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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 818881 times)

Dr. Johbson

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Re: Space Station 13
« Reply #1440 on: June 23, 2009, 12:28:44 am »

I think it would be nice if all the radio frequencies were randomized at the start of the round, but that doesn't really matter. Anyway, bringing the server back up! Yay! ;D
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beorn080

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Re: Space Station 13
« Reply #1441 on: June 23, 2009, 12:59:53 am »

Being admin in an empty server is kinda fun. Yay for massive quantities of axes and hulks.
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Poltifar

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Re: Space Station 13
« Reply #1442 on: June 23, 2009, 03:09:36 am »

I want to propose a new kind of 'mode' to play: endurance mode.

We dont even need to program this one in. Just use extended and pretend that Centercom cant send us the escape shuttle. Basically, no matter what happens, we are stuck in the station, and whatever disasters occur, we have to rebuild it and fix it ourselves.

Like I said, we *could* play this in basic extended, but some modifications could make it easier, like less random events (dont remove them completely, just make them fewer and farther between), and maybe the resupply shuttle (if you want to play the 'easy' mode like the pussy elf you are).

So, I'd like feedback on this. What do you guys think?
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<@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 #1443 on: June 23, 2009, 03:15:58 am »

I want to propose a new kind of 'mode' to play: endurance mode.

We dont even need to program this one in. Just use extended and pretend that Centercom cant send us the escape shuttle. Basically, no matter what happens, we are stuck in the station, and whatever disasters occur, we have to rebuild it and fix it ourselves.

Like I said, we *could* play this in basic extended, but some modifications could make it easier, like less random events (dont remove them completely, just make them fewer and farther between), and maybe the resupply shuttle (if you want to play the 'easy' mode like the pussy elf you are).

So, I'd like feedback on this. What do you guys think?

Cool.
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IndonesiaWarMinister

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Re: Space Station 13
« Reply #1444 on: June 23, 2009, 03:35:08 am »

I want to propose a new kind of 'mode' to play: endurance mode.

We dont even need to program this one in. Just use extended and pretend that Centercom cant send us the escape shuttle. Basically, no matter what happens, we are stuck in the station, and whatever disasters occur, we have to rebuild it and fix it ourselves.

Like I said, we *could* play this in basic extended, but some modifications could make it easier, like less random events (dont remove them completely, just make them fewer and farther between), and maybe the resupply shuttle (if you want to play the 'easy' mode like the pussy elf you are).

So, I'd like feedback on this. What do you guys think?

Cool.

Good enough to be implemented.
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Micro102

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Re: Space Station 13
« Reply #1445 on: June 23, 2009, 05:49:43 am »

You banned me for no reason i assume....Banning me without telling me, noy giving a reason to the ban, and then ignoring me....wth?
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Floirt

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Re: Space Station 13
« Reply #1446 on: June 23, 2009, 10:25:11 am »

Okay, yesterday I accomplished wide amounts of nothing. Trying to repair the proximity sensor didn't work, because the code is exactly the same, it's just not in the same folders. So yeah. Moving folders didn't work, either.

On the upper side, I found there was escape and recon pods! Yaaaay. Also, space loops into itself, so you can't come back to the station or get to CentCom by flying.  :(

I am thinking of setting up some kind of escape pod bay. Since the game ALREADY accounts if you escaped into a pod, like for meteors, or even blob.
Or maybe not an escape pod bay, but just a personal pod, with maybe a countdown to open the door, so people can react to that.

Also, I think I can get endurance in.

Ninja-edit: Also, there wasn't any zombiegame mode in those files. I guess the admin just zombified people.
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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...

beorn080

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Re: Space Station 13
« Reply #1447 on: June 23, 2009, 10:36:02 am »

That would be a nice twist on the escape alone on the shuttle objective. Could either attempt to steal or make three IDs that launch the shuttle early, or steal one and launch a pod with a small delay.
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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.

Poltifar

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Re: Space Station 13
« Reply #1448 on: June 23, 2009, 10:42:29 am »

I still think we need NPCs. Anything, really. I heard about a server with aggressive monkey spawns and such. It can't be that hard, can it? Here's an idea for the pseudo-code it could use:

Code: [Select]
if no player is in its vision, walk around randomly like normal monkeys and braindead people

if one or more player is in its vision, randomly choose one (or maybe choose the closest one) as its target and store it in a variable

every 'tick' or whatever amount of time you want, if target != null, do
{
if target is in sight but at a distance > 1, move toward target.
if target is in distance = 1, do damage to the target and give the people in view a message about the attack
if the target is not in view anymore, choose a new target if any are available, or empty target variable and go back to random movement mode
}


This code would be extremely basic, and definitely not something incredibly dangerous to the players or whatever, but a first step nevertheless.
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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 #1449 on: June 23, 2009, 10:57:51 am »

If you want NPCs, talk to Mr. Muggles.  :P
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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...

IndonesiaWarMinister

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Re: Space Station 13
« Reply #1450 on: June 23, 2009, 11:03:16 am »

I may be able to help.

But no, I'm not promising anything.

Still, how is the BYOND codes looking? Is it a bit like Java?
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Poltifar

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Re: Space Station 13
« Reply #1451 on: June 23, 2009, 11:03:55 am »

Oh come on Floirt, what kind of programmer/modder are ya? :P

IWM, well not really. You can find documentation for it on the BYOND site. I think.
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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

kholhaus

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Re: Space Station 13
« Reply #1452 on: June 23, 2009, 11:12:00 am »

I think pre-set radio frequencies (aka Hyperlinking functions with names of different intercoms) would help stop clutter. It would directly link radioes to an intercom, allowing you to page that area.

Of course, there could also be specified channels that are restricted to certain jobs. Captain accesses all channels, and there could also be custom channels for Espionage and Sabotage for Syndies.

149.5 could be the General frequency.
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Cecilff2

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Re: Space Station 13
« Reply #1453 on: June 23, 2009, 11:14:56 am »

Okay, yesterday I accomplished wide amounts of nothing. Trying to repair the proximity sensor didn't work, because the code is exactly the same, it's just not in the same folders. So yeah. Moving folders didn't work, either.

On the upper side, I found there was escape and recon pods! Yaaaay. Also, space loops into itself, so you can't come back to the station or get to CentCom by flying.  :(

I am thinking of setting up some kind of escape pod bay. Since the game ALREADY accounts if you escaped into a pod, like for meteors, or even blob.
Or maybe not an escape pod bay, but just a personal pod, with maybe a countdown to open the door, so people can react to that.

Also, I think I can get endurance in.

Ninja-edit: Also, there wasn't any zombiegame mode in those files. I guess the admin just zombified people.

The goons took out the pods.  They used to be part of an escape pod bay near engineering.(On the old map)

Careful with the placement of escape pods, though.  Some of us old timers know how to destroy the entire station with them using something that got nicknamed the "Dwarf Bomb" due to the first person discovering it.(His key was Dwarf16)  Basically, it's more powerful than the nuke.  You've been warned.

Nonetheless I didn't think it warranted the removal of pods completely, just move the podbay to a more suitable area.
« Last Edit: June 23, 2009, 11:37:51 am by Cecilff2 »
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Squeegy

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Re: Space Station 13
« Reply #1454 on: June 23, 2009, 11:16:16 am »

oh hey there Cecil.
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