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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 819094 times)

Cajoes

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Re: Space Station 13
« Reply #1290 on: June 20, 2009, 01:06:23 am »

A invoice from my character...

Quote from: Jim Dandy

Dear CentCom, thank you for the sprinkler systems, and the lovely biodeck, they have both increased morale and safety on the station. However I have a few suggestions to further improve the quality of life upon the station. Just because it is designed to facilitate research is no reason to not let us unwind now and then!

Mess Hall : The bar is lovely, but I would rather not have to fly all the way back to CentCom HQ to grab a bite. A fully stocked freezer and kitchen should alleviate this issue, the added expense of hiring a chef to man the station should be negligable. (Cooking with plasma is a horrible idea and should not be attempted even under laboratory conditions) will have to wire a cold loop to keep the freezer cool. But it will save us the energy expense!

I have however some complaints,

Bio Deck airlock is shoddily constructed and will not cycle, wasting precious air when used. No warning markers or even a reason for it being there either.

Engine is embarrassingly inefficent and the main method of refueling it is by throwing canisters into the fire with a large catapult! There is no documentation to the proper method of running it either except for a single page someone taped to the wall! What is this malarky?

The heaters in the toxic research departement won't come loose, apparently they are affixed into the structure of the station, making repairs a hazzle and a half.

The teleporter room is constantly flooded with plasma, why I will never know, but it's a pain to clean up every other day.

Too many damned windows.
I know you suits enjoy the view of, nothing, but seriously. Does every lab space and in particular the command bridge have to be shielded by a few sheets of glass?

Plasma storage falling under the atmospherics departements jurisdiction.
Why? I don't know. But it means I have to leave engineering, walk all the way around the core, ask nicely for the AI or a curiously absent atmos tech to let me in, ask again for a plasma canister, and have three seperate security guards stop me for the paperwork to move plasma around the station and then spend a night in the brig for the hazzle!

At the very least make some form of direct access to Atmospherics departement for the engineers! We almost share the same job anyway. Aside from a few stripes on our yellow suits.

Medical bay need proper doors! Just today I had to rescue three doctors because the medbay's doors were permanently open. Well of course, a few walls had also fractured at that point but that's besides the point, a lot of air could have been saved if the doors would close properly. Without having to pull the firelock.

I also strongly disagree to the decision to retain a laser weapon in the captain's standard arsenal. Why do we even -have- a captain? This is a Space STATION, it is STATIONARY! It's not like he's going to twist the keys in the engine and zoom off with it! We should have some kind of administrator instead.

Toodle pip! :{D

[/rant]
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Quote from: Roman Proverb
Do not argue against the sun. For it is a lot brighter than you are.

beorn080

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Re: Space Station 13
« Reply #1291 on: June 20, 2009, 01:45:43 am »

I'm gonna take the big points if I can.

The main method of adding more gas to the engine is using the 6 connector vent combos in the engine hallway. Connect em up and let em vent. Just don't use them to suck hot plasma back out of the engine. That would be bad.

Oh, and the catapult is totally dwarven and we should figure out more fun with mass drivers.

I think the heaters can be removed with a wrench. That would make sense, but I'm not sure.

The teleporter being flooded with plasma is a safety feature to prevent it from unauthorized use. Its not that hard to clean up with a single siphon.

The windows are there for Gameplay reasons, not realistic reasons. Glass is easy to repair, and provides sneaky means of movement to any who acquire EVA means.

Toxins also has plasma canisters. This is also gameplay driven since traitors who need to destroy plasma tanks need to get access to three different areas of the station, assuming engineering saves a few for the prototype.

Medical is supposed to be easy access when dragging a couple of crew members. Since you can pull three at a time, opening an airlock would be a bit tricky.

The laser is supposed to be a last resort. Tasers should be standard issue however, with the laser in the locker.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

chaoticag

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Re: Space Station 13
« Reply #1292 on: June 20, 2009, 02:08:05 am »

Sorry for not being on most of the time, I know I am an admin but I've been a little busy to perform my duties. I should be free for the next few hours so I can go ahead and rule over my domain perform banning of the complete moronic if you put up the server.

Android Data made a mode called Welder in his version.  I'm sure most of you will get the reference, but it was pretty well done if the character playing the welder played him like an actual vengeful spirit that stayed in the shadows.

One crewmember is selected to be the welder.  A vengeful Jason-like spirit that haunts the crew.  The welder starts invisible and intangible, and can move anywhere on the station.  The only action he can perform while in this form is talking, which will always come out as moaning, mumbling, or laughter.  His goal is to murder the crewmembers.  To do so though, he needs to take physical form.  He cannot manifest himself while in the view of anyone.  When he does manifest, he is outfitted with a welder mask and a machete.  He cannot run but shambles after his victims.  He is completely impervious to damage.  He can pick up objects but has nowhere to store them.  After a period of being corporeal he can once again vanish into the air.(And vice versa)

The crew needs to figure the idol which is an object on the station that contains his soul and burn it.  This is the only way to hurt the welder.  If the object is destroyed, the welder's attachment to the station is destroyed and it is defeated.  The welder may pick up the object that holds its soul but doing so will continously harm it while it holds it(Takes less time for the object to burn).  If the object is thrown off the station it reappears in a random part of the station.
I think having this game mode in would be pretty sweet, dude. So long as someone, like, finds a way to get this gnarly stuff in.
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Sowelu

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Re: Space Station 13
« Reply #1293 on: June 20, 2009, 02:59:32 am »

Welder mode sounds AWESOME, but I'm concerned about only one idol which might make it too easy (hmm, it's defending this locker room I wonder why) but then it might not be too easy if the spirit doesn't suck.

Do want.

As for mass drivers:  We need mass drivers in some configuration where you can launch a person in order to save them from some horrible fate, while dooming yourself to stay behind.  I don't know how, but we do.
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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!

Poltifar

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Re: Space Station 13
« Reply #1294 on: June 20, 2009, 03:24:39 am »

The laser is supposed to be a last resort. Tasers should be standard issue however, with the laser in the locker.

I normally carry a taser in my belt, plus two or three lasers in my backpack. That's how I killed Floirt in the last round I played yesterday :P
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Floirt

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Re: Space Station 13
« Reply #1295 on: June 20, 2009, 05:32:07 am »

I should take the cyanide pill more often.

Anyways, I updated our version with the stuff Yanlin suggested, and minor changes too. The "Greenhouse thing" is out, but I kept a patch near the bar. I moved the captain's quarters where that useless "senior staff" door was, and removed explosions for admins (ha!).
I also removed that EVA security thing no one noticed due to total uselessness and redundancy. Finally, I made a prettier chara-setup area.
Also, I changed the modes' probabilty on secret since a few were misssing, namely revolution and malfunction.

Link: http://www.mediafire.com/?sharekey=55177087e68502cb00d27174b47c6657e04e75f6e8ebb871
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Quote from: HellMOO
Fat Ratzo [to Floirt]: I got a package here goin' to Roy Poorman, out in the afterworld.  $120 when you make the delivery.  And hurry!
No, not commiting suicide, sorry.   ...Through that money is rather tempting...

Sowelu

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Re: Space Station 13
« Reply #1296 on: June 20, 2009, 05:42:42 am »

I dunno about malfunction, but revolution isn't much fun in the best of times, and when the syndicates are newbies, it's zero fun.  D:

I actually think "mostly traitor, rarely meteor/blob/etc" works out great--that way, the other events REALLY catch people by surprise.
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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!

Poltifar

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Re: Space Station 13
« Reply #1297 on: June 20, 2009, 05:50:08 am »

I should take the cyanide pill more often.

Anyways, I updated our version with the stuff Yanlin suggested, and minor changes too. The "Greenhouse thing" is out, but I kept a patch near the bar. I moved the captain's quarters where that useless "senior staff" door was, and removed explosions for admins (ha!).
I also removed that EVA security thing no one noticed due to total uselessness and redundancy. Finally, I made a prettier chara-setup area.
Also, I changed the modes' probabilty on secret since a few were misssing, namely revolution and malfunction.

Link: http://www.mediafire.com/?sharekey=55177087e68502cb00d27174b47c6657e04e75f6e8ebb871

Hey, I LIKED THAT GREENHOUSE THINGY! AND I WANT MA' EXPLOSIONS BACK!

I say NO to these modifications.

I dunno about malfunction, but revolution isn't much fun in the best of times, and when the syndicates are newbies, it's zero fun.  D:

I actually think "mostly traitor, rarely meteor/blob/etc" works out great--that way, the other events REALLY catch people by surprise.

Hey, I LIKE REVOLUTION!

You can remove malfunction, though. Its DAMN HARD, even COMPLETELY IMPOSSIBLE without some serious experience and metagaming.
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

chaoticag

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Re: Space Station 13
« Reply #1298 on: June 20, 2009, 05:54:09 am »

Traitor is the most replayable mode, since each person traitor differently and has different objectives. One thing I want to know is whether or not the objective "Kill all crew members" or "Leave alone" is harsh compared to the other goals.

I think the ratio for traitor to not-traitor should be 5:5 to 8:2.
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Dr. Johbson

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Re: Space Station 13
« Reply #1299 on: June 20, 2009, 06:41:47 am »

I should take the cyanide pill more often.

Anyways, I updated our version with the stuff Yanlin suggested, and minor changes too. The "Greenhouse thing" is out, but I kept a patch near the bar. I moved the captain's quarters where that useless "senior staff" door was, and removed explosions for admins (ha!).
I also removed that EVA security thing no one noticed due to total uselessness and redundancy. Finally, I made a prettier chara-setup area.
Also, I changed the modes' probabilty on secret since a few were misssing, namely revolution and malfunction.

Link: http://www.mediafire.com/?sharekey=55177087e68502cb00d27174b47c6657e04e75f6e8ebb871

Thanks Floirt, also, I already changed the secret data and added both of those in, but oh well.  ;D Can't hurt to have it again.
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Poltifar

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Re: Space Station 13
« Reply #1300 on: June 20, 2009, 06:46:38 am »

So, are we going to play today?
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Dr. Johbson

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Re: Space Station 13
« Reply #1301 on: June 20, 2009, 06:47:58 am »

Hosting it right now.  ;D
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Jakkarra

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Re: Space Station 13
« Reply #1302 on: June 20, 2009, 07:12:39 am »

did you want another ADMIN then?
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Pillow_Killer

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Re: Space Station 13
« Reply #1303 on: June 20, 2009, 07:32:32 am »

Did sever just crashed?
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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?

Dr. Johbson

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Re: Space Station 13
« Reply #1304 on: June 20, 2009, 07:32:46 am »

It did, sorry, connection thing.
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