who just start chucking bombs right away!  People are often surprisingly calm, and it's way harder to actually break the station.  You end up with like eight guys working on getting the prototype up and running if the main engine breaks--and if you want to get away with murder, it's HARD to do it quietly.  Totally epic traitor last game was on his like 4th assumed identity after a couple hours (!!), when he got caught bludgeoning the geneticist so he could use the genetics room unmolested--some security guy happened to be dragging a body in there.

Also, with that many people, the admins aren't shy about job-banning people who prove that they suck at AI or captain.  Which means you get a GOOD AI, a GOOD captain, etc.  And a good AI can make a whole lot of difference in keeping things running smoothly...oh yeah, and usually Melons or someone is playing a competent investigator, which means that casual griefers wind up in the brig.

(Of course, when you can get away with it, it's a ton of fun admittedly...why do you think I'm always atmospherics when I'm not something cooler...)
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Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

Smitehappy

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Re: Space Station 13
« Reply #1229 on: June 18, 2009, 07:40:11 pm »

I always play forensic, and not just for the monocle! I fingerprint and everything. Though to this day I've never caught anybody, mostly because people generally kill people with a wrench or something and having your fingerprints on a wrench isn't very implicating.  :P
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Interestingly, Armok's name actually originates from arm_ok, a variable in one of Toady's earlier games that kept track of how many of your arms weren't missing.
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