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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 ... 316 317 [318] 319 320 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 823864 times)

QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4755 on: September 30, 2009, 06:12:26 pm »

If the drama is bubbling up again, I'd appreciate it if it could have its lid put back on.  I've removed a giant lolcat.

I'm sorry, ill stop.
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Smitehappy

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4756 on: September 30, 2009, 06:49:28 pm »

This thread has been on the verge of deletion so many times it's a wonder it's still around.
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Puzzlemaker

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4757 on: September 30, 2009, 07:17:17 pm »

If the drama is bubbling up again, I'd appreciate it if it could have its lid put back on.  I've removed a giant lolcat.

Hee Hee

This sentence cracks me up for some reason.
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Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4758 on: September 30, 2009, 11:37:45 pm »

Back on the topic of extended rounds, there really isn't anything worth doing on extended mode other then build another room, which isn't really worth it. It always ends up with either slaughter, crashing, or random event that forces evac.

Is there a way for people to revive at a revive point or something? Then we could do things like capture the flag.

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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4759 on: September 30, 2009, 11:48:20 pm »

Well, in the last extended I played, we were gonna start a second station on the AI sat teleporter room, when an uncalled and unannounced plasma storm wrecked the station, and someone blew up the AI sat teleporter as I tried to organize an evac to it. So yeah. Still, was gonna set up trading between the two stations, making chemicals and trading for booze and oxygen. Maybe lead some raiding parties or something, not sure.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4760 on: October 01, 2009, 06:54:31 am »

Would tie in well to a "particle collector". Results would be based on number of space turfs nearby and devided by the number of other collectors(plus one), to encourage putting them in lone empty spaces.

Then you would take advantage of an empty Z-level to start a resource farm.


You could trade with the AI sat chemistry labs, who pass on some of the resources from the main station...
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Skibiliano

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4761 on: October 01, 2009, 07:38:13 am »

Blah blah blah...

Here's an another suggestion:
If you use a lit welder, you can hit a electrified grille without a shock, With a 1/10 or 1/8 chance that you accidentally hit the grille with the metal part and get electrified

If that's a no-no. How about the same thing with the Energy Sword but without the fumble chance.
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Cecilff2

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4762 on: October 01, 2009, 09:39:36 am »


Hee Hee

This sentence cracks me up for some reason.

You wouldn't happen to be the same puzzlemaker that used to play this about 6 years ago, would you?
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Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4763 on: October 01, 2009, 10:07:10 am »

The problem with extended is that it has no motives to do anything.
If admins came up with some kind of mission or something, then it'd be good.

For example, as Beorn said, Making the outpost on the AI teleporter station was totally bodacious (although argueably doomed by the lack of power).
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Skibiliano

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4764 on: October 01, 2009, 10:28:09 am »

The problem with extended is that it has no motives to do anything.
If admins came up with some kind of mission or something, then it'd be good.

For example, as Beorn said, Making the outpost on the AI teleporter station was totally bodacious (although argueably doomed by the lack of power).
Dang right! I was part of the builder group (and the first to pass out.. hehe)
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4765 on: October 01, 2009, 10:35:43 am »

Actually, the only thing that would have needed power would have been the teleporter room. I think any new constructions are automatically powered, at least until buildable powernets are added.
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Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4766 on: October 01, 2009, 11:13:56 am »

Yes, but that's not what I was refering to,
I was , actually, refering to the lack of power on the main station.
That + Plasma storm made our outpost more like a Hidey Hole.
Also, I think we should have made our outpost INSIDE the actual AI satellite, it would have been awesome.
Also server please?

Oh and this: I'd like to apologise to any of those who experienced my quite frankly shit admin abuse and such. I've been having a rough few days (inb4lame), and I guess I subconsciously found an outlet in abusing people.
Sorry.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4767 on: October 01, 2009, 11:24:56 am »

If enough intrest is shown, I *could* rewrite the powernets slightly, so that they depend less on the area and more on the APC, though lighting will hve to remain area-based.

(SS81 desn't have areas at all, so lighting is more complex and advanced, and player constructable, but mapping is harder as a result)


Also, can anyone confirm if the server still crashes? Does engine-burning the generator rooms cause crashes now? And if not, then can you confirm or deny the existance of common crashes? If it is 100% stable, then I should get back to adding more features to destabilize it :) ... Or working on SS81. Pipes need code, and objects being air-pushed. And air exchange to an extent. And air/object temperature. And fire. And then, with atmospherics in, add actual fun things...
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Skibiliano

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4768 on: October 01, 2009, 11:34:44 am »

If enough intrest is shown, I *could* rewrite the powernets slightly, so that they depend less on the area and more on the APC, though lighting will hve to remain area-based.

(SS81 desn't have areas at all, so lighting is more complex and advanced, and player constructable, but mapping is harder as a result)


Also, can anyone confirm if the server still crashes? Does engine-burning the generator rooms cause crashes now? And if not, then can you confirm or deny the existance of common crashes? If it is 100% stable, then I should get back to adding more features to destabilize it :) ... Or working on
SS81. Pipes need code, and objects being air-pushed. And air exchange to an extent. And air/object temperature. And fire. And then, with atmospherics in, add actual fun things...

SS81? Also, are you going to update the axe sprites with the ones I made?
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QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4769 on: October 01, 2009, 11:45:03 am »

ss81 is startin to sound pretty awesome.
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GENERATION 9: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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Jesus, you broke the site!
Sorry, Bro.
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