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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 824251 times)

IHateOutside

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4275 on: September 03, 2009, 03:39:28 pm »

That's an awesome tutorial. I need to go on that. You win a cake.
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Keita

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4276 on: September 03, 2009, 04:24:49 pm »

That is a good server and I approve of portal references!
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4277 on: September 03, 2009, 04:29:56 pm »

Did we get lucky and not trigger the bug, or was any code changed since the bug got in that prevented it?

The server was quite stable...
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4278 on: September 03, 2009, 04:51:23 pm »

GIVE THE MAN SOME DETOX.


... Good or bad?
Im guessing he's recommending a injection of anti paint? (photosirup?)

Wouldn't anti-paint be.. paint thinner?
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Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4279 on: September 03, 2009, 05:29:37 pm »

Atmos actually should be started and maintained just like the engine. Release the oxygen notrigen and CO2 and keep pumping more into the vents. That way it's an instant siphon for airless areas. (or NO2 inducing for people locking themselves inside places)

On that note, doesnt plasma mixed with NO2 form oxygen slowly?



Also, is there any updates on that glitch that makes airlocks not depressurize the station?
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4280 on: September 03, 2009, 06:10:40 pm »


On that note, doesnt plasma mixed with NO2 form oxygen slowly?


I thought it was Co2 and plasma, actually.

Tinkering on the tutorial, at the moment it's pretty damn spartan, since I'm using whatsitcalled, Qwerty's mod rather than our current iteration of the game (for obvious reasons, but it means we have very little implemented. Like engines. Or med-kits) ... I would use our current Station 13, but I don't actually have the files. (pm plox)

Anyways, it will be a series of rooms which will cover the basics, - a few of them expanding deeper into the topic as a optional puzzle.

So you can, for example. Learn all you need to know about using med-kits and treating injuries and move on to space-walks, or you can take the extra-course and learn to operate sleeper-pods and cryogenics as well.

The documentation alone (of which there currently is NONE because someone thought it was a brilliant idea to have a EXPLORATORY aspect to something a person is EXPECTED TO KNOW ALREADY. GAWD WAT T EFF.) will run on pages. I'll try to keep things concise but understandable.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4281 on: September 03, 2009, 08:09:57 pm »

One: I am going to have SS81 use it's own hub.
Two: This hubb will not be publicly revealed, at least not yet
Three: I have a great idea for a fuzzy approach to banning.
Have a number, that defaults to 0, that is then run through a standard checkauth() /proc, and if, by the end of it, that number is below 0, the client is del()d.

At the start of this proc, the number is one of two, depending on if the user is in the subscriber list.
However, the rest of the proc may add, subtract, set, and any other crazy stuff to the number. I would say adding modifiers based on play time vs number of kicks vs admin sympathy (maybe an admin sympathy list that will prevent players from dropping below 0 before bans are considered?) and any other options added by the host.

I personally will probably use the subscriber list for people I trust, and have the number range from banned to ultra-admin, with myself and the host permanently on ultra-admin and other users ranging in between.

THIS MEANS THAT THE GAME CAN MODERATE ITSELF!

Obvious inexcused greif can add a negative modifier to this number, and if it drops too low, disable easy-greif commands! And a good player could earn bonus!

A badmin could push their number to below the admin-line and have to earn their way back into good standings!


Most of the number changes would be handled by real humans, but it gives a more flexable system (rather than warn->kick->ban, admins can rather subtract points from a user for a mid-punishment between warn and kick) and allows the server to police itself to a limited degree.

And, I want the function to be freely available for hosts to edit if they felt like, such as the goons giving a point bonus to fellow goons, because giving a simple flexible system is a GOOD THING.

Mid-post-edit: Formula is 500 + modifiers + sqrt(abs(worthiness))*(the  sign bit of worthiness). subscriber is a +1000 modifier.

All formulas and ideas subject to change.



Also, Cajoes, if you have any item/feature requests, feel free to state them.


Edit: the calculated number could also be used to limit high-ranking jobs to good players.
I suspect that an easy modifier would be a reward for the user passing a tutorial.
« Last Edit: September 03, 2009, 08:21:25 pm by qwertyuiopas »
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4282 on: September 03, 2009, 10:29:44 pm »

Like, one point for random agression, one point for welding lockers, (two if someone is in them), another point for releasing lethal gas inappropriately? (One point for even looking at the plasma valve in atmostech) slowly stacking up until the AI (or script in this case) decides the threshold have been reached and boots the git?

.. I like.

Also, Cajoes, if you have any item/feature requests, feel free to state them.

Well I was trying to be subtle since I don't want to overload the only programmer on this project. Buuuut...

Turf Items:

* grates (for walking on)
* wall grates. (for fences and simple barriers)

Why does the wWall loose its light when you click on it?

furniture items:

* bed-stand table,
* multiple tile tables, (can probably sprite them myself, but yeah, I'm a clutz with code, it I touch it, it refuses to compile ._.; )
* Some form of locker.
* a stand for hanging equipment on
* television set (for the break-room)
* toilets
* random crates one can break open for random supplies determined by the box's labeling, random loot table, or possibly preset by the map maker.
* kitchen counter
* oven
* dish-disintegrator (yeah, like I'm washing your crap. Hah!)
* Lava Lamp.
* Refridgerator
* Vending machine
* Dispenser Dispensor.
* Force Field
* Blast Door
* Fire door

Electronic/security

* cameras
* camera console.
* AI core
* atmospheric alarms
* fire alarm
* ... no, we can skip the radiation alarm
* Hull breach warnings?
* intercomm
* microwave oven
* two cups of rhubarb.
* one inflammable rhubarb
* communications console
* generic computer console
* AI consoling console

Engineering/atmospherics/maintenance

* Hot/Cold generator
* emergency portable generator
* solar panels and controls for such
* one atomic rhubarb
* Autolathe rhubarb
* power display console
* cordless drill
* cordless cordite
* cords
* cordless rhubarb
* insulated gloves
* wired insulated gloves
* rhubarb handling gloves
* hammer
* large hammer
* hydraulic hammer
* tiny hammer for breaking emergency glass cases
* emergency glass cases for holding emergency hammers
* emergency hammers for emergencies requiring hammers
* hydraulic component
* fire proof suits
* chemical spill proof suits
* biohazard suits
* hazardous materials proof suit
* radiation proof suit
* rhubarb proof suit
* rhubarb safe rhubarb suit
* rhubarb 100% proof
* emergency portable force field generator for generator forcefields for sealing hull breaches
* hydrogen/lithium power cells for powering a wide range of electronic components, including but not limited to,
   * standardized Allocative Power Converter (A.P.C)
   * hydrodynamic power converter
   * Emergency portable force field generator
   * mk 1 prototype "Scuzzer" multi purpose robot.
   * mk 1 prototype "Fuzzer" single-purpose security robot
   * mk 1 prototype "Rhubarb" rhubarb-purpose electric rhubarb.
* pliers
* wirecutters
* wrench
* monkey wrench
* monkey
* rhubarb monkey
* atmospheric composition scanner
* clip board for clipping paper to in a effort to pretend being useful
* hard hats
* galoshes
* yellow overalls
* faceless minion mask to ease emotional detachement.
* one faulty waterchip
* flux capacitor
* headlight fluid
* large cumbersome and ultimately useless laser cannon.

medical bay

* sleeper pods
* cryogenic sleeper pod
* cryogenic surgery pod
* cryogenic storage pod
* cryogenic rhubarb pod
* surgery table
* scalpels
* sponges
* blood sacks
* med kits, containing the following, but subject to changes depending on budget and changes in how the damage system works.
    * bruise kits,
    * ointment
    * detox pill
    * rad-away
    * bandage gel
    * medi gel
    * one stimpack rhubarb
    * lung decompressor
* X-ray machinery
* Y-Ray machinery
* Z-Ray machinery
* Rhubarb-ray machinery
* Medical supplies dispenser (Doctor busy? Heal thyself, four different flavours, including rhubarb)
* Bonesaw.

Scientific equipment and related items

* matter antimatter rhubarb.
* scientific data recorder
* tricorder
* quadcorder
* monocorder
* rhubarb (with optional recording capacity)
* data tapes, 8-tracks
* 8-track data reader.
* automatic needle injector
* needle dispenser
* chemical supplies dispenser
* chemical mixer
* bunsen burner
* buns
* atomic material, including
   * plutonium
   * uranium
   * thorium
   * rhubarb
* portable portal device
* non-portable portal device
* timer, for general time-keeping purposes
* lighter, for general lighting purposes
* proximity detector
* infrared detector
* mood detector
* rhubarb detector
* metal detector
* gay detector (also under the label gaydar)
* radiation detector
* atmospheric compound detector
* health-and vital signs detector
* spy detector
* propane tanks
* plasma tanks (if we're still using plasma, that is)
* freezers (rated for absolure zero)
* heaters (rated for several thousand degrees)
* Palatial Locator
* Interdimensional Destabilizer
* Positronic Doohickey
* Phone Booth

Kitchen

* various sharp implements of cutlery.
* pots and pans
* fridge (like a locker, but it chills items inside)
* vending machine
* plates
* raw meat
* cooked meat
* cooked meal
* vegetables
* mixer
* microwave oven
* sodas of various brands
* alcohols of various brands (ranging from beer, wine to medical alcohol)
* sink (not sure we want to wade into the concept of plumbing.. õ_O , we already have gasses and electricity piping through the station, springing water leaks.. good lord. )
* granulated sugar
* rat poison
* extra strenght rat poison
* I-Can't-Believe-It's-Not Rat Poison Antidote.
* flour
* fresh eggs
* fruits.
* timer

Misc:

* Janitors bucket
* janitors mop
* janitors instruction manual in case of emergency
* flash light
* emergency flare light
* emergency lights
* welding tool
* arclite welding tool
* plasma welding tool
* rhubarb welding tool
* gas canisters containing the following gasses
   * Air Mixture: (for the lazy/dumb atmospheric techs)
   * Nitrogen
   * Oxygen
   * Helium (science!)
   * Hydrogen (Ka-BOOM!)
   * Plasma (let's skip the bio tag this time, lads? It was supposed to be on the small canisters!)
   * rhubarb vapours
   * Dihydrogen Oxide
   * Cake mix
   * Chocolate concentrate
* unweighted station warehouse square.
* weighted anchor (iron)
* metal scraps
* glass shards
* metal shards
* welding fuel
* water tank
* sonic screwdriver
* nuclear powered toothpick
* fish shaped rhubarb
* Fish bowl
* duct tape
* comically large novelty horse shoe magnets
* liquified plutonium residue ( green, glowing )
* fish shaped radiation moderator carbon elements
* jackhammer
* rags and easily ignitable papers. (see booze and lighter)
* clean papers
* pens
* large reflective surface on wheels
* 10lbs tub of lard
* purified cookie dough
* toy baking oven
* laptop computer
* handheld computer
* shotgun
* shotgun ammunition.
* Mk 13 experimental Plasma/Nuclear Warhead.
* one rhubarb pie

New module ideas: Hydroponics, communications array, firing range...

* target dummy for firing excercises
* grenades of various types
* fishhead crackers with rhubarb flavour.
* Sharpened, electromagnetically shielded combat rhubarb.
* plasma gun
* laser gun
* taser gun
* rhubarb gun
* freeze ray
* heat ray
* ray-gun
* alien artifact that might be usable as a club
* alien artifact that is in fact a club
* alien artifact whose creator would be offended if you tried to use it as a club
* frozen alien, in the shape of a fish.
* frozen rhubarb
* light combat vest
* medium combat armor
* heavy cumbersome combat armor
* heavy combat armor with life support and eva ability
* heavy combat rhubarb armor
* knee protectors
* arm protectors
* face protector
* rhubarb protector, shaped like fish
* rick-roll flasher. mk2
* robo-roll flasher
* semi-sentient robot, mk1 (some glitching may occur)
* Eye of Oculus
* Stone of Jordan
* Cow King's hauberk
* Veil of Steel
* Ring of Wizardry
* Ring of Rhubarb
* Ringworld.
* cattleprod.
* chainsword
* flamethrower
* frozen fish. Shaped like rhubarb.

Final Edit: - I think I got it all now... Some things might been mentioned twice.. But really, I think I can edit in the absolutely neccessarry (and least code intensive) items on my own.
« Last Edit: September 04, 2009, 12:07:40 am by Cajoes »
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tp12

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4283 on: September 04, 2009, 12:46:26 am »

The karma system?
Unfortunately we cannot measure intention's (Hacking an airlock/bashing a window.... to get to the dying crew members behind them.)
It would probably have to be user moderated... Like in ingame in the form of compliments/reprimands. (In the drop-down menu for that character.)
Traitors would have to be given temporary immunity to them obviously.
Or in the form of a vote at the end of the game?
"Was the captain any good?" "Did the AI sound convincing?" that sort of questions, maybe even a added function of those that got a positive result to a certain job have a higher likely hood of getting that job again?
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4284 on: September 04, 2009, 01:54:34 am »

I kinda like having the idea of having the admins add and remove points on the basis of behavior. Can't really automate it though, since occasionally, you need to weld a guy into a locker to save him from the nuclear blast, and sometimes you need a locker to clean up after the last monkey drinking party. Still, would let the admins reward people who play, with more access to higher up jobs, and better chance, if wanted, of being the traitor. Worse players would be the traitor less, and have less access to grief friendly jobs, like captain and toxins.

Just remember, just cause the captain goes around issuing crazy orders, its not really griefing unless he starts killing, completely borking the station, or permanently restraining. Pretty much anything else is alright, in my book at least.

Oh yes, idea for inclusion. Beer should be extremely flammable, about like a 400-500 degree bomb. Plus perhaps a way to use it as a grenade, say

Use wirecutter on jumpsuit
Use scraps on beer
Use lit welder on molotov
Throw molotov in 5 seconds.
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4285 on: September 04, 2009, 02:13:41 am »

Already listed.  ;D

(Well, maybe not explicitly, but it was insinuated.)

Addendum: Should the instructions for how to do something, (from putting on shoes, to hooking a canister to the gas intake) be written on paper notes strewn in the rooms or available at context sensitive computer terminals in every room?
« Last Edit: September 04, 2009, 02:57:37 am by Cajoes »
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4286 on: September 04, 2009, 02:14:52 am »

When there is a hull breach, there should be a MUCH more powerful Sucking action, unless they are in the little Zone between the two airlocks.

Rakonas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4287 on: September 04, 2009, 05:08:48 am »

When there is a hull breach, there should be a MUCH more powerful Sucking action, unless they are in the little Zone between the two airlocks.

I think it's also important to fix the lack  of ANY suction when standing on a floor tile that is bordering space.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4288 on: September 04, 2009, 08:02:31 am »

Well, gameplay wise, I already have magnetic boots that would cancel out air-flow-pushes.
I'll try to get air-flow back in eventually.

And Cajoes?
As soon as I read it, I KNEW that inflammable rhubarb WILL be going in.

That list is exhaustive, but it gives me something to check for ideas.

Also, believe it or not, the lavalamp, the first to go in, is very useful!
It does produce a tiny bit of light, but more importantly, because of it, the player's luminosity is now the max of 2 and the luminosity of every item carried (hand or belt).

That means that the lava lamp doubles as a guidance pylon!
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4289 on: September 04, 2009, 09:31:05 am »

I don't quite understand the Whole Rhubarbness. am i missing something?

Also, May i say the water would be an EPICLY awesome, it'd be another way for traitors to kill, a way to kill the AI and other uses.

Oh, and toilets, Lulz.
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